Although in several areas it can disappoint, overall it is impossible to argue with the value proposition of Duels of the Planeswalkers. Whether you are new to the game, playing for the first time in five years, or already play in local FNMs or PTQs, if you own an Xbox 360 there is no reason you shouldn't also own this game.
This week, I was sick as a dog, which gave me a good opportunity to play Stainless Games' new Xbox Live Arcade game Magic: the Gathering Duels of the Planeswalkers. Right now, the game costs 800 MS Points, which is the equivalent of $10. At that price point, this is a fantastic game that should be in every gamer's collection. This is especially true if you also play Magic: the Gathering in paper, since you get a free $15 card (my friend's estimation of the value, not mine) with purchase.
Singleplayer Campaign
The singleplayer campaign for this game is pretty straightforward: challenge each of the decks to two duels and beat them over the course of the campaign. You will be playing against the AI, which is reasonable but nowhere near perfect. After each win, you will get a card to add to your deck. The confusing decision that the designers made here is that they allow you to grind victories against the same AI-controlled opponent over and over again. While you have to beat all of the opponents in the ladder in order to unlock all the decks, once you have unlocked all of the decks you can just play the same easy-as-pie opponent over and over again, depending on which opponent your deck is strongest against. Although I did not beat the entire campaign with all of the decks, I did beat all of the opponents with the Elf, Jund, and mono-green decks, which were the only three I attempted it with.
AI
The AI is probably one of the poorer parts of the game, overall. It is difficult for me to criticize it entirely, since I'm sure it is very substantial. It does make good decisions most of the time. However, there are many areas it could definitely improve:
- Mulligans: I'm not sure that it actually takes mulligans. I've seen it missing its second turn land drop before. It may take mulligans, but I've never seen it go to 6.
- Attacking, causing it to be dead on board: I can't tell you how many times I have three guys in play, and the AI has three guys in play with a few meager points of life left, but one of them is phantom warrior. In this case, regardless of my life total, or his, he will swing with it. In many of these circumstances, the AI literally causes him to be dead on the board, regardless of any tricks I may be holding. It seems like there should have been a line or two of code telling it not to attack if the extra creature that gets through deals lethal damage.
- While getting in for an extra 3 with giant growth is nice, its much better to 2 for 1 with it by making your attacking or defending creature 2/2 a 5/5, which is bigger than the other guy's 4/4, thus making him down a card while you are up the creature (which you would have normally lost) or the damage (4 points of life ~1 card) and down the card in hand. 2 for 1.
Another play mode of the game is Magic: the Puzzling. This gameplay variant is interesting and definitely showcases some of Magic's potential. Unfortunately, certain considerations (like card drawing) convinced Wizards and/or Stainless games that all of these puzzles should be a "can you find a way to win this turn, after drawing your card" question, which to me reduced their complexity. A few of them took me a couple tries, but most were fairly easy. I beat them all in a single sitting. I wish that I had earned a deck unlock or something more substantial than simple achievement points doing this, though. Overall, this was a quick addition to the game that didn't add any long-term value to me.
Multiplayer
The multiplayer modes are, in my opinion, the highlight of the experience. As of the second night after release, there were already a fair number of people playing the game online, although actually joining a game is a bit finicky (this may change as more people begin to play online). There are several multiplayer modes available:
- Coop campaign (not online)
- 1v1
- 3 player FFA
- 4 player FFA
- 2v2 2 Headed Giant
Coop Campaign
The Coop campaign is also awesome, because it's a great way to get your friend to play with you without having to worry about them being intimidated by your prior experience with Magic. While you can't play it online (to my knowledge), a friend and I played through most of it and it is quite a bit of fun. The elf deck is absurd in this mode, btw. One interesting thing to note is that you can unlock cards for decks in the Coop campaign, so you can use this to approximately double your unlock rate vs. single player play.
Deck Construction/Balance Issues
Deck construction in this game is not what you would expect given that you are playing Magic: the Gathering. While in the paper game, you have almost complete control over everything you play, in this game each deck has a core deck which you can unlock additional cards for, and then you may choose which of those unlocked cards you wish to play. Since most of the decks' unlocked cards are of the bomb variety, you end up playing almost all of them. The notable exceptions, however, are the "tooth" cards which basically all give you an additional point of life whenever someone plays a spell of a specified color. While these cards are alright in multiplayer (particularly 4 player FFA), in singleplayer or 2v2 they're atrocious and should almost never be played.
My theory for these deck restrictions is this: Stainless wanted to delicately control the balance of the metagame, and the best way to do that is to have all of the decks' potential under control. Because there are a couple of bad/undesirable cards in most of the decks, it is basically impossible to modify the decks into unstoppable, efficient killing machines. If everyone could take the elvish warriors from the elf deck and put them into the green deck in the grizzly bears slot, or move the grizzly bears into the dragon fodder slot in the Jund deck, you could risk improving one deck too much and throw off the balance of the metagame.
However, if this was the reason, or even if it wasn't, Stainless should have done a better job of balancing the metagame. Some decks simply seem to be much better than others, particularly the elf deck, with which a decent draw can destroy almost any deck in the metagame. The blue, black, and red decks barely seem to be in the game at all, and the white deck is basically a FFA only affair, since its bombs are basically Serra Angel, Wrath of God (I'm told, haven't seen it yet), and Mass Calcify. The Naya deck seems to be completely trumped by the green deck, which simply trades some creature efficiency (no 3 mana 5/4) and removal for no mana issues and Overrun.
Expansion Opportunities
The most promising aspect of the game are the expansion opportunities it seems to present down the road. Adding onto this game should be fairly simple: just release a new deck for another 100-200 MS Points. Assuming that enough people download the base game, I'm sure future expansions are in the works. Heck, there's already a deck in the campaign that player's can't unlock yet. (Maybe I need to beat the double Tezzeret decks at the end of the Coop campaign, haven't done that yet).
Overall Impressions
Duels of the Planeswalkers is simply an outstanding value for 800 MS Points. While it's not perfect, it is certainly the most attractive Magic: the Gathering client ever, and gets most of the important aspects of Magic right. It is also easy to learn, beginner friendly and generally a rewarding first Magic experience. While it has its faults, these are more than made up for by the innovative, streamlined experience it provides and the enormous amount of content that you are purchasing for ~$10, even before you include the promo card which is worth the cost of admission alone. If you've always wanted to learn Magic, or even if you simply want to see how much better Magic Online's interface could be, I highly recommend that you take a look at this game. Although in several areas it can disappoint, overall it is impossible to argue with the value proposition of Duels of the Planeswalkers. Whether you are new to the game, playing for the first time in five years, or already play in local FNMs or PTQs, if you own an Xbox 360 there is no reason you shouldn't also own this game.
-Jon
1 comment:
I have to disagree.
The AI is very suspect. I can call out the cards it will play and the order in which it plays them about 80% of the time. The randomization is attricious. I've had games where I went 12-15 turns with no land or no creatures, and its usually when you have a hand full of the other.
I've unlocked all the decks (to my knowledge) and completed all the achievements except the 100% one, and I am stuck at 96%. It would be nice to know just wtf I am missing.
IMHO the PC version released way back when Windows 98 was out was much better. You began with a deck, and you built it up via quests and duels. The main issue with that version was that the AI would freeze up in an endless loop when too many cards were on the table.
Don't waste your money on this trash version of MtG.
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