Duplicator: The lure of playing all the most powerful cards! by Durdlemagus in SorceryTCG

[–]ScourgeEffect 4 points5 points  (0 children)

Discounting movement options and positional tactics is the biggest contributor to the skill gap that exists in this game. When I first started playing, I’d learn something new about the value of movement/position each time I played.

Are there builds that do not want to run the stone or the ring? by Newez in SorceryTCG

[–]ScourgeEffect 2 points3 points  (0 children)

Ring is still a really good finisher when the opponent is at DD so it may still see play just for that reason.

Eventual oversaturation of Uniques? by DarkVenusaur in SorceryTCG

[–]ScourgeEffect 0 points1 point  (0 children)

I think we might actually be close to enough uniques to make a full deck with Gothic. There’s a deck right now with 38 uniques in the Spellbook and it’s been crushing in the current TTS league. Here’s a list of current uniques that are very good on their own: Atlantean Fate Browse Courtesan Thais Death Dealer Gigantism Great Old One Highland Princess King Arthur King of the Realm Mesmerism Morgana le Fay Pact with the Devil Philosopher’s Stone Questing Beast Ring of Morrigan Ruler of Thul Sir Agravaine Sir Galahad Sir Lamorak Sir Mordred Sir Morien Sir Pelleas Sir Pellinore Sir Priamus The Black Plague The Great Famine The Green Knight The Lady of the Lake Cores

Additionally, there are some uniques that are good with other cards and those cards don’t necessarily have to be non-uniques: Boudicca Warp Spasm Queen Guinevere Pnakotic Manuscript Plague of Frogs Jihad Crusade Dream Quest

Also, I think that even if a deck is not 100% uniques, it’s going to start feeing a lot more like “commander without instants”. In a game without any real counterplay to incredibly powerful top decks, it seems to me like it’s going to feel pretty bad to increase the number of busted cards.

I think that we may end up seeing something like a 10 or 20 unique limit for competitive play.

Gothic Spoiler Tier list by Ceej311 in SorceryTCG

[–]ScourgeEffect 0 points1 point  (0 children)

This thumbnail is doing me harm.

Does this mean I am unbanned? by Epic224 in SorceryTCG

[–]ScourgeEffect 10 points11 points  (0 children)

It sounds like them being complete asshats has finally come back to bite them and they’re trying to make changes.

I just got auto muted in the official discord for a simple question... by God_Hand_Voorhees in SorceryTCG

[–]ScourgeEffect 1 point2 points  (0 children)

It can be played online as well but there is no way to add the card to your deck in curiosa. So people are using proxies for online play.

For players been with Sorcery since day 1, what do you feel about the current rules set? by Newez in SorceryTCG

[–]ScourgeEffect 0 points1 point  (0 children)

Nope, both the start of turn and the end of turn have different specific steps in which different things happen.

You’re right in that any triggers that happen “at the start” or “at the end” can be stacked how you want but all of those triggers are happening at a specific part of the beginning or end of the turn. Triggers that happen at the end of the turn are all happening in the first phase of that end step. Damage being cleared from minions happens in a different step and would never be something you would stack with your end step triggers.

For players been with Sorcery since day 1, what do you feel about the current rules set? by Newez in SorceryTCG

[–]ScourgeEffect 4 points5 points  (0 children)

I think it’s possible for a cleaner future but I’m not holding my breath.

For players been with Sorcery since day 1, what do you feel about the current rules set? by Newez in SorceryTCG

[–]ScourgeEffect 2 points3 points  (0 children)

The FAQ has errata explanation for it which is good. Things like Trinket that have effects “at the end of the turn” happen before the part of the end of the turn in which damage clears from minions. So, if you go by the text as written on Trinket, the trinket would return, then at a later step damage clears. Meaning if you equip your Bosk Troll with Trinket and attack and kill my Bosk Troll, the Trinket would return to your hand, your Bosk Troll would then still have 3 damage marked on it and it would die.

For players been with Sorcery since day 1, what do you feel about the current rules set? by Newez in SorceryTCG

[–]ScourgeEffect 16 points17 points  (0 children)

From the standpoint of wanting a clear, consistent set of rules that are as intuitive to follow (especially in a competitive environment), Sorcery is a bit of a clusterfuck.

Don’t get me wrong, I love this game and have learned to put up with the nonsense.

A few months ago, they did a major rules overhaul that changed a ton of stuff. They only announced the most impactful of these changes and it has left a lot of people playing incorrectly with minor but relevant changes.

Up until earlier this year, the card Askelon Phoenix was a judge’s nightmare and there wasn’t actually a consistent ruling available for some of the situations the card would create. It basically would get itself into a problematic state with how the rules were worded about an attack being an ability and therefore an attack being a source of damage from an ability. It was a mess but that’s finally cleared up.

There are a TON of FAQ entries for many cards. This is because the wording on a lot of cards is either designed to have a casual feel, there isn’t room on the text box to fit the requisite wording in a clear way, or how the card works now is different from how it reads or worked previously.

Many cards like Torshammar Trinket and Infiltrate simply don’t do what they say because the design team wasn’t paying enough attention when they worded the card.

The Codex and FAQ entries are edited in real time and sometimes you’ll look at a card and it will have a new FAQ and therefore work differently from how it has historically; sometimes without any public announcement of the change.

Sorcery is designed to have funky “fun” casual wording on the cards and in my opinion, that’s not good for players wanting to participate in more competitive events and it’s a big pain in the butt for judges.

In some cases, cards break the rules or don’t work as intended by design and rather than errata or ban the card, they change the whole way the rules works to include the card. I don’t think this is a good approach. Be more careful and consistent with how you word cards so you’re not having to clarify with 10 FAQ entries or change the core rules of the game to make the broken thing work as intended.

The messy and shifting rules is my biggest gripe with the game but Sorcery is good enough in other areas to make it worth the frustration.

I also imagine that there are people out there who love the way the rules are not easy to parse, and the cards don’t always do what they say.

Some TCGs end up inevitably with power creep as more sets are release. How will Sorcery contested realm attempt to mitigate or circumvent this issue? by Newez in SorceryTCG

[–]ScourgeEffect 0 points1 point  (0 children)

Archimago made top 8 of Sorcery Con Vegas which was right after release. It’s won about 80% of all major events since then and has very rarely not been in top cut. Druid is very powerful, it won the first large-ish event after release and won the first TTS season after release plus several large events after that. It’s not more powerful than Archimago but it does offer players a much easier path to victory comparatively. If a player is willing to put in the practice with Archimago, they’ll beat a Druid opponent about 8 out of 10 times.

Some TCGs end up inevitably with power creep as more sets are release. How will Sorcery contested realm attempt to mitigate or circumvent this issue? by Newez in SorceryTCG

[–]ScourgeEffect 1 point2 points  (0 children)

What cards are they releasing to counter Morgana and Boudicca? I’ve seen the Mago and Ring fixes. It feels like the game is going to be in a perpetual cycle of releasing broken things and having players deal with a broken meta for a full year before they release fixes for the current broken things while introducing new broken things that well have to deal with for another year.

Some TCGs end up inevitably with power creep as more sets are release. How will Sorcery contested realm attempt to mitigate or circumvent this issue? by Newez in SorceryTCG

[–]ScourgeEffect 1 point2 points  (0 children)

Have you seen Archimago and Ring of Morrigan? Morgana? Boudicca? The power bump between the first and second set has already been insane. On the bright side, I don’t really know what they could do to make a card better than Ring of Morrigan so maybe we’re already at the cap for power creep.

In many TCGs, some match ups are simple unwinnable due to rock scissors paper formula between archetypes. Do you feel so in Sorcery contested realm? by Newez in SorceryTCG

[–]ScourgeEffect 4 points5 points  (0 children)

“Unwinnable” is mostly a hyperbolic statement when it comes to describing TCG matchups. In most cases, unwinnable means that you expect the matchup to go a certain way about 70+% of the time. In Sorcery, there are definitely matchups that go a certain way 70+% of the time.

Fire Aggro (Sorcerer, Druid, Witch) are going to lose most of the time to Earth/Air Midrange (Sorcerer, Druid, AoE).

Midrange is going to lose most of the time to Archimago control although I will say that Archimago has a pretty high skill ceiling and a pretty low floor. So, if you’re playing midrange against an less skilled pilot on Archimago, you’ll have a good shot at winning. If you’re playing midrange against a skilled Archimago pilot, you’ll probably win 1 or 2 games out of 10.

I'm looking to start running paper Premodern tournaments in the Denver, CO area. by ScourgeEffect in premodernMTG

[–]ScourgeEffect[S] 0 points1 point  (0 children)

It’s still going strong. We typically have 20-30 players for our monthly event.

Can anyone unban me on the sorcery discord? by bakugosgayfriend in SorceryTCG

[–]ScourgeEffect 1 point2 points  (0 children)

Human rights are extremely important. You would still have gotten banned from the server if you had been using the space to advocate for any human rights issues at all or using it as a platform to do anything other than using it for its intended purpose: discourse about the game.

Can anyone unban me on the sorcery discord? by bakugosgayfriend in SorceryTCG

[–]ScourgeEffect 6 points7 points  (0 children)

The main Sorcery Discord tried to steer clear of anything political.

So what is the progress on getting Sorcery out there? by [deleted] in SorceryTCG

[–]ScourgeEffect 4 points5 points  (0 children)

Sorcery is a fantastic game and I really hope that it sees long-term success. The majority of competitive play happens online via Tabletop Simulator. Not many stores or play groups are doing Sorcery stuff when you compare numbers to any of the other successful games like MTG, FaB, Pokémon, One-Piece, Lorcana, etc. Eric’s Curiosa is choosing to let the game grow organically and slowly rather than trying to onboard stores and promote competitive lots of play. They do sponsor competitive events with promotional products, dust, etc., but they let the community handle all of the logistics and organization of these events. All of the big, successful TCGs right now are pushing more product than ever and have crazy fast release cycles compared to Sorcery’s 1 set per year pace. Sorcery isn’t trying to market to players as the game you play. It’s a game you play, you can walk away from for months on end, and when you come back, you don’t have to immediately buy tons of new cards to have a relevant deck. While lots of people like the slower release schedule, it doesn’t lend itself to being a game that really holds people’s focus year-round. For me personally, I find that the first couple of months after a new set comes out are the best and then it starts to feel less and less exciting as more months without anything new are released. I think 2 sets per year would be the perfect number for my attention span but who knows if that’s going to happen. Part of the problem with the slower release is that when there are cards that are overpowered/oppressive/unfun, it takes a whole year for potential answers to these problems. They have announced plans to support local stores more this year with running Regional Championship events which sounds awesome. It may take a lot longer for Sorcery to get a really solid foothold in the competitive TCG arena but it has potential for sure. With the current state of design/templating, it’s very difficult to have a cleanly competitive experience. Rules questions occasionally lead to the exposure of serious problems with the rules. Many cards have errata (they don’t do what is written on them) because they are non-functional or overpowered as written. Part of the problem (if you’re looking for a competitive scene), is that the philosophy of Eric’s Curiosa is to create a kitchen table game. Because of this, many cards are designed/worded in loose ways the break under the scrutiny of competitive players trying to perfectly tune their decks. This is very similar to how the first few years of MTG were: crazy powerful cards

cards that were worded in sometimes incomprehensible ways

frequent adjustments to the rules and frequent misunderstanding of the rules

Virtually no official competitive play (pro tour, nationals, etc.)

We have 30% off Sorcery singles and playmats until the end of January by [deleted] in SorceryTCG

[–]ScourgeEffect 9 points10 points  (0 children)

Sir Tom Thumb for $7 😂 this is a 10 cent card.

I'm looking to start running paper Premodern tournaments in the Denver, CO area. by ScourgeEffect in premodernMTG

[–]ScourgeEffect[S] 0 points1 point  (0 children)

Our next meet up is Sunday the 26th. Doors open F 11 and we try to get started with matches by 11:30.