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Posted Tuesday 29 December 2009 at 10:42 pm
Filed in: Poker
It’s been a while since I played poker in a card room, so with the week off I headed over to Garden City Casino this afternoon. Garden City is an old-school card room, with a whiteboard for a waiting list, and tables jammed together on a big floor. Or rather, it used to be, but since I was last there – over a year ago – they’ve completely renovated the inside, with a new room for high-stakes games, electronic screens and waiting lists, and a spacious middle aisle and side area near the eatery. It’s still a little crowded with tables (though that’s to be expected in a card room, I guess!), but it looks much more modern.
(Oddly enough, they still don’t have betting lines on the tables, which was an issue in one hand today when one player thought another had raised, but the other claimed he was only counting his remaining chips, as raising would have put him all in. I’m not sure why they even make tables without a betting line anymore.)
I sat down in a 3/6 game after a short wait. 3/6 is what you call your low stakes game; maybe if you worked at it, you could lose a few hundred dollars in a few hours. I once lost $100 in an hour at 3/6. That was a pretty bad session. But it’s by far my worst hour in the hundreds I’ve put in at these stakes. So we’re not exactly breaking the bank here.
(Don’t ask me about my comic book habit, please.)
This was a pretty rough session, with a number of bad beats. Some notable hands:
- My worst-played hand was probably pocket Queens on a K62r board, calling a flop bet, then folding on the blank turn, figuring someone had to have a King. The two players who showed down had pocket Tens, and a 6 for middle pair on the flop. I played this too timidly.
- My pocket Aces got cracked when my opponent rivered two pair. Gah.
- The roughest hand was playing Q9 and flopping a straight on the JT8 flop. Sounds great, right? Except my surviving opponent hit his river King and show AQ for a better straight. Painful.
- The most amusing hand was ATh on a A98 flop, one heart. The turn was the Jack of hearts, giving me both the straight draw and the nut flush draw to go with top pair, giving me 20 outs to improve my hand. I didn’t improve on the river, but top pair was good anyway.
- I lost with a set of Threes to a set of Jacks. What can you do? I flopped a set of Twos in another hand, but the board turned a four-flush and I was sunk there, too. If you can’t win your flopped sets once in a while, what can you count on in this world?
Thanks to the set-over-set hand, I ended up down for the day. Sigh. But I’d been down a lot more earlier in the session and clawed my way back to even. And I had fun, so it worked out. I’ll get ‘em next time, right?
Posted Monday 3 August 2009 at 3:08 pm
Filed in: Computer Games
In case I didn’t need another way to waste time, I recently discovered the tower defense genre of computer strategy games. Specifically, I discovered them for my iPhone. I think this puts me, what, about 3 years behind the curve for the genre, and a year behind for the platform?
Anyway, Tower defense games involve placing towers on a map in order to fend off invading hordes of creatures. The towers are statically placed, but they can be upgraded or torn down. You have a certain number of resources with which to build towers, but you can more resources as you fight off each wave of attackers.
I was initially intrigued when I saw the demo during this year’s WWDC of the game Star Defense (links to individual games herein will take you to the App Store in iTunes). Of course, that was months ago, and I just this weekend got around to downloading some tower defense games. I actually decided not to start with Star Defense since it seemed like a relatively advanced example of the genre, with 3-D maps where many others have 2-D maps.
A cow-orker of mine pointed me at TapDefense, in which the hordes of hell are trying to storm the gates of heaven, and your towers all have medieval or magical themes. TapDefense has the cardinal advantage of being free. It also has the advantage for a newbie of having good built-in help, as well as a tutorial.
But one of the nifty things about the App Store is that so many good products are quite cheap. So I bought two more which seemed to have good reviews: geoDefense, and Sentinel: Mars Defense, which were both only 99 cents. I ended up going right to Sentinel mainly based on this review of its sequel, Sentinel 2:Earth Defense (which itself is only $2.99).
Sentinel has great graphics and sound, but I’m glad I didn’t make it my first-ever tower defense game, since its help is pretty minimal. On the other hand, having had that first experience, it was pretty easy to figure out what to do. The bad guys come in five varieties (fast-and-wimpy, slow-and-tough, flying, teleporting, and big-slow-and-really-really-tough) and each wave consists of one type of baddies which are tougher and more numerous than the last batch you saw of that type. So you need to diversify your towers to deal with all the different types, but you get a bonus if you spend minimal resources in doing so. The Easy setting is really, really easy, while the Hard setting is pretty challenging.
The tower defense genre seems to be a comparatively passive game, where you place a tower or two, do a few upgrades, and then see if your changes deal with the attackers. If they don’t, then you may need to quickly place a few extra towers to deal with any who got by, but for the most part you’re watching the results of your handiwork, which is fun, but also a bit monotonous – in a hypnotic way. I found that a half an hour slipped by in my first game of Sentinel before I knew it – it didn’t feel that long.
As a mix of combat game and puzzle, the genre appeals to me, although the monotony makes me wonder if it will have any staying power with me. Though I’m not going to judge the whole genre on just a couple of examples, as it’s easy to envision variations on the theme. But it’s something new and different to me, and it runs on my phone – a feature of the iPhone I’ve underutilized, this game-playing thing – so I’m going to give it a whirl.
Posted Friday 22 May 2009 at 3:43 pm
Filed in: Magic the Gathering
Tags: Deck Lists
The new Magic set, Alara Reborn, has a new mechanic making a lot of buzz: cascade, in which when you play a spell with cascade, you can play another spell of lesser value – but (usually) selected randomly from your library – for free. Every Magic player loves to play things for free, right? So I had to build a deck with this.
Of course, it took practically no time for someone to come up with a tournament-competitive deck using cascade, which is surely a lot better than my deck. But what the heck.
This deck is based around what seems to be the most popular cascade card, Bloodbraid Elf. The main feature of Bloodbraid Elf is that it’s a 3/2 with haste. So I decided to build a deck around creatures with haste:
My goal in building this deck was to minimize the number of cards I could cascade into which would ever be unplayable. Since our metagame makes enchantment and artifact removal a must – especially since this is a largely creature-based deck – I needed a Naturalize-like card, and the enchantment Seal of Primordium was perfect for that. I also like Incinerate and the withering Puncture Blast to clear the way for the creatures. Colossal Might is really the only card which might not be playable (since it can’t target the cascading Elf), but it’s so useful in pumping up the relatively small creatures that I wanted to use it.
With all the hasted creatures, Primal Forcemage is quite potent (and if an Elf cascades into it, then it pumps up the Elf!) – especially with Viashino Sandstalker. Tattermunge Witch provides an outlet for any extra mana and a way to run over blocking creatures.
In play, the deck is a little under-landed – deliberately, since no spell costs more than 4 – and it lacks a true finisher, or a way to deal with big threats. It might do pretty well in duels, but it runs out of steam in multiplayer, relying on drawing 1 or 2 elves for card advantage.
When I rework it, I think it needs a finisher, like Overrun. But larger spells would require more mana. (And then there’s Protean Hulk, which seemed like a great idea when I thought of it, except that creatures fetched when it dies don’t get played, they get put into play, so their Cascade abilities wouldn’t trigger. Alas.)
I’m not sure what I think of the Slith Firewalkers. They’re so vulnerable until they get going. Then again, any 3-cost creature with haste is going to be relatively wimpy; the Boggart Ram-Gangs are really the best you can do in that category.
So it’s an interesting base to start from, but I’m not sure how much potential the deck really has. It is fun to play out a lot of hasted creatures, though, so I’ll tinker with it a bit to see what I can do with it.
(Incidentally, the deck is pretty close to being Standard-legal. Swap in Hell’s Thunder and Jund Hackblade, and replace the Seals and Gaia’s Anthems with something appropriate – more burn, perhaps – and it would probably work pretty similarly. The big loss would be the Primal Forcemage effect.)
Posted Monday 20 April 2009 at 5:53 pm
Filed in: Magic the Gathering
Tags: Deck Lists
Kicking off my occasional series of Magic deck lists is this mono-green beatdown deck based on Jacob Van Lunen’s “Dear Giantbaiting” deck. For an explanation of the environment I play my decks in, read this.
My deck is largely similar to his, but I did make several changes:
The neat thing about Van Lunen’s deck is that it’s built around a single card – Giantbaiting – but the cards it uses to enable that card also fit together very nicely, so it’s actually a pretty potent deck even if you never draw Giantbaiting, because ultimately it’s built around Elves and Warriors, who play together quite well.
The major changes I made to the deck are these:
- I took out the mana-generating elves (Llanowar Elves, Boreal Druid). This deck is pretty cheap – only 2 spells cost more than 4 mana, and it runs only 22 lands – so I was rarely happy when I drew one.
- In multiplayer, the original deck didn’t have a lot of staying power; it would stall out easily. To mitigate this, I added some Essence Wardens, since life gain works well in multiplayer, and works well with Giantbaiting, too. This tends to let me stick around to try to reload if I stall out, and I added to Harmonizes to help me reload.
- Our environment tends to have lots of enchantments and artifacts, so Naturalize was needed. (Beatdown decks are really sad if they get thwarted by Ensnaring Bridge or Meekstone.
- The deck needed some sort of damage-dealer, so I went with 2 Hurricanes.
- Chameleon Colossus, Talara’s Battalion and Nacatl War-Pride are there to add some beef. Arguably I could replace any or all of them with Wren’s Run Vanquisher (which Van Lunen used). I’m not sure whether the Vanquisher or the Battalion is the better card.
Ideally the first few turns involve dropping Essence Wardens, Nettle Sentinels and Bramblewood Paragons, before either playing Giantbaiting or re-stocking with Harmonize.
This deck destroys opponents who start slowly; turn 3 or 4 Giantbaiting can put another player on the ropes even in multiplayer when unblocked. The Obsidian Battle-Axes are a little hard to use without the elvish mana acceleration, but they also tend to draw opponents’ Disenchants and Naturalizes in our game, so their utility is somewhat limited.
Bramblewood Paragon and Imperious Perfect both make Chameleon Colossus devastating, since he’s pro-black and too big for many burn spells.
I keep hoping I can play a Bramblewood Paragon/Obsidian Battle-Axe/Nacatl War-Pride combo sometime just for fun, but it hasn’t happened yet. A second Chameleon Colossus would probably be better anyway, but I don’t actually own one. But I have managed to swing for 18 in one turn with Giantbaiting (and that was after they Naturalized the Battle-Axe).
I’ll probably play around with the high-end creatures a bit (candidates include Jedit Ojanen of Efrava, Roughshod Mentor, or even Sosuke, Son of Seshiro), or see if I can add some sort of removal (a challenge in a green deck), but the core of the deck is pretty solid, and a lot of fun to play.
Posted Monday 16 March 2009 at 5:22 pm
Filed in: Magic the Gathering
I’ve mentioned that I play Magic with some friends on Monday nights. I want to write about Magic more than I do, but in order to do so I ought to give a primer on our competitive environment, since that’s very important for understanding the kinds of decks we play. So here I go!
(Anyone who doesn’t care a whit about Magic can just move on. I expect most of the traffic I get on my Magic articles will be from people surfing in from Google anyway.)
At a high level, our metagame environment looks like this:
- Constructed decks.
- Vintage format: Any card ever published (other than the Un-sets) is technically legal.
- Multiplayer games, especially 2-headed giant and 5-way star
- No card penalty for mulligans, but we rarely mulligan for reasons other than <2 lands or extreme color screw.
- Proxy cards are allowed.
- Some people play the same set of decks every week, some bring new decks regularly.
- Most people play a different deck each game.
- Quite a few decks are based around cards from the powerful Urza block (I’ll probably see at least one deck with Rancor each week).
Basically, we play games for fun, and try to keep everybody involved. If you get an initial draw that would just be no fun to play, then you can get a new draw. We rarely play the top tournament-competitive decks, for two reasons: First, they don’t always do as well in a multiplayer environment as they do in duels, and second because if you have a deck that can win almost every time, what fun is it to keep playing it?
Most of our decks are creature-based because it’s hard to get off a combo which can kill multiple other players. And that means that creature removal is very popular. So we see a lot of Lightning Bolts and Wraths of God and similar spells, as well as creature defenses such as Caltrops, Ensnaring Bridge, and AEther Flash. And that means that enchantment and artifact destruction spells like Naturalize are necessary, too. We do have a few entirely creatureless decks lurking around.
One thing I like about multiplayer is that games often go on for a long time, so you frequently make your 7th or 8th land drop even without mana acceleration, and thus you can play some more expensive spells than you can in duel. I think the large amount of removal accounts for this: There’s usually at least one person interested in killing your creatures, so it’s difficult to kill anyone in just a few turns. I think the fact that the game can progress over many turns (sometimes many, many turns) leads to some very interesting games, and makes some decks viable that wouldn’t be in a duel, or more strictly competitive, environment. (I like limited play for much the same reason.)
My own decks have the additional constraint that I almost never play proxy cards, especially of powerful and rare cards like Damnation. This means that I run 1-of or 2-of many cards in my decks, since that’s all I have, so I don’t build decks around those cards. But it also means my decks tend to have several modular parts that interact in different ways, depending on what draw I happen to get.
Also, since I’m still buying new cards and most of the group isn’t, that means that I’m usually introducing completely new cards into the metagame which they haven’t seen before. I think the card I’ve introduced that’s made the biggest splash has been Austere Command, since it can wipe the board of creatures as well as cripple decks which rely on enchantments or artifacts.
By convention, we tend not to play some of the unusually powerful cards in Magic’s history, such as the Power Nine cards, or Sol Ring. This is partly because only one of the group owns many of these cards, but he doesn’t find playing unbalanced decks very fun. Plus he’s the host, so he sets the house rules.
All-in-all it’s a pretty challenging environment, but it also allows a lot of flexibility in deck construction. And it’s a fun bunch of people.
I’ll run an article on one of my better-tested decks from time to time, with the thinking behind the deck and how it’s worked out in practice.
Posted Thursday 30 October 2008 at 6:16 pm
Filed in: Places, Poker, Vacation
Tags: Las Vegas
Debbi and I are back from a three-day trip to Las Vegas. This time around we went to meet up with her parents, who are spending the week there. We flew in Sunday and had an evening to ourselves before they arrived, and had our usual dinner at Bally’s Steakhouse, which was delicious as always. The waiters there are also terrific: Low-key yet entertaining. Ours introduced himself and said, “I’m here to bring you whatever you want.” Whatever we wanted was an appetizer of beef short rib ravioli, two steaks, sides of asparagus and onion rings, and a very rich chocolate hazelnut praline dessert. Oh, and two glasses of wine. We rarely indulge in these sorts of restaurants, but we do like this one.
Monday morning we gambled at the MGM Grand, where Debbi hit a royal flush on a nickel video poker machine:
Since it was a nickel slot it wasn’t the ginormous win it could have been, but still: It may be years before either of us hits another of those.
Deb’s parents, Jerry and Sis, arrived in the early afternoon. They’re not the big walkers that Debbi and I are – we regularly walk all over the Strip and are usually pretty pooped by the end of the day – so we cut back on our perambulations some. We did head up to Treasure Island where we had dinner at Kahunaville, an island-themed restaurant we discovered a few years back. They were a bit short on staff so we had a longer wait than we’d expected, but the food was still good. Jerry got a huge drink in a souvenir glass which we all shared, in addition to our own drinks.
Then we went to Harrah’s to see comedian Rita Rudner, who was very funny. I think I’ve seen a little of her in the past, but not a whole lot; her material focuses on gender differences. If you enjoy stand-up comedy, I recommend her.
We went to a few other hotels to see some of the sights. After brunch on Tuesday at the Bellagio cafe, we visited their conservatory, which right now has an autumn theme, like so:
We also went to the Flamingo where we looked in on their reserve of birds and fish, and their elaborate network of pools. Next time we go during warm weather (highs were in the 80s every day we were there) we might stay at the Flamingo and use their pools.
On the gambling side of things, Debbi picked up Pai Gow Poker, since she’d been getting frustrated with not winning much at the slots or video poker machines. She thinks she’s found her game now, since she was winning or breaking even almost every time she played. I played too and finished up slightly at the game. We played a couple different (though slight) variants of the game, though they’re all basically the same. At one table a fellow sat down and made a big bet on the bonus circle and was dealt a royal flush, which won him five hundred dollars instantly! Yoiks!
For myself, I played regular poker, and had my winningest time ever in Vegas, even factoring in a poor first day there. I mostly crushed the low-limit games, which was satisfying since I ought to be able to crush those games at this point. I also played my first casino session of no-limit poker (at a 1/2 table) and won there, too, mainly on the strength of a 20-minute run of good hands. I saw a few tables where the betting was crazy before the flop, but this table was relatively sane: Some loose calls before the flop, but a fair respect for raises after the flop. I’ve been nervous about playing no-limit in the casino for a while, since I’m sure it can be very different from our fairly disciplined home games that I play in (for much lower stakes – on a really bad night you might lose all of $60, but that’s pretty rare), but this makes me think perhaps I should be playing no limit more often.
As usual, it was a trip of good food and good times. I think Deb’s parents had a good time, too. But certain furry friends were very happy to have us get back home:
Posted Thursday 16 October 2008 at 1:42 pm
Filed in: Baseball, Poker, Politics
An article at New York magazine about Nate Silver, the brains behind Five Thirty Eight, the election web site we’ve all been reading daily of late. (via Daring Fireball)
There’s also an article at the University of Chicago Magazine on Silver’s baseball analysis exploits, as well as his Wikipedia entry.
Since Silver’s stock-in-trade is statistical analysis of real-world phenomena, it shouldn’t be a surprise that he also made a living playing poker during the Internet poker boom. (Maybe he still does, I dunno.)
Posted Monday 6 October 2008 at 5:20 pm
Filed in: Magic the Gathering, Politics
The Presidential campaign meets Magic: The Gathering in a pair of sets of mock Magic cards: One, Two.
Funniest thing I’ve found on the Web in weeks!
Posted Thursday 4 September 2008 at 10:47 pm
Filed in: Magic the Gathering, Personal, Poker
I haven’t been very good about updating this week – sorry about that. And with plenty on my plate for the weekend, I might not be so good about it for the next few days, either. So to be a responsible journaller, here’s a roundup of what I’ve been busy with:
The long weekend was nice. We mostly took it easy, although I did put a few comic book collections up for sale on eBay. Sunday we got together with Subrata and Susan for some dinner and gaming. Subrata and I have been playing the occasional Magic sealed deck duels, with 4 Shadowmoor packs and 2 Eventide packs. We tend to find that we can get 2 or 3 (or even 4) decent decks out of this mix, so there’s plenty to keep us busy; the hybrid mana costs allow for a lot of flexibility – almost too much, it sometimes seems. I think I’ve decided that I prefer pure Shadowmoor for sealed deck, though; you get to make better use of the hybrid auras and generally have more synergy among your cards. I bet pure Eventide would be fun, too. I’m kind of sorry they decided not to make Eventide a “big” expansion like Shadowmoor was, especially since the enemy hybrid colors can be a lot of fun. (I ought to write a whole article on what I think of the Shadowmoor and Eventide sets, actually.)
Speaking of games, last night I played poker with some other friends. It was a mostly-nondescript evening, as far as the game went, and I was mostly entertained by the livelier-and-snarkier-than-usual conversation. But around 10:45 when I announced I was going to leave soon, I went on a big winning streak and didn’t leave for another half an hour. I managed to stack one of my friends, and win some other decent pots besides, and ended up with probably my most successful session yet. Good deal!
Have I mentioned we’re getting our complex’s exterior painted at home? We are. It’s taking a while, since they’re repairing and replacing some of the siding, and although that’s a pain, I’m glad they’re doing a good, diligent job with it. It’s not something you want to scrimp on. The place will look nice once it’s done. Still, I will be glad when it’s done and I can move my plants from the patio back up to the porch where they belong.
I had a weird glitch with the ol’ journal last night: My site was unable to contact Akismet and so my spam trap stopped working. I get hundreds of spam per day, so this was really annoying. It was fixed by this morning. My hosting service has no idea what happened; I suspect some bad data got propagated around the DNS and it got stuck in their servers overnight. Probably not their fault, and hopefully it was a one-time thing.
Lastly, we’re having another heat wave this week – not as bad as last week’s scorcher, but still pretty hot. I’m hoping today was the peak and that it will cool off over the weekend. Fortunately, it always cools down at night so it has to be a really bad heat wave to really interfere with my sleep.
I think that about cover it. Now to get a good night’s sleep so I can bike in to work tomorrow!
Posted Friday 8 August 2008 at 1:26 pm
Filed in: Poker
The first time I played Texas hold ‘em was at the Excalibur casino in Las Vegas (admittedly only a couple of years ago). It was a pretty nifty room then, set aside from the casino and brightly-lit. They’ve since moved it to a dimly-lit area in the middle of the casino, which made it harder to get away from the smoke. I’d still play there from time to time, though.
So it’s with a little sadness that I read that the Excalibur poker room will be going all-electronic later this month, with dealer-less tables. Chatting with the dealers is one of the perks of playing low-limit hold ‘em, and the better ones are both good dealers and fun conversationalists. Of course, not having a dealer to tip means more profit for winning players. It still seems weird, though. The dealer is also the accountant and policeman for the table, and a good one can have a calming effect on a rowdy or out-of-control table.
I’ll be curious to see how this experiment works – will the players embrace it, or will they abandon the Excalibur to go play with actual dealers? My guess is some of each, depending on how much each player is concerned about the rake and tips.
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