Incidentally, apparently people complain about the online versions of the game providing a land distribution that's "too even".
Online bridge has a similar problem. Four riffle shuffles (which does not fully randomize hands) is typical in bridge games, and this means that long suits (and, thus, better hands) are more common. Early online bridge games randomized hands fully and therefore delivered crappier (flatter) hands than people were typically used to.
between the fact that you can decide whether or not to begin with a certain opening hand and the fact that you can design your deck around such circumstances (mana fixing, proper distribution of card costs), it's far more fun than the alternative.
When I played (mid-90s) a lot of those options didn't exist. There weren't mulligans unless you had no land. With one, you had to play it. Also, a lot of the newer mana sources didn't exist. If you drew only 2 lands in your first 10 cards, you were screwed, but you couldn't develop an interesting deck with more than 22 land.
Eh, you'd design your deck around low-mana-cost cards, figuring that most of it had to work with 2-3 lands and the higher-casting-cost cards had to be used sparingly.
One of my favorite decks was an all-common blue/red control deck with 28 land, made so that I could bring it into school and not worry about it getting stolen. It was maddening to play against - I'd be like "Okay, I'll flood 3 of your creatures, block your knight with my clay statue, and counterspell your disenchant." Typically games would run 40 turns with nobody doing any damage, and then all of a sudden I'd be like "...and I'll Lava Burst you for 20. Game over." Or the Storm Shaman would come out around turn 10, by that time it's 5/4 and I've got enough mana to counterspell any attempts to remove it, and the game is over in 4 turns. Land can be devastatingly effective with cards made to take advantage of it.
> Land can be devastatingly effective with cards made to take advantage of it.
One of my favorite decks is loosely based on a 5-color preconstructed deck from the Apocalypse era - it's basically almost all mana fixing, with a few cards that take advantage of multiple colors, and then four "Life/Death"s[1]
All that time you spent doing nothing but playing land-generating spells suddenly pays off when you can attack with twenty 1/1 creatures in a single turn, then declare them unblockable[2] and rinse and repeat the next turn[3].
It's even better because land-destruction spells are much rarer (and more costly), so you're impervious to Wrath-of-God[4]-eque spells.
I don't know exactly how they model shuffling, but I know that some players dislike truly random hands, which is why it's considered improper and impolite to do more than 4 shuffles.
This may actually be somewhat of a myth. I haven't verified it myself. I do know that Bridge protocol is 4 riffle shuffles, and typical riffle shuffles don't have enough entropy for 4 of them to randomize the deck (52! ~ 2^225.6, so you'd need 56.4 bits for each, and riffle shuffles have about 30 bits) but I find it hard to envision why this (possibly slight) lack of randomness would manifest itself in higher frequencies of good hands.
Comments
Incidentally, apparently people complain about the online versions of the game providing a land distribution that's "too even".
Online bridge has a similar problem. Four riffle shuffles (which does not fully randomize hands) is typical in bridge games, and this means that long suits (and, thus, better hands) are more common. Early online bridge games randomized hands fully and therefore delivered crappier (flatter) hands than people were typically used to.
between the fact that you can decide whether or not to begin with a certain opening hand and the fact that you can design your deck around such circumstances (mana fixing, proper distribution of card costs), it's far more fun than the alternative.
When I played (mid-90s) a lot of those options didn't exist. There weren't mulligans unless you had no land. With one, you had to play it. Also, a lot of the newer mana sources didn't exist. If you drew only 2 lands in your first 10 cards, you were screwed, but you couldn't develop an interesting deck with more than 22 land.
Eh, you'd design your deck around low-mana-cost cards, figuring that most of it had to work with 2-3 lands and the higher-casting-cost cards had to be used sparingly.
One of my favorite decks was an all-common blue/red control deck with 28 land, made so that I could bring it into school and not worry about it getting stolen. It was maddening to play against - I'd be like "Okay, I'll flood 3 of your creatures, block your knight with my clay statue, and counterspell your disenchant." Typically games would run 40 turns with nobody doing any damage, and then all of a sudden I'd be like "...and I'll Lava Burst you for 20. Game over." Or the Storm Shaman would come out around turn 10, by that time it's 5/4 and I've got enough mana to counterspell any attempts to remove it, and the game is over in 4 turns. Land can be devastatingly effective with cards made to take advantage of it.
> Land can be devastatingly effective with cards made to take advantage of it.
One of my favorite decks is loosely based on a 5-color preconstructed deck from the Apocalypse era - it's basically almost all mana fixing, with a few cards that take advantage of multiple colors, and then four "Life/Death"s[1]
All that time you spent doing nothing but playing land-generating spells suddenly pays off when you can attack with twenty 1/1 creatures in a single turn, then declare them unblockable[2] and rinse and repeat the next turn[3].
It's even better because land-destruction spells are much rarer (and more costly), so you're impervious to Wrath-of-God[4]-eque spells.
[1]http://gatherer.wizards.com/pages/card/Details.aspx?multiver...
[2]http://gatherer.wizards.com/pages/card/Details.aspx?multiver...
[3] If, by some miracle, they had enough life to survive, that is.
[4] http://gatherer.wizards.com/Pages/Card/Details.aspx?multiver...
> Early online bridge games randomized hands fully and therefore delivered crappier (flatter) hands than people were typically used to.
Are you saying that all online bridge games today do not fully randomize the shuffle, but simulate riffle shuffles instead?
I don't know exactly how they model shuffling, but I know that some players dislike truly random hands, which is why it's considered improper and impolite to do more than 4 shuffles.
This may actually be somewhat of a myth. I haven't verified it myself. I do know that Bridge protocol is 4 riffle shuffles, and typical riffle shuffles don't have enough entropy for 4 of them to randomize the deck (52! ~ 2^225.6, so you'd need 56.4 bits for each, and riffle shuffles have about 30 bits) but I find it hard to envision why this (possibly slight) lack of randomness would manifest itself in higher frequencies of good hands.