[SPOILER] The Twilight Beckons: Let Mi-Gos be Mi-Gos

By Tokhuah, in CoC General Discussion

What's funny, is if you guys check my thread in Deck Construction sub-forum (IIIRC) - from several weeks back, I mentioned I was hoping they would eventually release something to aid in Mi-Go cost-reduction mechanics.

I mentioned how I felt the Mi-Go were hard to use in a 100% Mi-Go character deck, because they just cost too much (generally speaking) - that it took too long to get them into play, relative with what another "mixed-creature-type" deck could do (for Shub decks, or any other faction really).

I imagined a "Mi-Go Breeder" - IIRC - creature that would "reduce the cost to play Mi-Go by 1, to a minimum of 1" - as being an idea which would be a nice addition.


Therefore, I'm actually really pleased they incorporated "My Idea" lengua.gif - lol - in some fashion, so soon after that discussion !

Well done, FFG. Mi-Go needed things like this.

(ultimately I'd like to see it possible to make a strong, competitive, 100% Mi-Go deck in the same way that Slivers (My favorite old MTG race) were playable in their heyday - Rath Cycle, and immediately after. I haven't played MTG for so many years, I don't even know if they still have Slivers, but in the old days....that was always my best deck and the most fun to play with !)

While Mi-Go being marginally competitive on a T2 level would be ok I do not think having them as the meta bringer is a good idea. The reason starts with this:

x24 Mi-Go
x3 Priestess of Bubastis
x3 Mi-Go Scalpel
x3 Optic Warehouse
x3 Mi-Go Dreams
x3 Inter-dimensional Transporter

At this point a Mi-Go deck is already 39/50. Add x3 Burrowing Beneath and a few other Shub staple cards and the deck is made. Unfortunately FFG has decided to design Mi-Go in a way that has forced them into to an extremely monolithic subtype. If you add 2-3 more x3 Mi-Go centric cards you run into the problem of a theme deck that will be extremely cookie cutter, taking little imagination to construct and run. Unlike some of the Dark Young, Mi-Go (except for maybe Harvester) do not typically play well with other Shub or out of faction cards.

Side note: First FFG design gives us a great spell re-slinging Yog packaged with an awful Spell then no Spells in the next AP, then they produce a Dark Young ranching Shub and try to feed us more Mi-Go... Wierd...

Tokhuah said:

At this point a Mi-Go deck is already 39/50. Add x3 Burrowing Beneath and a few other Shub staple cards and the deck is made. Unfortunately FFG has decided to design Mi-Go in a way that has forced them into to an extremely monolithic subtype. If you add 2-3 more x3 Mi-Go centric cards you run into the problem of a theme deck that will be extremely cookie cutter, taking little imagination to construct and run. Unlike some of the Dark Young, Mi-Go (except for maybe Harvester) do not typically play well with other Shub or out of faction cards.

Yeah, well, Mi-Go ís what's called a 'linear mechanic' meaning you'll generally want more of the same in a deck. While that doesn't result in the most imaginative decks, it is fun for people who like thematic decks and give newer players with less deckbuilding experience a way to construct a decent deck. The Harvester, while of this linear subtype can really stand in its own, though.

That is why it is a delicate balancing match for design to make it good and fun while not making it too good so as to define the environment...

Marius said:

While that doesn't result in the most imaginative decks, it is fun for people who like thematic decks and give newer players with less deckbuilding experience a way to construct a decent deck.

I think it's a good thing if the game includes some 'deck ideas' that are easy to pick out by beginning players and are still solid enough that they stand a chance against more sophisiticated decks.

When I started playing the LCG and only the Summons of the Deep AP cycle was available, I really had no clue what would make a decent deck. Actually, I'm still only starting to get an idea lengua.gif

Anyway, easily recognizable themes that result in solid decks that are useful as starting points for further optimization are a good thing.

jhaelen said:

This!

I think it's a good thing if the game includes some 'deck ideas' that are easy to pick out by beginning players and are still solid enough that they stand a chance against more sophisiticated decks.

When I started playing the LCG and only the Summons of the Deep AP cycle was available, I really had no clue what would make a decent deck. Actually, I'm still only starting to get an idea lengua.gif

Anyway, easily recognizable themes that result in solid decks that are useful as starting points for further optimization are a good thing.

'Solid' is a big word though. Even with the cost reduction available, you're still stuck with 2 and 3 cost characters that work reasonably well, may win a few games but that have no place in bigger tourneys. After all, the Mi-Go's strength is also their weakness. Get rid of the guys giving the bonusses, and you'll have some overcosted cards left on the table.

I mean, the Inter-dimensional Transporter, while cool and thematic, is distinctly average. Kinda like a Mi-Go specific CCG Arkham Block accelerator.