I picked Timmy, but most accurately I'm a Melthos Timmy, most likely. I absolutely love flavor, but not as much as I love the sheer synergy on one card or even a combination of cards.
Vorthos for sure, but with a little splash of spike. Most of my games I can win by the 5-6 draw but that's just never fun. I let my opponent set up their strategy and figure out what they're gunna do and see the light in their eyes as they think they're gunna pull off some fantastic combo and then to see heartbreak as I lay down my final piece to the puzzle that they never saw coming.
My friend used three congregate with his angel token deck and gained like 300 health (all his tokens and I'd brought out like 40 wolf tokens with my howl of the night pack ) and tried to hit me with everything ( a simple fog stopped that) and the entire match I'd just been mana ramping with orcish lumberjack and stuff and I threw down two rubblehulk who became like 60/60 and then used four blood and knocked the smile right off his face as he was drained to a minuscule amount of health and then hit him while he was wide open to finish it all. 'Twas a fine day in the battlefield
Last Edit: January 15, 2014, 01:14:29 PM by Immersabilis
Timmy: First and foremost, I like to play to have fun. The point of the game is to enjoy playing it, so why wouldn't I?
Johnny/Spike: I enjoy building decks based around silly combinations of cards that somehow work together, however, I also like those combinations to be able to win a game. If given the opportunity, I will go after winning a game, sometimes relentlessly. However, if a combo or a deck is overly oppressive, I'll probably not play it, as I like to have interesting, interactive, swingy games where everyone actually has a shot at taking it.
Vorthos: The Lore of the game is just fascinating, where they're able to at least come up with some semblance of a story line for each new block. I find myself re-reading The Brother's War maybe once a year or so and might even write a piece based on it at some point.
Melvin: My love for Combo stems not from easy-to-use Two-card combos, but from Rube Goldberg-style combos, where a ton of individual pieces have to be brought together to create a machine that ends up ending a game. The Combo B-Plan of my Krond deck functions like this. I can certainly go searching for the pieces, if I have to, and occasionally I just draw them and use it if the Beat Down A-Plan fails. I once built a deck where the point was to assemble the pieces to kill everyone in a single turn with Acorn Catapult. Death by Squirrels. It was fun. Also, one of the most amazing things for me to wrap my head around is this: Over the past twenty years, Wizards of the Coast has just been printing game pieces. The players have taken these game pieces and found ones that end up working together. Whether it's intentional synergy or not, it works. Think of some common combos: Painter's Servant was printed, supposedly, to help enable shenanigans with color-reliant Scarecrows. But, as it turns out, it works perfectly with cards from over ten years earlier: Grindstone, along with Red Elemental Blast, Pyroblast and Force of Will. There are now several legacy decks based around this interaction. It's just mind-blowing.
Sorry for the tangent, I just love how this game is able to evolve like that.
I'm a Melvin-Timmy. I like playing the game, thinking about card interactions, making decisions to win in game. However, if I fail to win, yet still had a good time, that's ok. I do enjoy finding ways to thwart people though. Like exiling indestructible sand stuff.
That was a cool article! I've been playing for a couple months now and I've only versed my kid and his friend so far and my kid and I play together a lot. It didn't take long I know I'm a Johnny/Combo/Offbeat.