129 afleveringen
- www.patreon.com/EternaldurdlesALKEM GEAR BAGS!https://www.alkemgear.com/?ref=qhbtohkfChannel Art Assets by: https://www.instagram.com/jonthetallone/ TCGPLAYER AFFILIATE LINK:https://partner.tcgplayer.com/OexAAnPlay Sorcery Online is quickly becoming a major hub for the Sorcery: Contested Realm community. But what makes it different from Tabletop Simulator, and why are so many players choosing it for their online games?In this episode of **Common Sense Sorcery**, I sit down with **Aadu, the creator of Play Sorcery Online**, for a guided tour of the platform. We explore the features that make it easier to play with friends, learn the game, review your matches, and understand the competitive metagame.We get hands-on with the interface, play a game, and explore some of the most exciting features—including game replays, card statistics, custom analytics, achievements, and Sorcerer Summit integration.### What we cover- How Play Sorcery Online started and why Aadu decided to build it- How it compares with Tabletop Simulator- Playing with friends, joining queues, and spectating live games- Replays that let you revisit decisions and explore alternative lines- Card data and win-rate analytics for understanding the metagame- Achievements, weekly bounties, and community-driven development- Why preserving the tabletop feel matters- What's next for online SorceryOne of the most exciting parts is the ability to revisit a game and examine individual decisions. For competitive players, that opens up new possibilities for testing decks, discussing difficult turns, and learning from matches.**Check out Play Sorcery Online and support Aadu's work:**- Play Sorcery Online: https://playsorceryonline.com/- Aadu's Ko-fi: https://ko-fi.com/playsorceryonline- PSO DISCORD: https://discord.gg/herpqN6njj- PSO YOUTUBE: https://www.youtube.com/@playsorceryonlineHave you tried Play Sorcery Online yet? Let us know what features you find most useful—and what you'd like to see added next!Subscribe to Common Sense Sorcery for more Sorcery: Contested Realm discussion, gameplay, deckbuilding, and community interviews.https://bit.ly/MoxfieldSorceryRiverside Partner Link: https://riverside.sjv.io/KB0E07
- www.patreon.com/EternaldurdlesALKEM GEAR BAGS!https://www.alkemgear.com/?ref=qhbtohkfChannel Art Assets by: https://www.instagram.com/jonthetallone/ TCGPLAYER AFFILIATE LINK:https://partner.tcgplayer.com/OexAAnPlay Sorcery Online is quickly becoming a major hub for the Sorcery: Contested Realm community. But what makes it different from Tabletop Simulator, and why are so many players choosing it for their online games?In this episode of **Common Sense Sorcery**, I sit down with **Aadu, the creator of Play Sorcery Online**, for a guided tour of the platform. We explore the features that make it easier to play with friends, learn the game, review your matches, and understand the competitive metagame.We get hands-on with the interface, play a game, and explore some of the most exciting features—including game replays, card statistics, custom analytics, achievements, and Sorcerer Summit integration.### What we cover- How Play Sorcery Online started and why Aadu decided to build it- How it compares with Tabletop Simulator- Playing with friends, joining queues, and spectating live games- Replays that let you revisit decisions and explore alternative lines- Card data and win-rate analytics for understanding the metagame- Achievements, weekly bounties, and community-driven development- Why preserving the tabletop feel matters- What's next for online SorceryOne of the most exciting parts is the ability to revisit a game and examine individual decisions. For competitive players, that opens up new possibilities for testing decks, discussing difficult turns, and learning from matches.**Check out Play Sorcery Online and support Aadu's work:**- Play Sorcery Online: https://playsorceryonline.com/- Aadu's Ko-fi: https://ko-fi.com/playsorceryonline- PSO DISCORD: https://discord.gg/herpqN6njj- PSO YOUTUBE: https://www.youtube.com/@playsorceryonlineHave you tried Play Sorcery Online yet? Let us know what features you find most useful—and what you'd like to see added next!Subscribe to Common Sense Sorcery for more Sorcery: Contested Realm discussion, gameplay, deckbuilding, and community interviews.https://bit.ly/MoxfieldSorceryRiverside Partner Link: https://riverside.sjv.io/KB0E07
- Mock Court may have fundamentally changed how Sorcery: Contested Realm decks need to be built.
In this late-night brewing session, Force of Phil breaks down the evolution of his Immortal Throne Magician deck and explains why Mock Court represents a new kind of “universal guardrail” for deck construction.
The previous version of Magician leaned heavily on Frog synergies, Sunken Treasure, Deep Sea Mermaids, Plague of Frogs, 13 Treasures of Britain and other engines that could generate enormous amounts of card advantage.
But Mock Court changes the equation.
If a single turn-one card can make your ordinary minions effectively unplayable, Phil argues that the answer isn't necessarily finding a way to beat Mock Court — it's building your deck so that Mock Court doesn't punish you in the first place.
That leads to a completely different Magician build.
This version moves away from the Frog package and toward Fire/Earth, with a dense collection of card-draw engines, Cores, Wiccan Tools, Philosopher's Stone, Searing Truth, Morgana Le Fay, Demonic Contract, Blood Mana, Poison Nova and the Immortal Throne combo.
We also get deep into:
Why Mock Court is a “universal guardrail”
Why the Frog version of Magician struggles against it
Searing Truth as the replacement for Sunken Treasure
Wiccan Tools + Philosopher's Stone
Demonic Contract and unique Demons
Why Magician wants extremely dense card draw
Managing the deck's inherent Site flood
Immortal Throne scaling
Kythera Mechanism + Chaos Wish
How Fields of Kamlin and Mirage help against aggro
Building the Collection for Demonic Contract
Example opening hands and mulligan decisions
Why adhering to Mock Court may actually make Magician a better deck
This is still an early version of the list, but Phil is already seeing a lot to like.
What do you think? Is Mock Court forcing Sorcery deckbuilding in a healthier direction, or is it simply shutting down too many strategies?
00:00 Mock Court Changes Magician
02:52 The Frog Magician Build
06:00 Why Mock Court Breaks the Old Deck
10:30 The New Immortal Throne List
16:00 Demonic Contract & Card Advantage
21:00 Searing Truth Replaces Sunken Treasure
25:00 Sites, Mirage & Fields of Kamlin
29:55 Building the Collection
36:50 Goldfishing & Mulligan Decisions
43:30 Final Thoughts on Universal Guardrails - Mock Court may have fundamentally changed how Sorcery: Contested Realm decks need to be built.
In this late-night brewing session, Force of Phil breaks down the evolution of his Immortal Throne Magician deck and explains why Mock Court represents a new kind of “universal guardrail” for deck construction.
The previous version of Magician leaned heavily on Frog synergies, Sunken Treasure, Deep Sea Mermaids, Plague of Frogs, 13 Treasures of Britain and other engines that could generate enormous amounts of card advantage.
But Mock Court changes the equation.
If a single turn-one card can make your ordinary minions effectively unplayable, Phil argues that the answer isn't necessarily finding a way to beat Mock Court — it's building your deck so that Mock Court doesn't punish you in the first place.
That leads to a completely different Magician build.
This version moves away from the Frog package and toward Fire/Earth, with a dense collection of card-draw engines, Cores, Wiccan Tools, Philosopher's Stone, Searing Truth, Morgana Le Fay, Demonic Contract, Blood Mana, Poison Nova and the Immortal Throne combo.
We also get deep into:
Why Mock Court is a “universal guardrail”
Why the Frog version of Magician struggles against it
Searing Truth as the replacement for Sunken Treasure
Wiccan Tools + Philosopher's Stone
Demonic Contract and unique Demons
Why Magician wants extremely dense card draw
Managing the deck's inherent Site flood
Immortal Throne scaling
Kythera Mechanism + Chaos Wish
How Fields of Kamlin and Mirage help against aggro
Building the Collection for Demonic Contract
Example opening hands and mulligan decisions
Why adhering to Mock Court may actually make Magician a better deck
This is still an early version of the list, but Phil is already seeing a lot to like.
What do you think? Is Mock Court forcing Sorcery deckbuilding in a healthier direction, or is it simply shutting down too many strategies?
00:00 Mock Court Changes Magician
02:52 The Frog Magician Build
06:00 Why Mock Court Breaks the Old Deck
10:30 The New Immortal Throne List
16:00 Demonic Contract & Card Advantage
21:00 Searing Truth Replaces Sunken Treasure
25:00 Sites, Mirage & Fields of Kamlin
29:55 Building the Collection
36:50 Goldfishing & Mulligan Decisions
43:30 Final Thoughts on Universal Guardrails - What exactly is a guardrail card, and what happens when one becomes universal?
In this Sorcery: Contested Realm theory episode, Zac and Phil break down the concept of guardrail cards and why they believe Mock Court may be the first true universal guardrail in Sorcery.
The distinction is important.
Cards like Garden of Eden and Mismanaged Mortuary act as specific guardrails. Garden of Eden forces Sorcerer players to account for its effect, while Mismanaged Mortuary can force Archimago and other graveyard-focused decks to adapt. But neither card affects the entire card pool.
Mock Court is different.
Because it costs zero mana and taxes ordinary minions, the argument is that every deck playing ordinary cards has to account for the possibility of an opponent opening on Mock Court. On the play, that can potentially disrupt the early turns where ordinary minions are designed to be deployed.
And that leads to the bigger deckbuilding question:
If a card exists that can punish an entire category of cards, should that category still be part of your deckbuilding equation?
We also get into:
What makes a card a universal vs. specific guardrail
Why Court of Equity doesn't necessarily invalidate Elites and Uniques
The relationship between card rarity and power level
Why Ordinary cards may be uniquely vulnerable to taxation
Turn economy and why early-game disruption matters
Why removing Mock Court from the metagame could eventually bring Ordinaries back
The idea of an oscillating metagame
Why Overflowing Court may not provide a complete answer
How Mock Court compares to cards like Tax Collector and Witch
Whether the existence of Mock Court actually means players should stop playing Ordinaries altogether
Phil's central argument is that Mock Court is fundamentally different from a card that simply answers a strategy: its existence potentially changes what is considered reasonable to put into every deck in the first place.
Is that a problem? Or is this exactly what a healthy metagame should look like?
Let us know what you think.
00:00 — What Is a Guardrail Card?
02:28 — Mock Court vs. Specific Guardrails
05:59 — Why Rarity Matters
08:18 — The Problem With Taxing Ordinary Minions
10:58 — Turn Economy & Mock Court
13:00 — Does Mock Court Make Ordinaries Unplayable?
16:18 — Should Everyone Just Play Mock Court?
19:06 — The Oscillating Metagame Problem
21:53 — Can You Actually Answer Mock Court?
25:56 — What Does This Mean for Sorcery Deckbuilding?
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