Friday, 24 November 2023

An Ode to Cycling

 

I would always have put cycling as a top five or ten mechanic if asked about the subject. I suspect on many occasions I will have proffered such opinions unsolicited! I would likely have put more exciting mechanics like flashback or escape above it. I would certainly have slapped the additive mechanics of scry and some kicker style mechanics above it as well. I have held these loose opinions for as long as these mechanics have been things (Just realising I predate cycling in Magic, not just in age, but actually playing, has made me feel real old). It took just one summer of being a Magic designer rather than a Magic player to rate cycling as the clear champion of mechanics. Head and shoulders above the rest. It just does it all. I am now somewhat of the opinion that Magic would be a better game if every single card has cycling 3 or 4 as a basic attribute. Fluctuator would likely need banning but beyond that I think it would be all good! It would do more to help limited and singleton formats than it would constructed formats. It would also do more to help lower powered formats on the whole where the negative implications on spending mana to tread water are that much less. Simply put, two mana lost in standard hurts a lot less than it would in modern. As ever I mostly speak from a cube perspective, which as a limited and singleton format, the addition of more cycling would be greatly received. You could even just slap it on the basic lands and have a significantly improved game. 




So why is cycling so good? Simply put, it fixes any card as far as I can tell. Some kind of cycling can be employed to turn any underpowered, narrow, or conditional card into something you might play. Cycling does this without really adding any power. Indeed, the act of cycling is almost always detrimental in that you gain no net resources while consuming some. Cycling never adds to the ceiling of a card, it never makes it broken. I guess it easily could on some madness cards but in general all you are doing with cycling (assuming some actual cost to do so) is raising the floor of a card. When you cycle a card you effectively forgo the potential power of that card to improve the performance of the deck as a whole. It is like in Star Trek when they divert power to the engine room! It is when colony insects sacrifice themselves for the hive. Cycling a card feels like a sacrifice for the greater good! Pay some small cost and get a reroll on the random. That card is gone but the deck is in better shape going forwards.

Another reason cycling is great is simply that it is tapping into one of the most fun aspects of magic - that is drawing cards. It is that lottery feeling, that potential gain of fresh new power. I love to draw cards, even when that is costing me cards. Everyone loves drawing cards, it is a big part of where the fun is found in Magic, without it you would be looking at a much drier chess like game. More drawing is roughly translating into more fun!




So what are you actually doing to a card when you slap cycling on it? For the sake of argument, lets say a generic two colourless mana to cycle, as was the standard in Urza's block where we first met the mechanic. Basically we have made it a modal card. Our card now has at least two things that it does, one of which is almost always useful. Rare is the game where drawing a card isn't desirable! This addition of a card draw mode makes our card wildly more option dense. We have an extra thing we can do with the card, that we can do at any time. Often cycling is cheaper than casting the card too which further increases the option density of the card simply by making it relevant to consider sooner than it otherwise would. 

There is also some tension to be had with cycling. Once cycled, your card is gone. You can cycle at any time but once you decide to do so that is final. This tension combined with the ongoing option to cycle and the ever changing context of the game at hand results in a nice dynamic and involved feeling. You can't just work out what is right and then shelve it and not reconsider. Continual evaluation is required to play correctly with cycling cards.

So how does one evaluate cycling on a card? How to tell how much is being added to a card? There are a couple of rules of thumb you can go with. Broadly speaking you want cycling costs at odds with the cost of the spell. Big expensive spells want cheap cycling costs, and while cheap spells don't want expensive cycling costs over small ones, they can afford the larger costs. This is just getting a cards range covered. The drawback of big spells is being useless prior to having the mana for them, and cheap cycling mitigates this perfectly. In a screw you can cycle and dig for land, in a flood you have a big expansive spell to sink a bunch of mana into. 




The issue with cheaper spells tends to be low nominal power as the game goes on. Being able to cycle off that ramp card or 2/1 dork is well worth it if you have sufficient average power in your other cards. Late game, when the cheaper spell isn't looking so hot you are far less constrained by mana and far more constrained by nominal power and cards. You are more than happy to pay one or two more mana to cycle away that low impact, low value card in the hope of finding something meaty.

Cycling is worth more on polar cards. This can be, as discussed, the very expensive and the very cheap cards. It can also be, as only mentioned in passing, those that are narrow in some way, be that conditional, or situational. You want contrast in a modal card for that modal card to really shine. Cycling is a super average ability. It is the average card in your deck! A little worse in fact thanks to having paid the cycling cost to get there. A good contrast is something conditional or situational and their inherent high potential ceiling of power. Your bread and butter cards are not ideal candidates for cycling, you just want to be casting those as much as possible. Cycling on a Searing Spear isn't a very enticing prospect to give the ability to, you are mostly just wanting to cast such things. On a combat trick, or a removal spell with a limited range of targets however, these more conditional and situational cards, they really appreciate the cycling.




As far as your basic cyclers go I really like either two colourless mana or one coloured mana. One generic mana is a bit much, the card you put that on has to be really useless else the cost of inclusion is simply not enough. Colourless cyclers are incredibly easy cards to splash for as you are never punished too hard for not having the coloured mana available. If you reduce the cycling cost to a single mana it halves the tempo loss on such cards. I do like the single mana cyclers in cube but I like them to be coloured mana to keep things rather more reasonable and contained. Cube is such a powerful format that you cannot afford two mana to cycle until relatively late in the game. This makes a lot of the cycling cards unplayable if you are expecting to have to cycle them more often than not. You just can't afford to be getting clogged up. Ultimately the most rounded cycling cost I found was that shown below. It allowed a card to be a very cheap include in a deck firmly of those colours while remaining a much fairer option to safely act as a splash card. That was a perfect balance for awkward cards like Naturalize. Cards you always want access to in cube, but that often do too little at any given time. I have designed a lot of Disenchants and the only ones I have made playable without making over powered are those, like this, with cycling. If this were just cycling 2 it would mostly see play as a splash card, not having the power or convenience to appeal enough to heavy green players. With cycling of just a green mana this card loses the appeal of being a splashable answer but does start to look great in any green deck due to the low cost of inclusion and high utility. Make it just 1 to cycle and you break the card, you play it anywhere that can find green mana to play it, why wouldn't you? The split cost feels like it opens up the card as much as possible to maximize the overall playability without crossing over that line of being overly convenient. 




I have of course just been talking about the very basic cycling upto now. That is the spending of mana  to turn your cycling card into the top card of your library. There are plenty of other forms of cycling with their own perks, all of which adding great scope to the mechanic. Simple things like paying life instead of mana as in the case of Street Wraith transforms a card into a whole different beast, one where the cost of doing so can itself be a perk. Then there are those cards that have an effect when cycled, acting like an uncounterable alternate spell. Gempalm incinerator and the like. Then there are those that act like a tutor and cycle for a specific type of thing are also very interesting. Having been around a long time cycling has evolved into many different beasts, most of which are great. I approve of most of these uses provided they are designed well.




By far and away the most interesting in terms of design of these cycling variants are the ones that find a basic land. This is almost the perfect Magic card. Like the MDFC lands, but much cleaner, and generally better. They have been a bit of a game changer. The low low power level a card needs to be playable when you have some form of basic land cycling for a colourless mana on the card I think surprised everyone. You are quite close to turning a card into a land that enters tapped when you put landcycling 1 on it. Better in many ways as you get to fill up the bin and you get to pay your 1 mana tax prior to the laying of the land. Being so purely defined as land or gas you have the perfect card in a screw or flood. They are the perfect consistency tool. They do the job you play card quality spells to do but they do so by cutting out that middle man. I hope we continue to see cheap landcycling cards going forwards. Nice low powered cards that just sit there improving games and consistency for everyone. Below is the only other design for a pure Disenchant effect I have managed to make playable and appealing. Where nothing else seemed to work for the card, cycling proffers multiple solutions!




So there we have it, the best mechanic in magic. Able to solve every problem and fix every card. I respected it as a player, I adore it as a designer. I love it on lands, I love it when it finds lands. I love it on my big spells, on my small spells, and on my cheeky spells. Cycling is doing some real heavy lifting in helping Magic be the best game it can be!




Friday, 17 November 2023

Card Reviews


As you can likely tell, I have not done my usual preliminary review for The Lost Caverns of Ixalan nor any of the Doctor Who and Fallout stuff. Nor do I presently plan on doing a little "after the release summary review" as I did for Wilds of Eldraine for any of these releases. I suspect this is the new status quo for other new releases too.

Spoiler season used to be one of my favourite times. I would get all excited about the new cards and doing a full set review was a great way for me to fully absorb the new stuff. While that excitement has been slowly and slightly waning for many years I finally killed it with my homemade cube project. Losing a bit of interest in something is a far cry from finding something to replace it. Now I have a different way to enjoy Magic more fully again I can't keep enough interest to keep my mind focused or even my eyes open when trying to read new cards. As with anything in life, you need to care to provide motivation.





Much as it feels odd to hang up the gloves on something I have been doing over a decade it is absolutely not something one should force. You need the passion and love to be there to make work not seem like work. I tried to force myself to play and test for Magic events back in 2006 when all the heart wanted to do was play the World of Warcraft. That made things worse and had me off all kinds of magic for several years. I nearly killed my hobby by trying to do things I didn't want to.

I've no idea on my future with Magic, I presume I will return to various forms of normal cubing at some point, although I have not touched a real Magic card since September when my homemade cube arrived. And even if I do return there is no guarantee I'll be reviewing cards again. I am quite looking forward to letting others take the lead on pioneering cubes. I suspect if I come to update my cube in a few years with all the cards I have missed in my break it will be quite the novel project. I'll be looking for other versions of me to see what cards they are putting in their cubes, following their lead and taking advice rather than handing it out! 

I have been enjoying documenting my progress on the homemade cube projects but obviously that is of incredibly narrow interest. I had assumed much of the views I had received so far on the project was just curiosity from long time readers. I think if that is all I put out it will not take long for those curiosity clicks to dry up. The home made cube posts are already significantly below other kinds of cube content posts on the blog with a Top X list generally getting the most, a new release review being second, and the rest all being a chunk less (but still higher than my latest offerings). Much as I do some general magic theory and stuff like Top X lists I fear that a lot of that will become increasingly less well informed if I am not keeping up with current releases (obviously if I am not reading and reviewing spoilers I am not buying new cards or updating any cube lists). There is no point releasing content for stuff if I don't know what I am talking about and I won't know what I am talking about if I do not have the play experience to back it up.




With all that said, I have no clue what the long term is going to look like for this blog. The short term will be dominated by my design projects and beyond that only time will tell! Thanks to my readers for the props and civility. The cube community is a good'un. It turns out when you are sufficiently small, and not trying to turn a profit, the internet can still be a lovely place.

Sunday, 12 November 2023

Homemade Cube: Solving Problems With Card Design


Long have I been trying to improve the cube meta by adding in cards that I think will best help whatever problem is at hand. Usually this has less than the desired impact because the cards I am using to try and solve problems are inherently low powered cards relative to the cube, else they would likely already be in the cube! When making your own cards for the same situation you can rather more force the issue by making more powerful cards if you so desire. This seems like a bit of a risky endeavour and likely to result in more overall work. I have found a few things I would like to improve in my homemade cube and I have designed a bunch of cards to assist with that. I have not pushed the power but I have tried to ensure the cards will see play, meaning I think they are all above the average power level of the played cards in my homemade cube. 

So what problems am I trying to fix? Planeswalkers were over powered in early testing. Almost all of the ones I designed I have nerfed a little. Further to that I have three direct design strategies aimed at reducing the dominance of planeswalkers, and an indirect general aim that should also help calm them down. The first is simply more evasive cards, especially lower on the curve. Both evasive dorks and those that are already in play make the life of planeswalkers a little trickier.




Next up is simply more direct removal. Removal isn't the best answer to a walker in general as they will have always had one activation out of it making it almost always a two for one in their favour. Sure, you will often net a couple of mana but you would much rather be able to kill the walker in combat. That all being said, you would much rather eat that 2 for 1 and have the walker alive just one turn than lose to it over five turns... As such I designed rather more removal capable of hitting walkers. Removal is great at self balancing and so having a little too much is no bad thing, as it presently stands I think the pricier removal that can hit walkers is going to win out over the cheaper creature only stuff but they may not be the case once the other tweaks take effect.




lastly on the targetted planeswalker containment I have a few "sparkhunter" dorks which are absolutely the most directed of all the solutions. They may well be a little too narrow in that they are little more than fine filler when not facing walkers, but become quite impressive when they are. This polarity might make them unplayable, it might instead just have a poor play pattern. Over this kind of solution feels a little too "on the nose" and is an experiment I am somewhat expecting to see fail, or at least not perform in all the required ways to be fully fit for purpose. Returning to my analogy of Magic metagames as eco-systems, a card like this feels like introducing a foreign and ultimately invasive species to tackle a problem. 





Next up is a pretty simply problem with an even easier fix. I didn't make enough top end. A cube or format is always going to have a bottleneck. A place either lacking in sufficient numbers or power that creates a kind of false demand on those types of card above and beyond what you would expect for any given power level. Essentially it means things like playing Boreal Elf despite it being pretty rubbish, just because there are not enough 1 drop mana dorks in the format. While I complain about Modern Horizons a lot in various ways, they did at least solve the mana dork bottleneck! As for my homemade cube the bottleneck is at the top end, I simply didn't produce enough meaty cards. Almost all the decent on colour cards at four mana and up get played in almost every event as it stands and this means that not only is there clearly a bottleneck there, but quite a severe one. As such I have made quite a lot of bonus top end meat. As with removal, it is absolutely better to overshoot this kind of problem and then trim back. Indeed you will be better informed overall by doing so.




In a tangential issue we have game length. Not only is my homemade cube lacking in top end power it is deficient in game closing reach. I love a long game but I don't want mostly long games. I also want to win within about three turns of feeling like I am winning. It often is the case that I feel like I am winning and then it takes five or more turns to convert that into an actual win. Just removing the bottleneck on top end meat, threats, and power will do a lot to solve this situation. There is however a type of card that is good at converting advantage into reach or closing power. A card like Overrun for example. These are hard to balance as they have a steep incline from being too narrow to being too generally powerful. Overrun for example wins a lot of games on the spot on the one hand while sitting in hand doing nothing a lot of the time on the other. You want a card less polar in performance than Overrun while retaining its other qualities. And, you want this to be the sort of thing open to all the colours and archetypes. Overrun is both incredibly green and entirely creature focused. That is not a tool we can reasonably use for our blue white control deck! Below is my take on a black card that can do a good job of closing out a game fast when you have established a lead without being a dud when on the back foot. 




Next up we have another simple problem. Mono coloured decks are underperforming. Not a big problem but something I would like to address a little. The more overall balance the better as far as I am concerned and so I would like a mono deck to perform comparably to a 2 or 3 colour one. To give the more single colour based decks a boost I designed two cycles of cards that scale up in potency the more you focus cards and basics from one colour. I think these cards will be playable in relatively even split two colour decks but unexciting. They seem outright bad for 3 or more colours, while importantly, seeming incredibly strong in mono colour decks. Perhaps too strong sadly but this is why we experiment and test! We have a little cycle of cost reducers inspired by the allied colour ones from Invasion block. 





Then we have the meatier four drop cycle of creatures inspired by Vernal Bloom that greatly empower mana production. My suspicion is that these cards will be problematic. Utterly broken when you have a mono coloured deck and the mana sinks to pair with it, but really impotent without both. 





In a calmer attempt to incentivize stacking on type of basic land in a deck I had a cycle of EtB effect four drop dorks that scale in a very colour pie appropriate way.





As far as mono coloured incentives go, you can produce cards that scale with the quantity of cards in that colour or the corresponding lands as have shown in the last few concepts. You can also just make really powerful cards with a really high intensity of coloured mana pips. We are talking Benalish Marsh, Necropotence, Cryptic Command, and Goblin Chain-Whirler. These sorts of cards are well above the curve power wise but cannot just be played. You need to be mono or heavily in that colour. It works but I am not a huge fan. It is prohibitive design, you are just printing narrow cards, balanced with over the top power. It is hard to make those fun for all players. And with cards being narrow you cannot have many at all in a cube before problems arise. I have no more than one per colour in my main cube and I would prefer less for my homemade cube if at all possible! As such I leant on the adamant mechanic and produced cards that were playable without adamant, but really quite good with. I used some design tricks to try and keep this disparity in check. Generally I supplemented tempo with value or value with tempo so as to not overload on one aspect. I also produced more reactive answer cards, which tend to be far less oppressive when a little over tuned. Speaking of over tuned, here is the red adamant card that should perhaps not target players or only investigate. 





Lastly I tried to solve an age old issue in all of magic. Indeed (said smugly), in my homemade cube it seems like far less of an issue than in other formats! That is the advantage gained by going first. You can do a bit to address it with card design but it is somewhat fundamental to the way the game works. As such I went for a more mechanically based approach. I am intrigued to see how it works out but in practice I think the idea is too cumbersome to be a realistic and practical means of improving the game. For my cube and my playgroups, sure, perhaps it will work out and be a good thing but overall it is not a serious suggestion. I do not like the way it breaks the illusion of the game by referring to out of game things. I also don't like how generally wordy these cards are. Certainly worth a little experiment but I am anticipating these not quite being the ticket. I had two main groups, a bunch of cars that get a mana reduction.




Then there is also a cycle of mana producers that enter untapped when you trigger your catch-up. 




That really is just a little teaser. It turns out that I sped up in creativity once the first batch was sent to the printers and then started to actually get tested. An experimentally backed up deficit or problem apparently gets my creativity fired up! There was a little design focus on mana sinks, a focus on some bigger spells, some more cycling just because it is so great, some more disenchant effects, a whole load of playing around with adventures and fortifications, a whole pile of your basic green ramp, red burn, blue counters etc, some bigger energy payoff and supply cards, and just a pile of random stuff made along the way! The bulk is actually just top end meaty threat cards to ease that bottleneck. I have now over 200 new cards ready to send of to the printers along with about the same again in reprints of existing cards for one reason or another. Given how close the alpha test was to what I was aiming at I have fairly high hopes for the resulting format. I was a little worried the format might be way too imbalanced or just dull and not fun to play before we properly started playing it. Now that is not a concern and I am all in on trying to improve and optimize it. The only downside of all this is I haven't even read the spoilers for the latest Ixalan set, nor that Dr Who stuff. I am just having more fun, while retaining more control, doing the homemade stuff. I'll get the full spoilers for the new cards up at some point soon and then try and figure out a good way to get a cube list presented. I think I can do it in cube cobra with custom card art but it might be a chore not worth embarking upon (yet). 


Sunday, 5 November 2023

Top Down Design - The Art Set


I have referenced a mysterious new design project a couple of times recently in posts. While this project was inspired by the homemade cube, conceptually it predates it. This project is a cube or set that is based on real life artwork, and is is about as opposite as can be from the homemade cube. When I was first gifted the fine art set of lands in 2020 or so my friend and I looked at trying to put art to the nonland cards as well. It was off somehow. We accepted it didn't work, enjoyed the lands that did work, and moved on with our lives. Move on a few years and I am doing the homemade cube in which I learned much, and one of those things was about what makes a card design work. When a card is right it just clicks into place somehow. Like a well engineered plastic gizmo. It goes from being just an idea in your head to a reality, as if it had always existed. A card needs more than good mechanics, it needs to feel right. You get this by having the right harmony between name, mechanics, and art. You sort of want a lead from one of those three and the others to support it without over complicating matters. When done well by the designer a player can pre-empt what the card is all about at a glance because everything is where it should be. It is a kind of ergonomics of design. When done badly it creates a kind of unsettling dissonance instead. This is where the attempt to use classic art on existing magic cards failed so hard. It was like forcing square pegs into round holes. The art was so strong it had to lead but you can't lead anything when it is already fixed. The key to working with external artworks is to let them lead the way in design. This is where the top down design aspect is coming in. You look at the picture and then try to frame what it is saying or evoking, but in the language of Magic mechanics. It is really fun and leads to some wacky cards. 





This is a stark contrast in approach to how I did the homemade cube. As I had several parameters I was trying to adhere to I was very directed in my design choices. I had a clearly defined and mapped out blueprint for what I was aiming at thanks to my years honing of my existing cube. I was simply trying to recreate that while trying to solve what I saw as issues with it, but doing so with clean and simple cards, in as true a tribute to magic as possible. I knew all my ratios well, both in terms of mana curve and card/effect types. I knew how much ramp and burn and countermagic I wanted. I also knew what kind of power level to be pegging this all at. Much of the design process was knowing what I needed more of, and then looking for the gaps in the design space for that, and then filling them. The art and names were then selected to work for the mechanics. It was a mechanic lead process for the most part. It felt like a construction project. I laid the foundations, I built up a structure or framework, then I fixed things around that framework, and finally finished it all off smoothing over the dodgy bits and filling in the gaps! It was build up and built to specification. There are a lot of perks to this bottom up style of design but I suspect it is a bit drier and stagnant in end product. It was at the engineering end of the creative spectrum rather than the pure artistic. The most interesting cards, those that are most liked by the players, tended to be those few in the homemade cube that were designed top down, as inspired by something non-mechanic based, be it a name I thought of, an artwork I stumbled upon and liked (the most common of the routes to a top down design in the homemade cube project), a tribute I wanted to make, or just some random concept I had. If the cards people like most are those that are top down rather than bottom up then perhaps it is a good idea to design a cube with that method taking the lead.




Letting fancy and the creative inspiration lead the way results in a very wonky looking set of cards. The curves are off, the ratios are off. It might be fine, it might be the most fun way to play it, but that seems unlikely. It seems like the further you stray from sensible and established balance the more likely things are to becomes unplayable. Our solution to this problem is to wildly overdesign cards for the set and then be somewhat ruthless in culling down to a smaller number of cards with sensible looking card balances. This can be done from a gameplay and mechanical point of view and serve the role that having top down design did in the homemade cube, but without getting in the way of the design process on an individual card level. This will mean a lot of beloved cards, and mechanical groupings will likely not make the final release, but that is the cost of having ones cake and eating it. Creating a set out of a much greater pool of cards feels more like a sculpture. The set is already in there somewhere, you just have to slowly chip away at the right bits to reveal the set contained within. The engineering project building from the ground up for the homemade cube, and the slowly revealing sculpture that is the art set. 




The plan is to make around 1000 cards and then start the chipping away process. Plans are all well and good but I expect to wildly over shoot on the front end while also jumping the gun on the back end too! In the back of my mind I am already earmarking a bunch of the cards for things I expect to cut or that I expect will be retained. We are also over 500 cards made already and I feel like I have barely scratched the surface of what the art world has to offer! 





One of my goals with the homemade cube was for simple, clean, and elegant cards. This affected a lot of design choices. I was aiming to keep text down. I wanted cards doing fewer things by themselves and so I set a limit of three things per card maximum. There were several cards I let stray outside of the power level I would have liked simply because it let me keep the text on the card that much shorter and simpler. This was a good choice and a really good discipline to get into that I would fully recommend to anyone on their first design project. If nothing else, it means you have more card space to work with when it comes to the inevitable re-tuning of cards required once some testing gets underway. 





Not only was I being as clean and simple as possible mechanically with my Homemade Cube, I was also being as canon as possible. I highly respected colour pie mechanically and in flavour terms. I represented creatures as they are to be found represented in Magic. This was mostly for tribute based reasons but in practice it worked out really really well for helping people appraise what the cards did quickly and effortlessly. Despite seeming just like a flavour thing it was a real restriction on design. This card should have flying, a dork of this type should be at least this size, etc. Limits are good for expediting the process. All the shut off routes somewhat lead you to the "correct" or "optimal design a bit faster, but these terms are just within the contexts I had set. Remove these constraints and there are many more potential correct and optimal designs out there. One could certainly posit that there are no bad magic cards, only inappropriate meta games! 




For the Art Set I felt I had earned the right to let my hair down rather more. I had earned my wings and I was going to fly. No longer was I bound by convention. If I wanted to slap on 5 abilities I would. If I wanted to write a mini essay of text on a minor card I would allow myself. I let my types, sizes, and colour pies all go a bit loosey goosey. I was just trying to match the weird and wonderful art as best I could and in order to do that I really wanted the full range of what magic mechanics have to offer. I wasn't being verbose, different, controversial, or convoluted for the sake of it. Any time I was any of those it is because I thought the artwork portrayed was best depicted as such. Indeed I found some artwork where the minimalist approach of limited text/effects to best help the art stand out on the card. 




I am in no great rush to get this project out and done. I am very much enjoying the journey and relaxed pacing of this project. I will likely do the odd teaser article before I do a full spoiler drop of the Art Set but that full spoiler drop is at least a year away what with other more time critical projects also in progress. It also seems as if rushing creative projects has the adverse affect while also diminishing their fun. A big plus this Art Set project has over the Homemade Cube is that I am not only having a blast with my favourite hobby and enjoying a creative outlet, but also I am learning about art and culture and a lot of non-Magic stuff and I am really enjoying that as well! All the more reason to keep it ongoing.