Started playing magic with Portal and Mirage. Currently play historic and looking to get into Modern.

  • 39 Posts
  • 144 Comments
Joined 1 year ago
cake
Cake day: June 9th, 2023

help-circle

  • I agree with every single one of these picks. I haven’t played a ton of Commander, but whenever I do I’m really turned off by commanders with salty/toxic abilities or ones that have doubling or copying effects. It’s not because I think they’re too strong, but it’s because they’re negatively fun, like a fun dampener. Copying/doubling effects can be fine but baked into the commander makes every single thing become so much more complicated, with so much more state to manage.

    The most unfun commander games and people I’ve played with are the ones who take 100 actions per turn, dominating the game time with their turn decisions and actions. The least fun I have is when 80% of the game is spent on one player masturbating in front of the other 3. I seek out games now that are with lower powered or thematic commanders only. I understand I could be in the minority with this, and it’s coming from someone who can’t wrap their head around how or why CEDH exists. I feel like Commander is the format for having fun above literally everything else, and when anything at all prevents fun in any way I just feel like it should go to any of the 10s of competitive formats or events.










  • So far, fwiw, the best take on solving mana screw imo has been what the game Sorcery Contested Realm has done. You have a 40 card deck and a separate 20 card lands deck. In Magic you would start with 4 spells and 3 lands, one free mulligan in both decks, and then you draw from either deck for the turn. Cards would have to be erratad en masse to make this work in Magic, but I think Arena kinda solves it with “seeking” a land vs. a spell. I don’t know how that works in Magic outside of at least smoothing an opening hand. The game would need to refer to the deck separately from the “atlas” of lands.


  • Regarding his biggest fear and Magic’s biggest threats:

    “The places I get worried about are Magic’s tournament system, which has historically been important to Magic’s health. And then the philosophy that you should not make rare cards so powerful that you need them. People feel that’s a philosophy that has been broken from time to time, and I think it’s always been a mistake. It might have made money in the short run, but it has hurt the game in the long run, or at least until it was corrected,” he said.

    “I think things that are existential threats for a game like Magic is if the community breaks down, and here I’m thinking of the community built around tournaments, but not just that. Or if people see it as being a game where you can buy victory, which is associated with this idea of making rare cards too powerful—or powerful cards too rare would be another way to put it. Those are serious problems which might lead to short-term profit but will lead to long-term problems that could be catastrophic.”


  • As the number of cards in circulation grew, Garfield went out of his way to keep common or easier-to-find cards powerful, while also keeping the rare cards narrowly attuned and never so powerful that you needed them to win. He would sometimes demonstrate this by bringing a deck full of common cards to games stores and beating players who had decks stuffed with expensive rares.

    Today, getting rich kids to buy 10 sets of the game seems to be Hasbro’s primary business model. Wizards has adopted a punishing release schedule, printing so many new cards that the Bank of America recently reprimanded Hasbro for trying to over-monetize their players and downgraded the company’s stock. When I asked Garfield what he thought about this, he pleaded ignorance and told me he’s been completely disconnected from the game since the pandemic. He’s heard rumors that have alarmed him, but he thinks Wizards of the Coast old-timers like Bill Rose and Mark Rosewater still have the game’s best interests at heart.

    I thought this was particularly interesting. I love the original vision Garfield had with commons vs. rares, bring that back!










  • This was really cool. I often think about ante and Garfield’s insistence on it, but every time I come to the same conclusion “what was he thinking?”. I don’t understand how you could play the game for a year, or watch people play, and still think ante is something the game needs.

    Many Magic players don’t like the idea of putting a valuable card at risk each time they play, especially if an opponent antes a land. While some players eliminate the ante altogether, others have developed ways to make it a little less intimidating.

    — James Ernest, “Magic: The Gathering Variants“

    I started playing after ante was removed, but there’s no way I’m sitting down with a stranger and letting them keep the top card off my deck, ever. That just isn’t fun, and the entire game I’m thinking about possibly losing that card. I understand card values were not the same back then as they are now, but I still think it’s counterintuitive for a fun game to introduce something anxiety-inducing and un-fun. What were the playtest games where Richard Garfield saw the benefits with ante? “Collection building” has to be the worst argument. You’re adding 1 random card from an opponent’s deck 50% of the time after each game, but for $5 you could buy 60 random cards in a box of Revised. Isn’t the latter how you build your collection?