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Orb of Insight - Opinions and perspectives on Magic: the Gathering and other fun things

 

Where in the world is Magic 2010?

June 30th 2009 01:25
“You came home to get a break from worlds in flux. No plane is safe from change, however, and things are not exactly as you remember them.”
-- Tom LaPille, The Magic is Back

Anyone who says “On the way to stores in time for the release” is permabanned. Seriously, I can do that. Jokes aside, you may have been looking at the complete list of M10 previews. Take another look at them now. Is this the same game we’ve been playing for the last two years? Did you notice that in all but about two of the images on that page, it’s nighttime? Did you notice that M10’s world seems to have non-unique, “foot soldier” vampires like you might see in Underworld or Buffy the Vampire Slayer? Did you notice that the Master of the Wild Hunt is an actual factual Viking sorcerer?


In the past, the “setting” for the core set was Dominaria, the largest plane in the Magic multiverse, with a couple of outliers from some of the more exciting offworld places like Mercadia or Rath. But there was nothing like this in previous core sets. There wasn’t even anything like this in the numerous blocks set in Dominaria, such as Ice Age, Invasion, and Time Spiral.

Rift Bolt
The sky was often dark in Time Spiral cards, but back then it was because of nuclear winter.



Actually, I think it’s that very fact which explains the whole new world of M10. The convention of core sets may be Dominaria, but the convention for new cards of types and styles we’ve never seen before is a new world. In M10, they met, and evidently the new card convention won. In addition to the obvious appeal of novelty, it also forestalls stupid questions about where Kalonia can be when we already know the name of every country in Dominaria.

Kalonian Behemoth


Interestingly, Tom LaPille’s article refers to M10 as “your home plane,” which presumably is different for many, if not every, planeswalker. The set still has a sense of history, but it has also been designed to fit into every player’s individual experience with and conception of Magic. Maybe you can’t go home again. But you can find an even cooler place, and say it’s your home.
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The power company

June 21st 2009 06:57
So, there’s this piece of art on a Russian website that purports to be from M10. I hope it really is, because it is very, very cool. Sadly, many of our online associates are not art connoisseurs, and much of the discussion is actually centering on the English-language caption it was given: “Lightning Bolt.”

M10 Lightning


Lightning Bolt is, of course, the damage spell with the most pure power in the history of Magic. It hasn’t been in print since 1997, ostensibly because it makes it more difficult to design other damage spells worth playing. Aggressive decks are already strong right now – they wouldn’t do something that puts them over the top. Would they? Could they? Should they?

Lightning Bolt
I have to admit, there is a resemblance.


The only constant in Magic, they say, is change. We have always been encouraged to take a view of Magic that might be called “durational” – the possibility that the game will be a certain way today and a different way next week. I'm not just talking about Standard, either; as I type this, there is a deckbox from the Fourth Edition starter set next to my monitor, and the back of it reads, in part, "the more you play and trade, the more Dominia's ever-changing adventures will intrigue you." This view applies to which artists are on commission, which decks are played in tournaments, and to what the contents of the sets are. Lightning Bolt was part of Magic’s core once. It might be part of it again. But it might not be next year. Indeed, Mark Rosewater himself is on record that the only cards that will always be in print are the five basic lands. There is a joke, originally about Melbourne’s weather, that could be adapted for Magic: if you don’t like it, wait a couple of months.

It’s true that you can’t take those old cards out of circulation, meaning they will remain a force in casual constructed basically forever. That’s an entirely different animal, though, and beyond the control of the DCI. It’s also more or less self-regulating. If you think your friends’ Lightning Bolt decks are overpowered, you can ask them to play different decks. You can’t do that in DCI sanctioned play. Some people, the kind of people who genuinely believe the only difference between them and Gabriel Nassif is hours of practice, might complain . . . but does Wizards of the Coast care about that?

Indeed, should they care about that? There is another way to look at Magic, and you’ve been hearing it for between five minutes and fifteen months, depending on how long you’ve been visiting my site. Between 65% and 80% of Magic customers have never played in a sanctioned tournament. An unknown number of them use their cards as cheap fantasy art, whether that’s making wallpaper out of Future Sight commons or buying original prints from Terese Nielsen and Michael Komarck’s websites. If the game is not a game, but a work of art, does it really matter how powerful – or weak – any of the cards are?

Gaea's Blessing
This game already is a work of art, whether you realize it or not.
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Retrospectives, part 4 - Legions

June 10th 2009 05:53
Correction: This article stated that two cards from Legions were reprinted in Time Spiral's timeshifted subset. In fact, there were four: Akroma, Angel of Wrath, Essence Sliver, Krosan Cloudscraper, and Withered Wretch. Even better than I thought.


2002 was a year of change and new experiences – but what year isn’t in Magic? 2001 and 2002, though, arguably had more than their share. Somebody in the creative department read A Canticle for Leibowitz, or some such, and gave us a couple of blocks based on a post-apocalyptic landscape ruled by warring gangs and punctuated by the shattered remnants of greater technology (or, since we’re talking Magic, spellcraft). Most sets from the previous four years followed a formula involving reprinting a few staple cards, adding some variants thereon that used the block mechanic, and giving them all paintings depicting Gerrard Capashen or one of his crew members. Not that those sets weren’t good, but you can imagine that playing what seemed to be havoc with the print run – as Legions did by being 100% creatures, or Torment did by having more black cards than any other color – would cause some consternation, at least at first.

Arrest
I always thought Orim was cooler than Gerrard. (As for Torment, that’s a story for another Retrospectives article.)


Legions was actually very cleverly constructed. Creatures may be the most important part of Magic, but a lot of essential functions are performed by spells as well. What, then, is a set like Legions to do? The designers found ways to replicate the effect of many staple spells but still attach them to creature cards. At the time, and now, I thought they should have been applauded.

Bane of the Living

Timberwatch Elf


Not everyone agreed. Despite the fact that nearly every deck of the era played at least a couple of creatures, some of Magic’s followers decided that Legions had nothing to offer. Creatures, apparently, were for the unintelligent or unsophisticated; they would not buy the set (or at most, a couple of cards they needed for their Tier One netdeck), and they assured us the rest of the fans would follow their lead.

Then the sales figures came in.

Legions was, and remains, the best-selling Magic set of all time! It moved more boosters than Ravnica. It had two representatives in Time Spiral’s timeshifted subset, and ten in the Tenth Edition.

Starlight Invoker
I wish I may, I wish I might . . .


So why all the online hate? Unfortunately, much of the internet’s discussion and debate about Magic is weighed down by faulty logic and fallacies. In the case of Legions, it involves but is by no means limited to the problem of sampling: naysayers often assume that they or their playgroup are typical of the entire fanbase, when in reality they are only typical of themselves.

(Because this bias is also common on many Wikipedia-style projects, Encyclopedia Dramatica has parodied it extensively and humorously – see their articles ”At least 100” and ”Some argue,” among others.)

Additionally, a large part of it comes down to the fact that Legions was simply different from what people were expecting and what they were used to. This kind of reaction may be human nature, but we’ll all do better in this game if we can get a handle on it.

Glacial Fortress! M10 Preview!
If, as Stewie did, you stare out the hole in the wall and proclaim “I don’t like change!”, don’t go to MagicTheGathering.com today.
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Facing up to change

June 1st 2009 06:10
Our Magic colleagues in France just received their first look at M10, thanks to Lotus Noir magazine. I’d post the scans, but I’m still waiting on a reliable translation for the Hive Queen’s flavor text, and you can probably find them on the internet anyway. I’d rather talk about the – sadly predictable – response to the article from some of the online fans. Apparently, the Hive Queen’s rules text involves the term “battlefield,” presumably as a replacement for “in play,” and the article alluded to “mana burn” (damage caused by leftover mana unused at the end of each phase) no longer being part of the comprehensive rules as of M10. Some of our online “friends” were quick to proclaim that the rules were being homogenized or dumbed down, right before they went back to their usual pastime: posting in the strategy forums, with deck ideas based around combos that don’t work or interactions that don’t exist.

Condemn
Ninja of the Deep Hours
You think you know everything about this game and its (current) rules set? Prove it. Scenario 1: You attack your opponent with a creature. The first time he has a chance to cast spells, he throws Condemn at it. Can you save it by using Ninja of the Deep Hours’ ability?

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Originality sin

May 17th 2009 05:47
First model: I don’t wanna be like everyone else.
Second model: But I don’t wanna be different.
Third model: I just wanna be


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Everything that glitters

May 8th 2009 02:15
"All that is gold does not glitter,
Not all those who wander are lost."
-- J.R.R. Tolkien, The Fellowship of the Ring
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Just do . . . something

April 28th 2009 02:33
This world’s got a lot of space,
And if they don’t like my face,
It ain’t me that’s going anywhere


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Requiem for a book

April 18th 2009 02:32
There’s a large paperback book sitting on my desk, its 800-odd pages not quite warping the flat surface. Its cover is a swirl of red and yellow that catches your eye from across the room, decorated with five familiar sigils: the white, blue, black, red, and green mana symbols. It’s the Complete Encyclopedia of Magic: the Gathering, and it remains the definitive one-stop guide to Magic’s early years.

That’s why no further updates have been released since the Apocalypse set in 2001


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. . . You might just get it

April 7th 2009 00:44
"So, so you think you can tell Heaven from Hell,
Blue skies from pain.
Can you tell a green field from a cold steel rail


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Reality bites

March 26th 2009 00:54
Did I ever tell you about the time I almost became a Magic designer?

Well, perhaps “almost” is an exaggeration. Around three years ago, Wizards of the Coast ran an event called the “Great Designer Search” on its web site. It started with open essay-based applications (which I passed), followed by a multiple-choice test (which I failed


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