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Framing the issue

May 14th 2012 05:40
Mythologies take longer to die than people believe.
-- Neil Gaiman, Dream Country

I was combing through a large, unsorted batch of Magic cards the other day when it hit me: I like the old card face.

This might seem like it shouldn’t be a surprise or a point of dispute. After all, I started playing in 1995, long before it ever occurred to anyone that there could even be a different card face. But when you follow the new sets intensively, you might do the opposite: forget that there was once a different one. And forget that a good deal of what is now said about that old card face is . . . how can I put this delicately? . . . a lie.


Readability was ostensibly one of the main reasons why the card face was changed in the Eighth Edition. White cards were singled out as being difficult to read in the old face. This was true for certain white cards and for certain sets more than others, and improvement was perhaps needed. Does that mean there are no readability issues now?

Seismic Strike
Whose bright idea was it to make recent red cards (M10 forward) have a dark red border with black stone or ash-like flecks, and then print the artist credit in black type?


Similarly, the blanket assertion (notably by Mark Rosewater on his Tumblr a few weeks ago) that the art is (always) more prominent in the new frame doesn’t hold up to analysis, or to us remembering our own lives. I doubt many of us would have taken up Magic back in the 90s if we hadn’t been able to scan amazing iconic pieces like Douglas Shuler’s Serra Angel or Ron Spencer’s Terror.


Serra Angel and Terror


Running down Magic's past and acting like its present is perfect and the height of design, ever, seem to be one element of current marketing tactics. But nothing that’s good has no bad elements. Nothing that’s bad has no good elements. And it’s truly short-sighted to say something along the lines of “we changed this in Eighth Edition, now it’s fixed forever,” especially in the context of a game where everything else is supposedly changing from set to set (which, as long as we're on the topic, may be a point not actually in evidence). The card face is probably fine, more or less, as things stand now. That may not always be the case, and it would probably be a good idea to remain open to that possibility starting from now.

Wheel of Fortune
Pro tip: softer shades make it easier for people to believe you when you say that red’s dominion includes all emotions and not just anger.

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Between the lines

April 29th 2012 00:30
Leela: Fry, this isn’t TV. This is real life. Can’t you tell the difference?
Fry: Sure. I just like TV better.
-- from “When Aliens Attack,” Futurama season 1

Hard as it may sometimes be to believe, not everybody follows Magic for the tournaments and the power cards. I have some associates who are largely interested in interested in the art and the flavor, and during the preview season, I send them the images of new cards from Wizards of the Coast’s website. The other day, I got an interesting e-mail from one of these associates of mine in response to a group of Avacyn Restored cards, which read in part: “Why don’t cards have flavor text any more?”

While not literally true, it does raise an interesting point. Almost every ability still gets reminder text, and many of those that don’t are full of non-keyword rules text. This represents an interesting and somewhat different design method from what we’ve seen in some earlier sets; it attempts to use the rules text as a flavor element. Under this method, a card’s mechanical abilities should reflect, as much as possible, what its concept is. While not a bad idea in and of itself, I’m nonetheless not sure that this is always a good idea.

Headless Horseman
His text box is empty. That’s different from doing nothing.


Cards with a large amount of rules text make you very aware that you are playing a game, rather than participating in a setting. The majority of other games, and basically all successful ones, lean the other way: Batman: Arkham Asylum devotes all of its resources to making the player feel like Batman, Skyrim is almost no fun to play if you don’t have the time or the ability to really immerse yourself in what you’re seeing and doing, and Decipher’s Star Wars trading card game’s mechanics were designed to produce cinematic-style events.

Not so long ago, Magic seemed like it was in a transition to a paradigm that placed more emphasis on flavor. The design stories from the Scars of Mirrodin and Innistrad blocks were largely about telling stories and showing characters (which ironically makes their cards that were pushed for competitive play even more prominent than in other blocks). Nowadays, there’s not only less flavor text than there has been at times, the line of companion novels has been cancelled, the webcomics are long gone, the weekly flavor column is “on hiatus,” and a couple of weeks ago Rosewater answered a question on his Tumblr account where he said that flavor fans hadn’t “showed that they’re willing to buy [flavor elements] other than cards” (dude, I thought you said design was an art?). You wouldn’t be blamed for wondering what’s going on. You wouldn’t be blamed for complaining. Hell, you wouldn’t be blamed for starting an online insurgency.
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Two worlds

April 14th 2012 05:34
Let’s go through the complete list of problems with the new art for the original dual lands that Magic Online’s cube function is getting.

MTGO Cube dual lands


A Tundra is at heart a cold plain; this one isn’t a plain at all. The word "Taiga" literally means “boreal forest,” but there’s not a single pine tree in that picture. The Underground Sea doesn’t particularly look like it’s underground, and the angle the Volcanic Island is drawn from makes it look like it might be connected to the mainland off-frame. The Plateau looks more like a Badlands, and the Badlands has prominent tree roots, which are usually associated with green mana (hint: Badlands doesn’t produce green mana).

All of this pales in comparison to the fact that this new art is only available on Magic Online.

Most everyone who creates Magic is American, and thus should understand when I hyperbolically state that separate is not equal, in any situation and including when you’re providing things to customers. You can’t give MTGO something that offline Magic doesn’t get. You can’t take so much less care with MTGO’s art direction than you do with physical Magic. You can’t have one Reprint Policy for the physical world and an entirely different one for the online world: the existence of original dual lands on MTGO doesn’t decrease the value of physical ones, and may in fact increase it if they get widespread play, but it’s certainly a violation of the spirit of the law.

I don’t know what the answer is. Maybe the Reserved List is no longer performing the function it was intended to, and we need to have “that conversation” again, without turning tail and slinking home when Aaron Forsythe posts something vehement about it on Twitter. Maybe players need to stop focusing on tournaments so much, and get Wizards to resume making non-tournament-legal promotional cards, like the old World Championship decks. Maybe there’s some other solution I didn’t think of when I was writing this post. Regardless, the current state of affairs is hypocritical and inconsiderate to both online and offline customers, and should not be allowed to stand.
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Bad apples

March 28th 2012 23:09
Neo: Why do my eyes hurt?
Morpheus: Because you’ve never used them before.
-- from The Matrix
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Stand your ground

March 15th 2012 00:45
Being politically correct means always having to say you're sorry.
-- Charles Osgood

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Too much is not enough

February 29th 2012 23:45
How do you react when you see a dragon?

If you live on Earth, like me, answer that question rhetorically. Perhaps use your imagination. Western mythology generally holds that a dragon would not be as much of a creature as an event. Python, the dragon that was Apollo’s rival, is said to have blanketed half of the Aegean Sea with venom before being slain. In Norse mythology, the Seeress’ Prophecy predicts the dragon Nidhogg rising from the dark space beneath Yggdrasill as a harbinger of the end of time and the fall of the gods themselves


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No direction home

February 16th 2012 04:19
Without Earth to look back to always, without Earth to set up a god of the past, they will establish a galactic empire.
-- Isaac Asimov, Robots and Empire

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The currents of cyberspace

February 2nd 2012 00:08
For in much wisdom is much grief; and he who increaseth knowledge, increaseth sorrow.
-- Ecclesiastes 1:18

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The fifth age

January 20th 2012 22:15
Strength will be right and reverence will cease to be; and the wicked will hurt the worthy man, speaking false words against him, and will swear an oath upon them. Envy, foul-mouthed, delighting in evil, with scowling face, will go along with wretched men one and all.
-- Hesiod, Works and Days

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Never the twain shall meet

January 6th 2012 06:45
Those who know nothing of foreign languages know nothing of their own.
-- Johann Wolfgang von Goethe

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