The mathematics of Magic: the Gathering (1999)
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[1] Reveal 2 cards from your hand. Choose 1 and pay its casting cost, then cast it as normal. If it fails to resolve, reset the game state to before the card was cast, then cast the second card as normal. https://i.imgur.com/E2cbdEo.png
wouldn't that make the card useless?
play cardA -> get countered ->state reset -> play card B -> B gets countered (because your opponent recovers the counter and untapped cards, due to the reset).
Exile a card from your hand. You may cast a card from your hand with CMC greater than or equal to the exiled card as though it had flash. That spell gains "if this spell is countered, you may play the exiled card without paying it's cost".
... Of course, it's not perfect but it's closer. Doing things like "reset the game state" are not defined in the rules very well, especially since the state wouldn't be the same (there are ways to make it illegal to undo). So that would just be a mess.
The problem with having to add lands to power up your deck for me is that it means I can't throw in the kitchen sink, as I'm wont to do if left to my own devices. A deck design must first of all work - and that's 50% getting the manabase down pat, which includes tough decisions (should I trim out a basic land for one more copy of OP sleeper rare I'm sure shreds the deck-to-beat to pieces? Hint: no). So you have to build a deck while respecting some constraints (minimum deck size, enough mana for your spells, sharp strategic focus etc). But that's like, all the fun in deckbuilding (which is all the fun in the game, for me :).
In fact, I know this will sound eminently silly but I believe that playing M:tG and in particular bulding decks has taught me important lessons that I took with me in my career as a programmer. The most important of which is: don't ever waste resources.
Perhaps a more esoteric lesson is this: you can still have infinite variety even without absolute freedom. Even with the burden of having to include land in your deck and risk mana screw/flood, you can still design any deck you want and have a lot of fun while at it.
As it stands, it's something you have to consider and something you have to realize affects your opponents just as much as you. You can mitigate mana issues by playing a deck with low casting cost cards or by playing more land than normal, etc. There are also cards to search out land or can be used in a similar manner to land.
Yes, there is some variance, but poker has a ton of variance and no one would say that it detracts from the game.
For example, try not to play two colors equally. Instead, "skew" colors in one side. Play 75% green and 25% red for example, which tends to be more consistent than a 50/50 split. Furthermore, seeing an opening hand of say all reds (when you know its your "minor color") gives you the opportunity to mulligan for a better hand before the game even starts.
IMO, these sorts of decisions are what makes you a better player. Its a small probability with regards to mana-screw or mana-flooding, but these little things help over the long run.
https://hearthstone.gamepedia.com/Mana covers it in detail, but the gist of it is that mana is generally an automatic thing, and it's granted per-turn at an increasing rate throughout the game, meaning that most games follow a natural power curve that is immune from flood/screw.
There are still actions that affect mana and strategies around those, and some neat concepts like The Coin, the special card always given to the player who goes second that gives you one extra mana for one turn, to help with the disadvantage. But overall it beats what I consider to be a really annoying flaw in MtG.
In HS it's simplified - with few exceptions, your stuff happens only on your turn, very little targeting of the player (ie, no discard). The strategies are limited. I still like it, but ... it's definitely not up to MTG richness.
The stack is much better and I'd say more nuanced. Now you can target things on the stack specifically. There's more bluffing and playing with the fact that there is incomplete information.
However Hearthstone has no such interplay - likely because it allows an easier functioning AI and interplay in a normatively turn-based game online is difficult.
I think we agree?
If anything, it nerfed them a bit as now Instants can be cast in response to cards that would have been Interrupts.
Interrupts used to work in a fashion similar to Split Second.
How would this be possible when interrupts existed?
You have the original Wrath of God spell.
The effect or spell that allows you to sacrifice or bounce those things would be in the Instant batch.
The counterspell would be in the Interrupt batch.
The big difference is that once that counterspell is on the stack, you can't cast any more Instants.
So let's say that instead of countering the Wrath, you counter the spell that's bouncing all of the things. With the old system, that's it. If I don't have any Interrupts, we need to resolve our batches. No one can cast an Instant until we resolve both the Interrupt batch, the Instant batch, then the original spell.
Counterspells were even better before. They were effectively the last word. The stack kind of depowered them, but it gave a lot more play to the game.
I play Wrath. I can counter now, or let it resolve. You play instant effect. I can counter, but can't counter the wrath anymore. I'm pretty sure that's how it worked.
Hearthstone has too much RNG for my taste though, and I don't like the business model related to the RNG of packs.
Slay The Spire, which has a more fair business model IMO (even though the price is cheap at 16 EUR), allows you to have more strategy and play around the RNG via liberal deck building and a rogue-like game. It has a relatively stable mana/energy resource system which can be modified by game mechanics. But it is a PvE game with ladder system increasing difficulty.
Mana Burn is gone, yes, in terms of doing damage, but players' mana pools still empty after each phase.
My best decks started with the "rule of 1/3", and added/trimmed 1-2 lands to optimize. The "rule of 1/3" is that 1/3 of the deck should be lands, for best land draw. So a 60 card deck would start with 20 lands, and maybe swap 1-2 forests for elves in an elf deck.
And from a recent card randomizing thread, it takes 7 "riffles" to fully randomize a deck.
Conventional wisdom suggests going for around 40% lands. So 24ish lands for 60 card decks, 17ish for a 40 card deck.
Having more than 35% lands leads to the very mana flooding complained about in the root comment.
https://www.channelfireball.com/articles/how-many-lands-do-y...
With 35% lands (21/60) you are likely to end up mana-screwed (not enough lands) unless you build your deck to match the low land count. For a generic rule of thumb I think it is better to recommend a bit more lands than that.
>And from a recent card randomizing thread, it takes 7 "riffles" to fully randomize a deck.
I don't think you understand what "randomize" means. It doesn't mean "you get proportional hands", it means that the state isn't predictable. It is still subject to variation in the amount of mana you draw.
Seriously, you are reciting trivially basic concepts, that everyone is aware of, and completely ignoring and/or misunderstanding what is being said and the real situation.
My favorite deck of all time (Goblins) is built around abusing Wasteland and Rishadan Port to lock down my opponents manabase.
That being said I personally find the variance that Magic has when it comes to mana resources to be more interesting than the alternatives as most of the newer card games have abandoned the idea of having mana resources(lands) in your deck all together. I think the lands are one of the main things that makes Magic an interesting card game.
One interesting alternative to lands was from the World of Warcraft Card game (spiritual successor to Hearthstone) which allowed you to play any card from your hand face down as a mana resource. Although they completely did away with this in Hearthstone so they could limit the deck size and the reduce the number of duplicate cards that were needed in each deck.
MTG isn't built for a consistent (late) game natural Mana curve and being able to do what you suggest would fundamentally change the game. For worse imo.
For example with no Mana acceralation/mananipulation the optimal number distribution to have to maximize Mana spent through turn 5 is 29 lands and only 3 five drops.
After which you will quickly have more Mana than you need.
Very few decks run 30 lands.
You can't design a deck that satisfies the condition of natural ly dropping a land each turn and spending the most Mana.
The more consistently you want to say, have 5 lands on turn 5, the more lands you need, which means less space for other cards in your deck.
Similarly the more you want to be able to spend that 5 Mana past turn 5 the more higher cost cards you need, which means fewer cards of other cost. Which means your more likely to be Mana flooded early since your deck won't have the space to consistently play smaller stuff. Try to and will come at the cost of making it more difficult to curve at higher N.
The optimal turn 5 deck curve has no 1 drops. You can't have it both ways.
As for your suggestion, it would only be better for beginners who don't know how to build around a curve, as the cards are not designed for such rules and would break the game in other ways.
You may look into "Force of Will" (the game, not the card). It plays a lot like Magic but mana is in a separate deck. Each turn, you have the option of playing a magic stone (same as a land in Magic) directly from that deck or do some other action instead.
https://www.channelfireball.com/tag/frank-karstens-magic-mat...
https://www.toothycat.net/~hologram/Turing/HowItWorks.html
For more accidentally Turing complete systems, see
http://beza1e1.tuxen.de/articles/accidentally_turing_complet...
For a more complete proof one needs to take into account the fact that the text printed on existing cards is a derivation from some grammar - the grammar of the M:tG "ability text" (there is no official name for the game's language). In other words, the ability text on existing cards is no the whole ability text language. The complete language is a superset of the strings on existing cards. To prove the game as Turing complete, one needs to prove this language is Turing complete- not a subset of its strings.
To give an analogy, think of the game's rules as the JVM, the ability text grammar as the syntax of the Java language and the actually printed cards as some arbitrarily chosen set of Java programs. You can perhaps put together a Turing machine by stitching together those Java programs, but that will not tell you anything about the Turing completeness of the language itself. Instead, the straightforward proof is to use the Java syntax to write a Turing machine and run it on the JVM.
There is, of course a slight problem with taking this approach for M:tG; that the game's rules are very well defined (there's the Comprehensive Rules that go a long way towards resolving any ambiguity) but there is no full specification for the ability text language itself. So the M:tG machine is not well defined.
Then again, it's easy to derive at least a subset of the rules of ability text. For instance, if you see a card that says "Destroy target Elf creature", and you know that "Elf" is a "creature" type, you can substitute "Elf" for any creature type and generate any number of very probably correct ability text sentences- "Destroy target Goblin creature", "Destroy target Cat creature", "Destroy target Pirate creature" etc [1].
In this way it may be possible to generate the appropriate ability text expressions to construct a Turing machine- and prove that the M:tG game is Turing-complete.
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[1] Actually the ability to generate arbitrarily many well-formed expressions in a language is a hallmark of Turing-completeness. If we can't assume that the ability text on existing, printed cards is not the whole language, then Turing completeness becomes much harder to argue for.
It is not clear to me how a subset of a language could be Turing complete but not the whole language. Can you elaborate?
I'm sorry to not have a better turn of phrase. I'll keep working on it. At this point I think the best I can do is to insist on my analogy of constructing a Turing machine out of programs written in Java, rather than writing a new program implementing a Turing machine.
I dont' think there is any other language for which we assume that the only strings that belong to it are the sum of its printed texts (which in the case of M:tG ability text are printed cards). I don't see why we should make this assumption for ability text. That's not how languages work, in general.
Note that all this has nothing to do with "official" status, or the acceptance of specific strings by players of the game, or anyone. Either ability text is some unique construct, the likes of which has never been seen before, or it's a language like any other and it can be analysed in the same way as any other language.
Power creep is real. If you remember the days when Savannah Lions was highly efficient, you're in for quite a shock.
Creatures have steadily grown in power while non-creature spells have fallen in power quite a bit. The designers of the game concluded that making the game more creature-centric lead to more interesting gameplay decisions. Power level overall has been trending downwards if anything.
My modern deck plays entirely creatures, and entirely humans. It has duress, thorn of amethyst, nevermore, and into the roil main, with the option of getting disenchant, rule of law, and electroylze out of the side... as humans. It's effectively made spells obsolete, since the spell you want is probably a creature now.
- increased the cost of blue spells that counter creatures, because new players get sad when their monsters get countered
- started giving evasion abilities to many more creatures, since new players get sad when their monsters get blocked
"Paper" Magic is still very popular, with a big 1000+ tournament happening throughout the US (and the world) every weekend.
The cost has unfortunately gone up, its pretty rare to find a $5 entry fee anymore. A pack of cards is $3.99 (or $9.99 for special sets). A competitive deck of cards can run $150-350 for the "Standard" format (only cards from the past 1-2 years) or $700-1500+ for "Modern" (most every card from 2003 onward).
The entry fees where I live for constructed formats are around $5 or not much higher, and that's for New York City.
Limited was around $20-25, last I checked, and the bulk of that is the cost of the cards you're purchasing as part of the event.
Magic is still pretty expensive, though.
The game itself is in a bit of an odd spot. Standard (aka type 2) has been very unbalanced in recent years with many cards being banned, and sometimes emergency banned. Many players are opting to play modern rather than standard, since standard has had it's problems. The sets themselves actually look really fun, but since so many ideas have already been explored, the mechanics are getting more unique, and that can lead to odd interactions between cards which makes it harder to balance. I might be a little off since I'm not very active in the scene right now though.
I'm still a huge fan though I don't really have time to play anymore. I do have a cube for drafting that I'll bring out with friends every once in a while though.
It's very, very similar to MTG in terms of mechanics and skill cap, and it is not bound by a paper-compatible limit on mechanics. It's all I play these days.
I've also played Duelyst, which is a hybrid card and board game. I like it, but I wish they would release it for mobile already. I'd usually pick another game if I'm sitting at a PC.
Other than that, my favorite game mode in MTG has always been drafting, and while drafting free to play is probably not possible right now unless you are amazing, you can draft a lot for little money. I have a win rate under 50% and I can play all the drafts I want to for about 20 dollars per month. If I was a better player, it would be even cheaper.
Differences today: FNM is still available, relatively inexpensive, and fun. EDH is now a common format, but I never enjoyed it. League is also a common format: you play three matches per week for four weeks. The first week you start with three booster packs, and then each week afterwards you open another pack, and you can rebuild your deck as much as you like. You're paying something like $20 for cards and you get four weeks of games out of it.
I don't care for constructed play but part of that might be the fact that 2003 and 2017 had problems with standard constructed.
The wholesomeness of Friday Night Magic is highly dependent on what your LGS scene happens to be like though, that part hasn't changed too much.
Magic's player base is bigger and more vibrant than it's ever been, and I think by most metrics Limited (Draft, Sealed) and Casual (e.g. Commander) formats are more fun and accessible than they've ever been before. For older formats like Legacy and Vintage (even Modern to an extent), card availability can present an insurmountable financial obstacle to play, unfortunately.
Magic: Online is slowly being bled out by Wizards in favor of their new Hearthstone-like digital client.
That said, the best way to play today is Vintage Cube drafts on Cockatrice. Free. High level of play. The best cards. There’s almost always a game going.
What/where can I find this? never heard of it and never had much fun/luck with magic online but would love to be able to play online
Install. Log on. Make a deck and join a game or jump into a draft. There's two Dominaria drafts filling up right now. There's no rules engine and it's a bit janky at first, but you can play magic against a real human 24/7 for free.
On cockatrice...? I love doing a cockatrice cube but this is simply not true.
It also seem like they're pushing for online more they've release a new online client that only deal with current cards and beyond iirc Magic Arena but the card economy there suck for some reason. I only hear this from a twitch streamer Hoogland in term of what happening to Arena. Jeff Hoogland also talk about the tournament is getting bigger but they've never up the prizes.
A while back there were a few very very alt-right like personalities in the magic scene. It got pretty bad when one of them sic his fanbase against a cosplayer and she end up with threats and decided to quit. The cosplayer announced it via twitter or something saying she's selling everything. That dude got banned. Another dude also got banned cause he read Mien Komf (hitler book) and edgelord online.
Advent of twitch have made making side money with video games a thing so yeah. That's what sup with magic scene it went digital.
Prerelease events moved from regional events at huge convention centers, to store-level, in a bid to help stores.
They stop releasing or giving promo cards they only give foil token cards now.
FNM promos are back to being cards, not tokens, and you still get a promo at prerelease, promo cards as prizes or for participation at certain events, a promo for buying a box of the new set from your local shop, etc.
It doesn't seem like they supporting hobbyshop as much.
A number of changes, including prereleases, PPTQs, exclusive products, exclusive promos, all are geared toward getting people into their local game shop since that's the only place to get those things initially.
There's some neat new things. There's the Commander format, which is neat. I've got no idea what semi-pro/pro playing looks like these days, but they've managed to keep it fun and interesting. I've only played a dozen games in the past 2 years with friends decks, but I like where they've gone.
Mana burn is gone!