The Twenty-Five Year Journey of Magic the Gathering
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At some point in all that, of course I need to show this old shoebox chock full of old Magic cards. Instead of letting him play with my old cards, I decided that my son needs to have his own cards, so we went to my local game store and bought him a "deck builder's toolkit" that's a much better deal than the old starterdecks in my time, but somehow lacks a copy of the rules.
The shopkeeper, who knows me from way back, warned me not to let him play with my old cards, because some of those are now worth quite a bit. He urged me to look up the value of my old multilands in particular. I think I bought them from a friend for about $4 a piece. Turns out they're now $800 a piece. Insane.
Also insane: all my old big monsters are obsolete, as new big monsters are way more powerful than the old ones. But new spells are weaker than the old ones. That's 25 years of balance tweaking, I guess.
For reference since you've been gone a while, the best casual format (by far) is Commander (EDH). Buy him a couple cheap duel decks to learn the basics (phases, stack, etc). Then buy one of the prebuilt Commander decks (the 4 color ones would be best) to get started All that together is around $60 ($100 if you want a second Commander deck to play with him). Not a bad deal for the tabletop experience.
Commander is a Singleton format (only one of any card that isn't a basic land), so buying the occasional pack can mix things up a little. Cards that are unplayable in constructed are often great in Commander (and only having one isn't a disadvantage). A 4 color deck (if you have just one) or having all five colors across both decks increases the chances of being able to use whatever you open.
Note: if you're going for raw power, buy singles from a dealer instead of packs, but packs are great for casual (or drafting of course).
Edit: I didn't think about 9 year old hands, but you can play 60-70 card Commander so he can shuffle easier.
I believe my son or nephew also insisted I shouldn't have more than one of each card in my deck, so maybe the guy who taught my nephew only played Commander.
Although googling for it, it seems Commander comes with a lot of extra rules. I'm not sure that's what I'm looking for.
1. cards in your deck (100 total including the commander) have to be the same colors as your commander.
2. you start at 40 life and a commander in your command zone.
3. if your commander goes to the graveyard or exile, put him back in the command zone, but he costs 2 more colorless to cast each time this happens.
4. if a commander personally deals 21 damage to someone, they lose.
If they insisted on one card, they were playing commander or brawl (MTG's new "commander lite" using 60 cards, standard only with slightly different life rules).
I lost pretty handily, and the big takeaway was what you found.
I hate to say it because its the hokey hipster thing to note, but back when I was a kid and it was all Urza's Saga, Mercadian Masques, etc, the cards felt much more... gritty and real. Everything felt more bloody and less cartoonish and lightweight. Maybe that was part of being a kid.
Play is actually much better/more balanced than I remember though, by far.
They decided nobody likes stax decks. Then nobody likes land destruction. Then nobody likes combo. Then nobody likes counterspells. Then nobody likes any other kind of control either. Finally, nobody really likes spells. So everything became mid-range and aggro except that aggro generally loses to mid-range.
So just mid-range turn creates sideways and nothing that adds real complexity to the game.
Stopped with standard after RTR and every time I've looked, it's been too unfun for me to drop hundreds of dollars playing standard again.
Control can beat basically any deck that isn't completely broken (eg, eldrazi winter), but does so at the expense of losing to everything else. In addition, burn is cheap and played a lot day 1. It lowers most control deck numbers enough to make a top 8 contention impossible.
Teferi has helped a lot as one of very few consistent win conditions across the field. I think modern really needs UU counterspell for control to be less than niche. Once the field diversifies a bit again, control will once again fade to T2.
If you show up to play a round of golf, and your opponent has a nice set of professionally-made clubs while you're using some sticks you carved by hand, you're probably going to lose, badly. But that doesn't make golf "pay to win" -- at the competitive level of golf, everybody has made the investment in that baseline of good equipment, and you're back to practice and skill as the differentiator.
Magic is similar. If you show up to a constructed tournament with whatever you could cobble together from a few booster packs, yeah, you're going to get crushed by people with competitive decks. But at the competitive level, everybody has made the baseline investment to have access to the full card pool, at which point you're back to skill (of designing/choosing/playing decks) as the differentiator.
Anyway. Top-tier Standard decks are in the couple-hundreds-of-dollars range, and even if you just go out and get the cards for one of those decks and nothing else, there's enough value in the cards that you can trade/sell and get back not 100% of what you paid in, but enough to make switching to a different deck not all that bad.
Standard: $500 per year (more if you have to buy into a completely different archetype)
Modern: $1200 per deck (with a revolving door on the ban list)
Legacy: $2-4000
Vintage: $15,000+ (mint power mox and lotus would cost $35k+).
I played 1999-2004 and now 2016+, mostly non-tournament casual for this exact idea that most players seem to have forgotten. Decks with an emphasis on flavor feel more in line with the core theme of the game, and it's a very rewarding experience to roleplay a Planeswalker using their library of spells.
Many new players (especially tournament-minded) seem to treat the art and flavor as tertiary to the mechanics. One person told me they'd still play the game even if it was black text on plain white cards. Apparently the point was to win, not enjoy the aestetic.
Win or lose, I enjoy the fact that my decks have a rock solid roleplay theme and are usually under $40 each.
And some cards are really pure works of art.
I will acknowledge this may be totally unfair, old-timer nostalgia.
[1] http://gatherer.wizards.com/Pages/Card/Details.aspx?multiver...
Surely there are (illegal? grey?) clones where the big ticket items are free ? How do these clones maintain a game play balance ?
Non player. Curious.
https://medium.com/@mrdeprey/how-to-connect-to-cockatrice-an...
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiver...
"Invoke Prejudice" Whenever an opponent casts a creature spell that doesn't share a color with a creature you control, counter that spell unless that player pays X, where X is its converted mana cost.
Also note that the multiverse ID is 1488!!!
This is no coincidence, not a dumb joke. These are hate symbols that can and should be removed from the game.
In the light of america's past treatment of minorities starting from natives and then blacks and even discrimination of specific groups of whites it is perhaps understandable people are wary of it but try to see the situation objectively without any historical bias or taking sides and simply the first principles of what is portrayed or stated.
As I said, in line with an article that highlights MTG's efforts to incorporate diversity into game design, Invoke Prejudice is a card that needs to be removed from the game.
If you just want an instance of a person from Wizards acknowledging that that art was not something they should have printed, here's an example: http://markrosewater.tumblr.com/post/145475725553/would-u-gu...
(Also, although troubling, the multiverse ID clearly is a coincidence, as cards seem to just be numbered first by set and then by card number.)
> What, are they going to ban it from tournament play?
Plenty of cards have been banned from tournament play. There's no reason why this one can't. Maybe it already has?Second off, I think banning a card for non-gameplay reasons sets a pretty bad precedent.
Third off -- banning it wouldn't accomplish anything except bringing more attention to the card. This isn't a card that sees tournament play. This is an old card so it's only legal in Legacy and Vintage, the formats that allow basically every card ever printed -- that's what it's competing against. It does not remotely meet the bar to show up in Legacy or Vintage tournaments. Banning it would not reduce its tournament appearances because it doesn't have any. It'd just draw attention to it because it'd have to, y'know, show up on banned lists. Better to just apologize and otherwise let it die in obscurity.
I am aware such actions could fire in the wrong direction.
Again: Removing the card from the DB wouldn't be changing anything, it'd just be lying about how things are. The card does, in fact, exist. Collectors trying to get a complete set of Legends will try to get their hands on it whether or not Wizards lists it; lying about the card's existence doesn't change that. And banning it is incompatible with that! You can't list as banned a card you don't list at all.
But fundamentally, even if we ignore all that, de-listing or banning the card wouldn't accomplish anything. (This is not a card that actually sees tournament play; a ban would be purely symbolic, in addition to setting the bad precedent that cards can be banned for non-gameplay reasons.) Apologizing and acknowledging the mistake is good, obviously, but they clearly have done that when asked about it. I think Mark Rosewater took the right approach above: They can avoid repeating the mistakes of the past, but they can't undo them.
https://www.reddit.com/r/magicTCG/comments/1b3fie/so_this_ex...