Category: mtg

  • Ten Habits of Highly Successful Magic Players, Part 2

    Foreward by Louie Scoot-Virgo, famed Magic art collector:

    When I was a boy, my estranged father took me to see a Magic show at my estranged uncle’s bar. The Magician was a sad man: older, balding, hands arthritic from the repeated flick of the rabbit from the hat. But what struck me above all else was the wonder he filled the room with. Every child’s eyes were wide, his mouth drooling with the promise that he would bear witness to something amazing: that he was the chosen one. How could the magician do this? Because of his bloodthirsty desire to win. To win at all costs. To bet time and love on the roulette wheel of fate and roll blackjack. To do anything, even those things beyond the realm of man. To be superman.

    I caught up with him on a stool and bought what little domestic beer my allowance could purchase and asked him how he got his drive. He giggled and with a knowing wink rasped this at me, “Sharpen your ears. You can’t be watching the spider’s web.” As we talked and drank he revealed his Ten Fold Path to Victory and with each gulp of Miller Lite I drank it in. As the divine night drew to a close and the cruel sun peeked through the window, he stood up, gathered his coat, handed me the original artwork for Spore Cloud, and disappeared into the wide world, a world of children in need of a little Magic.

    I’ll never forget those words he told me but I’m not comfortable writing them down so I told them to a friend and we agreed this is a comfortable middle-ground. Spore Cloud formed the base of my Magic art collection, which has now grown to over six pieces. I am bloodthirsty.

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    10. Recycle

    9. Save Up

    8. Only Hang Out With the Right People

    7. Draw Cards

    6. Know Your History

    5. Always Spend Your Mana

    4. Petty Theft

    3. Wake Up Early

    2. Mono-Red

    1. Respect

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    5. Always Spend Your Mana

    Does this scenario sound familiar?

    “Draw a card, play Island, go.”

    Welcome to Hell.

    Crap, you say to yourself, Joey’s playing his Rite of Replication deck tonight.

    Now I understand why my parents thought this game was demonic. Imagine if they'd seen this.
    Now I understand why my parents thought this game was demonic. Imagine if they’d seen this.

    Good news for you, though: you spent your Plains activating Sensei’s Divining Top during your turn, so you give the top three another look.

    Thank god for house rules.

    Since Bill’s successful campaign to get Spell Snare banned, you know the path is clear for the Squire you just moved to the top. By the time Joey deals with it, you’ll have all the mana you need.

    Since this ability is half of a scry 3, it represents 0.75 cards drawn per mana. Arguably the best card ever printed.
    Since this ability is half of a scry 3, it represents 0.75 cards drawn per mana. Arguably the best card ever printed.

    We’ve all been there. The worst possible play that could have happened to you turns into a moment of triumphant victory. It’s because you set it up, you formed a backup plan, and you spent your mana to do it.

    When you choose a deck to play, you have to decide which turn you intend to play on. A faster red deck plays on its own turn; slower draw-go style of deck plays on its opponents’ turns; a combo deck is not afraid to play on everyone’s turns.

    When you moved your Squire to the top of your deck? That was on your opponent’s turn. Through careful use, Top turns your entire deck into a combo deck: every card you draw now reads, “1: scry 1.5.” If you always spend your mana, you can stay on top of the game.

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    4. Petty Theft

    In strategy gaming, the invariably central game mechanic is managing resources. In Chess, you manage your pieces; in Poker, you manage your chips; and in Magic, you manage cards. Another way of looking at this dynamic is against an opponent: by countering or destroying your opponent’s resources, you gain advantage by denying them any option other than conceding. As such, any play made in these games can be thought of as a one-for-one exchange: when you gain resources, your opponent loses choices.

    For example, say you cast Time Walk. You’ve gained a turn, which means your opponent has lost a turn. But lots of cards are like Time Walk when you plan a strategy in terms of time and resources spent: if you cast Grizzly Bears and your opponent spends a turn casting Shock to remove it, then you’ve gained three times the advantage, because your opponent is down a card, a mana, and a turn.

    Time Walk also does not chew off your opponent's face.
    Time Walk also does not chew off your opponent’s face.

    What are some other forms of advantage we can look to? Consider the resources often left on the table, for example the upkeep step. Usually cards affect this step by costing resources in some fashion, but otherwise this step often goes wasted because only instants and abilities can be used here. Consider what a card like Shock means for you if cast on your opponent’s upkeep: they’ve just untapped, but suddenly they’re down two life when they hadn’t planned to be. Now their draw step has been radically altered, since the card they were hoping to draw may no longer be a valid strategy — they know you’re playing with fire, and have only one phase and one extra card to adapt a new strategy. This often causes fatal misplays from an opponent who can’t adapt on the fly.

    More important than that, you’ve stolen three things from your opponent: a step of his turn, two of his life, and a pre-planned strategy.

    "Was that the card you were hoping to draw? Guess again!"
    “Was that the card you were hoping to draw? Guess again!”

    Cards like Seedborn Muse, Paradox Haze, and Time Stop excel at this sort of strategy because they serve to gain extra resources for you that your opponent otherwise isn’t using, rendering those resources lost to them. Take everything from your opponent and they will be left with nothing. With a deck full of Time Walks, your opponent will be taken out completely: how can he play if he has no turns?

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    3. Wake Up Early

    The best thing about the advent of online Magic clients such as Magic Workstation is that, no matter what time it is, there’s an opponent waiting to be beaten.

    There’s a lot to be said about waking up early. Many of the world’s leading CEOs have gone on record as saying they’re at their peak when they get up at 5 AM, slug a can of Dew and a bag of Cool Ranch Doritos, then skip over the treadmill and hop right into a match. Exercising your brain is far more important than exercising your body, because your brain controls your body: if it is stimulated past its usual ten percent, your brain will take care of the rest of your body while you fell foes with a flurry of clicking and typing.

    Double the power, just like Mountain Dew. Also, green.
    Double the power, just like Mountain Dew. Also, green.

    How you plan your day is just as important as how you plan your play. In the morning, your brain is close to a blank slate, which helps with making stronger instinctual plays while keeping your creative processes empty and fresh. This is similar to the process I call “Developing Your Mana”: each decision you take during the day is like a land drop, and your day starts going once you build up enough resources to make the big plays.

    Imagine a notepad in your brain that starts on a blank page, and as you go through the day, it starts to fill up: bad matchups, losing to bad players with good luck, mana screw, these things all take up space in your mind as your day progresses. As the board fills up with lands and creatures (tasks and obligations), it becomes cluttered and difficult to navigate.

    While it is important to keep these things in mind to learn from later, you must also keep your focus on the opponent at hand, because you never know when Stacy will call out and make you go in for your shift at Best Buy a little earlier, costing you valuable testing time and causing you to forget the data you’ve collected about the terrible cards your lucksack opponent is currently throwing at you.

    The earlier in the day that you start Developing Your Mana, the sooner you can tap into a font of unlimited knowledge.
    The earlier in the day that you start Developing Your Mana, the sooner you can tap into a font of unlimited knowledge.

    Sun Tzu once wrote that a sharpened blade cuts more enemies. If you keep your mind sharp, you will be able to line up your opponents and strike them down, one by one, but if you leave your blade to dull, you will quickly be overtaken. Sharpening your weapon the night before a major battle is like playing a land on turn one: disciplined, fundamental, and in some cases necessary to succeed.

    Keeping your brain fueled keeps your play clean and sharp; keeping your play clean and sharp helps you defeat your opponents.

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    2. Mono-Red

    As we learned in Habit 7: Draw Cards, a deck of 60 Shocks, while having the potential to deal 120 points of damage, doesn’t work very well when you bring it to a tournament, mostly because Shock costs mana to cast (but also because it is illegal to run more than four copies of Shock). You would think this would make a Shock-based deck unviable. However, you have not read to the end of this chapter. As you will learn, it is possible to also run cards with similar effects.

    For example, I have purposely ignored the existence of Lightning Bolt until now to illustrate this point. Four Lightning Bolts and four Shocks combined adds up to 20 life and a dead opponent. You now have 52 other slots you can use to kill your opponent even more.

    Like lighting a Serum Visions on fire and throwing it at your opponent's face.
    It’s like lighting a Serum Visions on fire and throwing it at your opponent’s face.

    In most games of Magic, you will not draw your entire deck. Instead, we spend the game looking to draw the best cards in our deck, filtering through what won’t help us right now in order to find the cards that will. Sometimes, with cards like Arc-Slogger, the cards in your deck don’t matter; what matters is that your deck simply has cards. Being able to set your deck on fire is a great feeling, and in this way we get around that stupid four-copies rule by turning our entire deck into Shocks.

    Sometimes your opponent plays cards that gain life. Your job is to kill them harder.

    Sometimes your opponent plays cards like Ivory Mask, but those cards are bad so you should win anyway.

    Sometimes your opponent splits the difference with cards like Circle of Protection: Red, which wastes their mana and gains you resources every time they fruitlessly stave you off for another turn.

    Your opponent will have a hard time protecting themselves when your permanents all become fuel.
    Your opponent will have a hard time protecting themselves when your permanents all become fuel.

    It doesn’t matter how much life they gain, or how much they hold you back, as long as you break through for that final point of life. Nothing else is sacred: not your permanents, not your deck, and certainly not their face. The final point of life is all that counts.

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    1. Respect

    Google defines “respect” as follows: “a feeling of deep admiration for someone or something elicited by their abilities, qualities, or achievements.” Now ask yourself: when’s the last time you felt deep admiration for an opponent that just countered your spell, destroyed your land, or wiped the board with an Obliterate without giving everyone three turns’ warning?

    List of things Obliterate disrespects: counterspells, lands, creatures, artifacts, friends.
    List of things Obliterate disrespects: counterspells; lands; creatures; artifacts; friends.

    Think back to the last time someone called you a nerd. Remember what t-shirt they were wearing? It was an Affliction shirt, with the motto “Respect is Earned” written in gothic font. You were probably too busy feeling disrespected to realize that his shirt was telling the truth: respect is earned, and you felt disrespected not because of the insult, but because you knew at that moment that you did not earn his respect, despite how sweet your custom playmat and deckbox look. He disrespected you because he did not see you as a peer, but as being lesser.

    When you are facing an opponent, you fundamentally are disrespecting his ability to play by asserting your dominance. You may offer a handshake and a “good game,” but by the time you lined up your Squire to steal his last point of life, you felt superior. Inside, you were wearing that Affliction shirt. You earned your respect.

    Your lands and spells must unify to challenge the fundamentals of your opponent's strategy. In this case, his biggest creature.
    Your lands and spells must unify to challenge the fundamentals of your opponent’s strategy. In this case, his biggest creature.

    When dealing with any element of Magic, from building a collection to defeating an opponent, you must have respect for yourself. Your goal is to not make friends, your goal is to be superior to all those around you. If your opponent does not respect you, he will crush you in short order. If you do not set out to earn respect, you have lost before you’ve begun.

  • Ten Habits of Highly Successful Magic Players, Part 1

    Let’s do a little thought experiment: Go find a Jace. Any one will do, although it works better with the more expensive ones. Take a good, long look at it. Notice all the details: the hood, the cape, the squiggly glowing runes. That’s what the face of a winner looks like. But what’s his secret? It’s not his diversified stock portfolio; the secret is knowledge. It’s the face of a man who knows more things than his opponents do, and knows those things harder than they do. And now, that knowledge can be yours. Just keep these ten simple practices in mind, and you too can be a Jace.

    ______________________________


    10. Recycle

    9. Save Up

    8. Only Hang Out With the Right People

    7. Draw Cards

    6. Know Your History

    5. Always Spend Your Mana

    4. Petty Theft

    3. Wake Up Early

    2. Mono-Red

    1. Respect


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    10. Recycle

    “Whenever you play a card, draw a card.”

    For 4GG and a few other hoops (specifically, shutting off your draw step), this is the benefit Recycle gives us, and the primary reason to play this Tempest enchantment. Its most straightforward application is to fire off lots of small spells, eventually accruing tons of card advantage by drawing more than one card per turn, ideally — but it comes at a cost.

    Green is known as the color of extremes: small elves give way to large forces of nature, a symbolic representation of natural evolution existing as a microcosm of turns. As anyone who plays Commander will know, with so many decisions being made each turn, the turns begin to resemble epochs of growth and change — fitting for such a theme.

    Deceptively powerful, Recycle is often cited as why green is no longer allowed to have card draw.
    Deceptively powerful, Recycle is often cited as why green is no longer allowed to have card draw.

    Recycle fits this theme perfectly. By the time turn six has arrived, life has developed on your board, and is blossoming and evolving in many strange ways. So too do your cards evolve: this change now comes quick, as each card played turns into something new and exciting. Life gives way to life.

    Similar to Recycle is the card Greater Good: it helps to draw you cards based not off spells you’re casting, but from the spells you already cast. It features a similar discard mechanic, symbolic of Charles Darwin’s theory of natural selection, in that only the strongest cards survive to stay in your hand.

    Each of the five colors approaches this theme differently. Black exchanges life for cards (Phyrexian Arena, Necropotence), red assumes you want all your cards to be damage spells and offers appropriate sacrifices (Goblin Bomb, Char), blue trades mana and doing anything else well for cards. White is an outlier, keeping its theme of balance, neutrality, and stasis by not drawing cards at all, as change and evolution are bad for white thematically; instead, it staples card draw onto effects like life gain and small dudes (Renewed Faith, Decree of Justice.)

    One could certainly argue that cards like Sacred Mesa draws as many cards as you can afford, as long as you're okay with those cards being Pegasi.
    One could certainly argue that cards like Sacred Mesa draws as many cards as you can afford, as long as you’re okay with those cards being Pegasi.

    When building a deck, it is important to remember what you want to see later as the game draws on, then to build with that goal in mind. Starting with a core game plan or ethos will help you decide what colors to play, as well. More important that victory is expressing what form you want that victory to take: do you want to overwhelm the opponent with flying horses, or with big beasts? The choice is yours.

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    9. Save Up

    Here’s a familiar scene: you’ve logged onto Cardshark, a freshly-deposited Best Buy paycheck on your bank card, ready to buy the last singles you need to crush the casuals at FNM next week. You get to the rares on your list, and recoil in horror as you realize a card that was fifty cents last week suddenly jumped to $2. In a fury, you slam your fist on the desk, lamenting that post you made on MTG Salvation about your sick tech, which drove prices up before you even had a chance to unsleeve your proxies. Suddenly, that 3 for $12 deal on twelve-packs of Mountain Dew seems as though it wasn’t a sound investment after all.

    The internet is a double-edged sword: while it makes ordering singles and carving out new strategies easier, you also have to contend against millions of other players looking to get the small edges, many of whom may end up running your own deck against you before it makes its debut under your guidance. Ultimately, your success is built on cost-benefit tradeoffs: are you willing to trade your deck concept for those two or three cards that will push it over the top?

    The same is true once you get into an actual game. Even if you can afford to build the deck, can you afford your spells? While Wizards of the Coast has shown some mercy by keeping basic land prices dirt-cheap, ostensibly so you have a chance of playing at all, many of the best lands are non-basic and suitably expensive.

    Which is the bigger cost: 2 life or $10?
    Which is the bigger cost: 2 life or $10?

    This is where you can carve a niche by saving money on mana to spend on spells. Cards like Urborg Volcano offer the same benefits as Blood Crypt, but at a much lower cost. Trade a turn for 2 life and $10? That’s a fair trade on any day: there is no point in giving your opponents free cards (e.g. Shock), especially when you’re trying to save your resources.

    Many lament the practice of opening booster packs to score specific singles, but these players often do not understand cost-benefit ratios and how packs are structured. These players often overlook the three uncommons and eleven commons in an effort to score rares, assuming they are the best cards available and often filling their decks with 60 rares in a vain attempt to “be competitive.” The savvy player uses all the tools available to them, finding uses for cards oft-overlooked, only to dominate the competition because their opponents are simply unprepared for the deluge of cards they didn’t see a use for.

    A "universally bad" rare that commands an 80-cent price tag? Someone out there knows something you don't.
    A “universally bad” rare that commands an 80-cent price tag? Someone out there knows something you don’t.

    Someone else’s trash is your treasure, if you put your mind to finding a use for it. When you do, it’s your opponent’s cards that will seem like trash.

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    8. Only Hang Out With the Right People

    It’s 11:59 PM and the GPT is tomorrow morning. You have in front of you two items, seemingly meaningless to the casual observer, but monumentous for yourself.

    To your left is a deck box containing the brew you plan on playing tomorrow, and with it the decision to get some more testing done.

    To your right is a coupon for Denny’s, and it’s only good until 3 AM.

    Did you wear a watch? Always wear a watch. Phones die.
    Did you wear a watch? Always wear a watch. Phones die.

    Depending on how hungry you are right now, the choice is obvious. But it isn’t always: what if you want to test, but your friend Joey absolutely hasn’t shut up about food for like three hours now? Joey loaned you cards for your deck, but on the other hand Joey is a fat fuck who has to eat like all the damn time.

    Joey is an example of a person you shouldn’t hang out with. On your journey to winning more, you can’t let Joey’s stomach get in the way of that delicious testing. Bill, on the other hand, has a coupon for Domino’s and figures that solves both problems — but he wants you to order because his phone is dead, putting your testing in jeopardy even though Bill appears at first to be a trusted ally. You’ve just lost a precious twenty minutes of testing because you were sorting out the order and then your phone died midway through so you have to plug it in and start all over. Bill forgot his charger at home of course, so by taking his suggestion you’ve gotten in your own way.

    Pictured: what I look like when my phone dies.
    Pictured: what I look like when my phone dies.

    If your true goal is to get testing done, both Joey and Bill are adversaries who seek only to undermine your testing with selfish desires, like eating dinner. Your victory will provide enough sustenance, and your morning hunger pangs will be sated by the tears of the fallen you leave in your wake.

    When you have a goal, nothing can come between it and you, or you are setting yourself up for failure later.

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    7. Draw Cards

    This seems simple — it’s something you do every turn! But did you know that there are ways to turn this mundane action into a great source of card advantage, even when you aren’t drawing cards? For example, you can select to scry 2 instead, which is strictly better than drawing a card blindly: if you will, imagine the card you need in your mind, but may not need it right now. You can bank on the following turn’s needs with some simple planning, and after you get used to scrying 2 instead, you’ll feel like you’re cheating because of how much more valuable you’ve made your future draws.

    With cards like Serum Visions, one blue mana has never been more useful.
    With cards like Serum Visions, one blue mana has never been more useful.

    If you’re unfamiliar with Mike Flores’ Peabody-winning article The Philosophy of Fire, I’ll summarize: one red mana is worth two damage, e.g. Shock, but unfortunately I stopped reading before he explained what one blue mana was worth so I’m going with Serum Visions (I immediately grabbed a stack of Shocks, 56 other cards, and put the theory to the test at FNM that night. I got disqualified because the other 56 cards were also Shocks, but I did get a participation promo.)

    In a subsequent article, Critical Mass, he posted a decklist that featured Keiga, the Tide Star, then wondered why his deck was great: because Keiga, the Tide Star is easily the closest replacement for Serum Visions in the deck. For five extra colorless, and it’s a flying 5/5, it is exactly like one mana for drawing a card and scrying 2: when Keiga dies, he likely traded for another card on the way down (a creature in combat; a kill spell; the Legendary rule), and got to steal a creature to replace itself as well.

    That’s three cards — just like Serum Visions. In other words, Keiga is a Serum Visions on legs.

    "Ban everything until Keiga's good, then ban Keiga and you're done." - Chris Pikula
    “Ban everything until Keiga’s good, then ban Keiga and you’re done.” – Chris Pikula

    But what if you don’t draw Keiga?

    When it comes to winning games of Magic, your plays are ultimately defined by how many cards you drew. But even more important than drawing cards is what you choose to do with them. While the best cards in the game are ones that draw you more cards, it’s also important to eventually defeat your opponent.

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    6. Know Your History

    At one point, these two cards were identical. Take a moment to consider these cards if they had been printed back in 1993, when Magic first released.

    1520

    Back in 1993, Stoneforge Mystic is functionally blank, because Equipment cards wouldn’t exist for another ten years. Mystic is considered “a mistake” in terms of power level, but Squire is largely considered unplayable, even though they both cost 1W for a 1/2 body.

    This is a fatal error in deck building. Rather than rest on the notion that Squire is and will continue to be bad, always, instead flip the question on its head: how good does the text in the box have to be before a 1/2 for 1W is playable?

    A hallmark mistake by Wizards. Can you imagine if this card said "scry 4"? Insane.
    A hallmark mistake by Wizards. Can you imagine if this card said “scry 4”? Insane.

    Now let’s consider another “mistake”: Tarmogoyf. By the Squire test, Tarmogoyf is imminently unplayable; he’s 1G for a 0/1, if we ignore the text in the box. But as current secondary-market prices and multiple reprints attest, that text is worth about $150, give or take.

    Mindblowing, until you consider that Squire’s text comes from The Canterbury Tales, a book which sold for $7.5 million at auction. Squire takes a large portion of its text from the book, which is over 200,000 words — meaning each word is worth approximately $37.50. Suddenly, Tarmogoyf seems as quaint as sixpence next to Squire’s incredible value.

    Notice: not a single word from Canterbury Tales, making Tarmogoyf effectively worthless.
    Notice: not a single word from Canterbury Tales, making Tarmogoyf effectively worthless.

    Sometimes we have to take cards in historical context to understand why they are secretly powerful. Chaucer, the author of Canterbury Tales, did not write about Stoneforge Mystic, or about Tarmogoyf, but instead the secret power of the game he had discovered and revealed to us hundreds of years ago: Squire is truly a juggernaut from the past.

    Only by knowing the history of the game as well as the history of the authors and geniuses who came before the game can you truly unlock your deckbuilding potential.

  • Magic Online Bugs: Real or Fake?

    We all love Magic Online! And one of the best things about Magic Online is that, 4 out of every 5 times, it works exactly like you’d expect, without any bugs to get in the way of your digital card experience. Of course, nobody’s perfect, least of all the vigilant MODO programmers, so we created this quiz as a little tribute to the things that slip between the cracks. We’ve mixed up some real and historic Magic Online glitches with some we just made up, and it’s up to you to figure out which is which!

    ______________________________

    1. Zooming in on a card exiled by a land with hideaway shows an additional basic Swamp.

    2. Knight of the Reliquary incorrectly allows the player to sacrifice any permanent when activating its ability.

    3. Mishra, Artificer Prodigy will freeze the client when used as a Commander.

    4. Fact or Fiction allowed the player casting the spell to arrange the piles, instead of an opponent.

    5. Unhallowed Pact incorrectly returns token creatures to the battlefield.

    6. If Balance causes a player to sacrifice lands, that player won’t be able to activate abilities of permanents for the rest of that phase.

    7. Stomp and Howl unable to select the same target twice if it’s both an artifact and enchantment.

    8. You can no longer use both halves of split cards to pay a total of 2 mana for Delve costs.

    9. Costs that include a snow mana symbol require an additional snow mana.

    10. Magmaw incorrectly allows the player to sacrifice lands or discard cards from their hand to activate its ability.

    11. Chandra, Pyromaster’s -7 ability no longer restarts the game when Exquisite Firecraft is the only instant or sorcery exiled this way.

    12. The triggered ability on the promo version of Relic Seeker does not function correctly. The non-promo version of this card, however, works as intended.

    13. Spellweaver Helix would freeze the game if used to cast a card without a mana cost.

    14. Fatespinner’s triggered ability would halt the game after an opponent makes a choice, forcing them to either concede or time out.

    15. Daru Spiritualist made you sacrifice Clerics instead of giving them +0/+2.

    16. Mogg Assassin’s activated ability no longer restarts the game.

    17. When rules text is added to Unhinged lands and then zoomed, the client crashes.

    18. In some scenarios, casting Mulch would crash Magic Online.

    19. Spellskite incorrectly allows a player to redirect spells or abilities to the Spellskite, even if it’s no longer on the battlefield.

    20. Field of Souls incorrectly makes Eldrazi Spawn tokens instead of Spirit tokens.

    Want to see how you did? Scroll down!
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    GOBLINGAME

    The fake bugs are numbers 5, 7, 10, 13, 15, and 20. All of the rest are real bugs that exist or have existed.

    If you scored…

    16-20: You are the Magic Online Bugmaster! You should be part of the bug-finding team. I bet they’ll love you!

    10-15: You scored slightly better than chance. That means you probably knew at least one bug! Was it the Fact or Fiction one? That’s one’s my favorite.

    5-9: You scored worse than chance! That means you probably guessed at random. I don’t think you’re taking this seriously.

    0-4: You are fuel for the Magmaw! That’s not related to your performance on the quiz, it’s just a general fact.

  • The New Flavor of Magic

    Mark Rosewater

    What up dawgs? Just MaRo Monday poppin’ in to let you know we here at Wizards pay close attention to what our customers want. Magic is a game of the people! And according to our research wizkids, junk food and MtG are inseparable! While me and Hasbro were pondering this connection at a Bohemian Grove soiree, the beings that puppet Frito Lay approached us with quite a chill idea. So for this Fall of 2015 I’m pleased to announce that the cards you love are teaming up with the taste you crave to bring you:

    Mark Rosewater

    atacolypse

    Atacolypse is a stand alone product for both the Magic: the Gathering and Frito Lay brands; we’ve combined, or flavortwisted, the short-burst excitement and rich taste of Magic cards with the diversity and collectibility of Frito Lay’s Doritos Corn Chips. Curious to see what I mean? Well munch right in boi!

    limespiral

    Dang that’s tang. Lime Spiral perfectly captures the experience of eating Chile Limón® Doritos while playing midrange. Notice the new ability snackrifice. When you snackrifice a permanent, you get the drop on your opponent’s dad’s spending money by forcing that ‘dult to purchase a delicious Frito Lay product of your choice. “Pump the breaks!,” you may say. “What use is even more Doritos mouth sensation to me?”

    spiceofknowledge

    Say whaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa? Let me tell y’all about livin’ la Vida Loca; MaRo knows about livin’ la Vida Loca. And now players like you can too! Think of la Vida Loca as like multikicker for your taste buds; the more you enjoy, the better the spell. But enjoy responsibly (the squares at the FDA made me put that jazz in. Pbbbftft, whatever). Hey, yo, how do you know which flavor of Doritos best fits your spending habits/lifestyle? Wisdom in 3…2…1…

    flavorbolt

    Say whaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa? You’re probably thinking, “Those dudes at Wizzers must have lost their darn minds!” But that’s not true pleeb: we opened our minds. Speaking of opening things, open and then eat lots of Doritos to make this spell more powerful. But huh? Duh? Whu? Snackback? Yeah son, flashback to the snack Samurai Jack! This is called conserving design space. Burn that creep, stop to eat, and repeat! Just call me Snackcaster Mage! Just call me Think Spice! Just call me Rescoop. But you shouldn’t double dip, that’s not cool- you know what, MYTHICS!

    chiliconflux
    Snack

    atacolypsechime
    Crackle

    jacetheopinionsculptor

    Stop the presses! What’s this buzz about a contest? For a limited (lol) time we’re teaming up our team up to give one lucky person FREE MAGIC CARDS FOR LIFE!!!* If that isn’t enough to whet your appetite than maybe you should go eat some flippin’ Pringles you Yu-Gi-Oh tweenage scrub for brains. Alright, that’s all I got for this week. Look forward to seeing you brosefs on the convention floor/tipsy at a gas station at midnight on a Wednesday. Peace and may the taste be with you!

    *Free Magic cards is limited to less than a penny draft fodder and all non-Hymn to Tourach cards opened from slightly damaged Fallen Empires packs found under Ken Nagle’s bone pile in the supply closet of R&D. Offer available for a limited time, results may vary. Snack responsibly.

  • GoodGamery Exclusive BFZ Prevew: Brutal Expulsion

    Hoo boy, we here at Good Gamery LLC are h*ck of excited to have an Extremely Exclusive, Real Preview that was given to us, and no one else, these statements have all been true!

    Without further a-doo, let’s see wh-

    brutalexpulsion

    Haha, okay, real funny. If we could just close the tab for MTGSalvation’s Kustom Kard Kreation and get serious here?

    *receives whisper from offstage*

    Oh well that’s not good.

    Okay. Okay. Deep breaths. Let’s try to be charitable for a second.

    Eldrazi are ALIEN INVADERS! Their spooky alien tech makes no sense to us hoo-mans. Therefore, the designs of their cards are purposefully nonsensical.

    It is a callback to one of the most beloved sets of all time, Apocalypse. You see, much as Yawgmoth is not Gerrard’s Hannah, neither is a gigantic tentacle monster.

    Each choice on the card represents a different theme of Battle for Zendikar: the Eldrazi care when things are exiled, and no one cares about good design.

    Good Gamery LLC apologizes for that last remark. We really appreciate this preview card that was so kindly given to us (totally was, by the way).

    Brutal Expulsion, the name, is a reference to the new R&D intern Jeff’s metal band. The design of Brutal Expulsion is a reference to his complete inability to create a Magic card.

    Okay that one was really mean. We again apologize, and acknowledge that our last apology wasn’t completely sincere. While we, as a website that has definitely been given this exclusive preview card, given to us by Wizards of the Coast, the real one, don’t want to say anything nasty about it, it is possible that hypothetical equally nasty things might be passively said about this card (not by us).

    So! Thankfully, we also have exclusive access to the archives of The Great Designer Search 2. Did you know that Brutal Expulsion was originally a submission to that contest? That fact was only a little bit just made up on the spot!

    Let’s take a look at the original response:

    “Well, this one has some issues, to put it mildly. First of all, why is ‘Devoid’ on this card? Mechanics, when present on a card (especially a rare) must have a reason to exist. I understand that colorlessness is a theme of your set, but if that’s the case, then the colorless-centric design needs to be present on this card as well. To continue: “choose one or both” is certainly a templating that should be used more, and it’s good that you identified its potential. However, there’s nothing you’re really doing with it here. What connection does bouncing a creature, or returning a spell, have with two damage to a creature or planeswalker? Why does your card allow the same thing to be targeted twice, but actively discourages the player from doing this? The halves of your card have nothing to do with one another. It doesn’t feel rare, it doesn’t feel big, and it certainly doesn’t feel colorless. If you’re designing a four-mana multicolored card with a new mechanic, it had better do all those things effectively. Yours does none.

    And no one liked playing against Jilt in the first place.”

    Wow! Sure is good that someone else said that, and not us!

  • SEPTEMBER 14, 2015 COMMANDER BANNED LIST UPDATE

    Sheldon Menery

    BANNED LIST
    No changes

    RULES UPDATES
    Everybody buckle up, we’re tweaking how the rules for color identity work!

    With the upcoming introduction of the devoid mechanic in Battle For Zendikar, we’ve had a lot of questions about what this will mean for the deck construction rules. Since devoid cards have the colorless color identity, they can only be played if your general also has the colorless identity. It’s as simple as that. Note that the restriction on mana symbols still applies.

    There are three major points in how we arrived at this decision. None of them were individually enough to convince us, but together they managed to tip the scales. In alphabetical order:

    A) After the controversy over hybrid mana costs, we needed to ensure that players around the world have a consistent play experience. Whatever ruling we would eventually make, we knew it would be important to decide before players had an opportunity to provide their own input.

    B) The heart and soul of EDH is the flavor inherent in your deck. Your awesome general being restricted to only commanding cards of his or her (or its) color just makes sense to us. Similarly, restricting devoid cards to only colorless commanders feels like the most “right” decision. You wouldn’t see Nicol Bolas using eldrazi drones to do his bidding anyway.

    C) This cleans up some corner case rules that confused players. We will be applying this rules change to previous cards with characteristic setting abilities like Ghostfire, Transguild Courier, and Kobolds of Kher Keep. Not only does this clarify the rules by explicitly listing all of the exceptions, we feel like it will have a positive impact on the power level of the format as a whole.

  • The Unexamined List

    What is a deck? Is it the sum of its parts, or is it somehow greater? Perhaps, in some cases, could it be lesser? We all understand the value of cards within the context of a game of Magic, but let us examine what those cards say in another context.

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    4 Architects of Will

    These creatures believe themselves to be shaping their own future, but in truth, time is an illusion and the exercise of the will futile. As we will see as we delve deeper into this deck, the ultimate fate of all life is death and the only architecture we can shape is the brutalist angles of our own misery.

    4 Deadshot Minotaur

    The minotaur mythos comes to us from ancient Greece, where the singular beast, an aberrant offspring created by a blasphemous union, dwelt forever alone at the center of a complex maze and devoured the companions given to it. It was eventually slain by a self-styled hero. Now we see a troupe of minotaurs, no longer singular but a quartet, forever seeking vengeance. However, they are confounded time and again, for as they target a flying hero, they find that once again that hero has flown too close to the sun, and rather than the minotaurs being the instrument of death, they are reduced forever to nothing but witnesses of it, helpless in the face of another catastrophe, ad infinitum.

    1 Faerie Macabre

    This faerie is macabre, yes, but can we blame it? The faeries of Lorwyn are forever cursed to watch as over and over again their idyllic dreamscape is reduced to a dark reflection of itself. This is a curse, but is also a gift, the gift of clarity. For in fact the dark reflection is the true world, and the only rational response to the cruel oblivion of reality is unrelenting nihilism. This faerie understands this, for it has cast off its family to inhabit the decklist alone, a singleton in the first game of each match.

    4 Fulminator Mage

    The fulminator mage is a cautionary tale against primitivism. They tell a story of a desire to return to a simpler time, but in truth it is a fiction. They desire only to see the trappings of the modern world burned to ash and smashed to rubble, they dream of a graveyard that will spread to contain all lands.

    2 Jungle Weaver

    The jungle weaver has both cycling and reach. In reach we see a desire to touch the sky, to feel the flutter of wings. But the destiny of the jungle weaver is instead cycling, to be sent to the house of the dead before it has even lived. This is the fate of all who reach for their desires, for the world is cruel and cannot abide success.

    4 Monstrous Carabid

    What is it about the carabid that renders it monstrous? It must attack, yes, but is that truly monstrous? I say it is a virtue. For all creatures have a purpose, but only the carabid is driven to fulfill it. The carabid has reduced existence to a simple binary. It will kill the enemy, or it will die. Perhaps it is not unusual for those with a grim clarity of purpose to be called monsters, but if the carabid is monstrous for removing our choice to attack, are we not then a thousand times more monstrous when we send creatures to battle that could have followed a path of peace?

    1 Pale Recluse

    The recluse, too, has admitted defeat in the fight against its own nature. It does not seek companionship, but instead resides in the deck alone. Like the jungle weaver, it reaches for lofty goals, but also like the jungle weaver, all too often its dreams are thrown into the refuse heap of reality. Sent to lie in a shallow grave until it can be called upon, the recluse rarely blocks but is instead sent to do battle time and again, until it barely remembers its tower home.

    3 Simian Spirit Guide

    While the other creatures in this deck have long grown weary of the mortuary stillness they often inhabit, the spirit guide yearns for it. Only he knows what it is to be denied death and life simultaneously, to exist outside of time for a brief eternity. We must consider, is life a gift we are given, or is it but the wrapping paper we must peel from the true gift, death?

    4 Street Wraith

    What is life? What is death? For the street wraith, one is a coin, the other a destination. The street is metaphorical, a highway to the grave, paved with unmet expectations. The street wraith promises nothing, but leaves something in its wake nonetheless. What does it leave? Different each time. Only you can know if you have been given a reward or a punishment.

    4 Demonic Dread

    What is the dread here? Is it dread of demons, or is it instead the dread that there are no demons, no evil, and thus no good? That our decisions are our own, that we bear the full burden of their responsibility. That there is no God, no Heaven, No Satan, No Hell, only a brief unfulfilling life and then oblivion?

    3 Living End

    Is this the end, or the beginning? Life and death are forever entwined here, but in truth they have always been entwined, everywhere. They are two sides of the same coin, and we have no choice but to flip it, over and over, until the wrong side comes up and we pass into the dying light.

    4 Violent Outburst

    We can react to the knowledge of our own demise with violence, with stoicism, with fear or longing. But in the end, our reactions, as our lives, will be forgotten. None will mourn our passing for more than a brief span, just as we mourn those we remember only until it is time to forget.

    3 Beast Within

    Beast Within is a good answer to graveyard disruption such as Leyline of the Void, but it is also strong against Tron and Splinter Twin. You can use it to break up the third Tron piece, destroy a Karn, or blow up a Deceiver Exarch in response to a Splinter Twin or Kiki-Jiki.

  • Behind the Veil

    Swamp, Innistrad – I’m sitting in the home of Liliana Vess, the infamous planeswalker. There are no black cats, no demonic blood runes. The furniture is pedestrian with a bit of Ravnican flair. A single print hangs on the wall, a Meloku original, the table and chairs a dark Llanowar pine. Liliana hands me a mug of tea and pulls a strand of long black hair away from her eyes, “I like to think that, overall, I had a positive effect.”

    She is, of course, referring to the long and tangled history of Sexy Necromancy. How did something so innocent as animating dead bodies take on such a hyper-sexualized aesthetic? And how does the queen of exanimate action, increasingly shunned by her own subculture, fit into the Multiverse today?

    How did you get your start in necromancy back before it was sensual?

    “I think it all started with Animate and Raise Dead. I remember hearing about them in church. My parents didn’t really talk culture beyond Avacyn’s annoying brand of glam so it was actually my Preacher that brought them to my attention. The whole slippery slope argument: if we let people animate dead bodies, what’s next? Artifacts? Lands? But try and find me one teenager who wouldn’t want to resurrect a corpse to slay their enemies; it comes naturally with the frustrations you feel then. It drew me in. Then came Hell’s Caretaker, Dance of the Dead, and the whole cult of personality around Lim-Dûl. It got main-stream. I dabbled and of course my parents didn’t like it but they were divorced so they weren’t exactly providing me with a stable home environment. I was doing magic at the time with the whole wholesome white mage thing. Healing Salve, Martyrdom, people called me Becky. But somewhere down the line, reanimation got racier.”

    What was the state of necromancy like when you joined it and what was the erotic turning point for you?

    “It was under the non-knee-high, non-stilettoed boot-heel of conservative culture. No pentagrams, no demons. But boobies were fine so already things were pushing towards Adult wizardry. Mainly a lot of guys sitting in basements trying to look sensual. But if I had to identify a particular moment, it would be when I saw Coffin Queen. I was all locked up in my own preconceived notions of life and death and titties and here comes this woman who uses her sexuality as a weapon, you know besides the armies of the dead.”

    One Nighter of the Living Dead_zpsdoz2bn0o

    It was around that time that Liliana’s spark ignited, but that only made her burn out faster. Traveling around the Multiverse, Liliana’s trademark black heels and boob window became synonymous with come-hither hocus pocus.

    How did people react to your unique take on zombification?

    “There was the usual outcry that you’d expect. White and green mages who of course forgot about Elvish Ranger and Serra Angel. Support from some really nice guys like Deathrite Shaman and even Scavenging Ooze, who I didn’t consider Mature but with the internet things have opened up a lot. I even remember Squire said something like, ‘I geese that all these kids care aboute is nipples and skulls, and I gesse that that’s the Dominaria we leeve in nowe.’ I put that on my fridge. It was exciting.”

    Listen All You Basic Witches_zpsnpzmilcl

    But at a certain point, things began to fall apart.

    “That’s the real tragedy of art isn’t it? People always want a bigger zombie and a hotter spell. You can’t keep up; no one can. I was performing huge revivals weekly, little Chainer was on the way, Sorin had totally checked out. I had just done Sex and Drugs with Chandra and was becoming very aware of how I perform for mortals. I had put myself in service to my fans, when I should have killed them and made them serve me. When that specter of fear comes over you, you just have to put your foot down and say, ‘I have to make this abomination for myself.’ It really is okay to let things go.”

    Sex_zpsobwg9pqe

    How do you think people view your work in retrospect?

    “My earlier work seems to be my most popular. People seemed to be confused by Liliana Vess because it just sort of came out of nowhere. But with Liliana of the Veil, then people knew that necromancy was going to be steamy. I think I’m the most fond of Liliana of the Dark Realms though. That started with a concept, ‘What if instead of reanimating one dead body, I reanimated all dead bodies?’ It was so much fun to work on and Nicol Bolas is a wonderful producer.”

    You seem to have slowed down in recent years in part due to Sexy Necromancy’s popularity waning.

    “You get derivatives like that Markov’s Servant girl; all Sexy, no Necromancy. It just comes across as desperate. And I’m very public on my stance that vampires aren’t even undead. They’re a disease or something right? And everyone is ramping into those Eldrazi things.”

    “But I’m being too harsh; I’m very grateful for all the pain and suffering and despair I’ve been able to cause. I have enough stored away to work on the classics that I love, the Megrims and the Snuff Outs. I think that midnight loving will always have a place; wherever a boy thinks that a girl should be a pair of gray boobs, I’ll be there to support him. I’m just ready to put this all behind me and live forever.”

    Do you have any comment on your relationship with Garruk?

    “Who is that? What did you say? Garrook? Geruk?”

    Liliana of the Book Deal_zpsgiomwhlt

  • Exclusive Magic Origins Preview: Vorthos Rejoice!

    Hello and welcome to Magic Origins preview week here at Good Gamery! We’ve got a doozy of a preview card for you here today! If you’re the least bit Vorthos, today’s preview card is right up your alley!

    In recent sets, the creative folks at Wizards have decided to be more proactive in including pivotal story moments in playable cards. Relevant story scenes encompased in card form that all players can enjoy, such as the defeat of Xenagos at the hand of Elspeth in Deicide or the nexus of two different possible futures in Crux of Fate.

    If you’ve been the least bit attentive to the few Magic Origins spoilers that have been trickling in the past few weeks, you ought to know Magic Origins will continue this new trend in Magic story telling. Our preview card today depicts one such important moment. If you’ve read last week’s Uncharted Realms on the Wizards website telling the origin story of our beloved necromancer planeswalker Liliana Vess, you might already be familiar with this scene. If you haven’t, I highly recommend you go and read it but in short, Liliana made a deal with four demons to gain power and stay young forever. One such demon is Kothoped.

    cardart_6uealrQZVL

    Now, our preview card today isn’t Kothoped himself, but he is featured in the art. That’s because our preview card depicts the moment he infuses Liliana with his demonic power, etching her skin with enchanted runes that give her knowledge and power. Without any further stalling, I present to you our preview card:

    Demonic_Tutor

    Amazing, isn’t it?! Pity it’s just a Johnny-fodder uncommon, but you gotta give it credit for the flavor. Wow!

    In addition, we sat down with a Wizards employee and were able to ask him a few question about our awesome preview card. The interview went as follows:

    Won’t Demonic Tutor be kinda broken in Modern?
    It is our understanding that yes, it will be. Which is why we’re preemptively banning it in Modern, to maintain the integrity of the format. The official Banned and Restricted Announcement will be posted on July 13 and more information will be available at that time but basically Demonic Tutor will be banned in Modern as soon as Magic Origins is released.

    Okay, but won’t Demonic Tutor be kinda good in Standard as well?
    While not as powerful as it would have been in Modern, it is still a concern. We strive to strike a delicate balance in Standard as it is our most played format by a wide margin. Which is why, to ensure the health of the format, we’re preemptively banning the card in Standard as well. Once again, the official Banned and Restricted Announcement will be posted on July 13 and more information will be available at that time but yes, Demonic Tutor will also be banned in Standard as soon as Magic Origins is released.

    The card is still uncommon though, won’t that warp Limited in a bad way?
    After careful playtesting, we realized that yes, Demonic Tutor does warp limited in a bad way. Which is why, to keep the format fresh, we’re also preemptively banning the card in all limited formats, including prerelease events. The official Prerelease Primer will be posted July 8 and more information will be available at that time but suffice to say, Demonic Tutor will be banned in Limited as soon as you are able to get your hands on it.

    What the hell, is the card being banned everywhere?! Why did you put it in the set in the first place?
    Not everywhere, no. Demonic Tutor will not be banned in Magic Origins block constructed, for instance. There aren’t really any good cards in the set to search for, so there’s that. There’s also what, Tiny Leaders I guess. It’s already banned there? Good for them. Look, honestly? We were too busy drafting Modern Masters 2015 so we kinda just let Creative do whatever they wanted with the set. I say we got off relatively scot-free, considering the original idea for the set was to tell the origin story of Magic’s antagonists instead. Can you imagine Yawgmoth’s Bargain and Will in Standard again? Man, did we dodge a bullet there!

  • Magic Origins Preview: Playtest Cards Unearthed

    Hey! It’s the gang from Good Gamery. We didn’t get a week of preview cards to run this time around, so we used our time off to take a road trip from the Good Gamery offices to Wizards of the Coast headquarters and see if we could persuade Mark Rosewater to give us some Magic Origins cards to show off.

    Unfortunately, we ran out of gas right behind the building, so we had to dig through the dumpster instead. At first, we thought there wasn’t anything worthwhile – our search revealed a pile of carwash punch cards, a bag of razor blades, and a box simply labeled “Fuel”. We started a fire and threw the junk in so we didn’t have to put it all back. Underneath everything else, we found a binder. Lo and behold! Playtest cards! The holy grail! We didn’t actually find the holy grail, it’s a metaphor.

    Here’s what we found:

    GGPHOTO_001

    Wow! That’s an effect that’s probably playable in Limited! It’s the powerful “Incite” effect stapled to a very solid 3/2 body for a measly 4 mana. Just imagine this scenario: You have a really big creature, like maybe a 6/6 or even bigger. You’re ready to start crushing your opponent’s face, you push the creature forward and start to tap it, but then you read your card again. It’s got defender! Your opponent rolls her eyes, as if to say, “Didn’t you read that when you put it in your deck?”, and then your opponent says the same thing using words. It feels a bit more condescending when your opponent says it with words.

    So you sit back and figure, maybe she’ll attack into it or something. But your opponent is smarter than you expected, and just builds a board presence while you grind your teeth. Several turns later, as you’re running out of teeth, you draw a Goblin Provocateur! One by one, you target your opponent’s creatures, and they’re forced to attack into your big defender. Gradually, you clear your opponent’s side of the board, and prepare to start attacking with your goblin. Then, your opponent plays a big creature with flying and haste and you’re dead, but it’s the thought that counts.

    That’s just half of the effect, though! Let’s say you have a Possessed Barbarian. Of course, that card’s absolutely useless unless your opponent has red creatures. And the odds of that are slim. Enter Goblin Provocateur! First off, it’s a red creature, so that’s one target already. But it can make any creature red, and that lets you kill any creature!

    I mentioned Incite above, and you’ll be glad to hear that it’s back:

    GGPHOTO_002

    The effect is the perfect marriage of mechanics and flavor – forcing an opposing creature to attack is an interesting tactical decision that can completely shift the flow of a game, and turning the creature red tells a story about how angry the creature becomes!

    Of course, the “red attacks each turn if able” theme isn’t restricted to just your opponent’s creatures – if you’re building a deck, you can put in some cards from older sets to join in on the fun. If you just want to force your opponent’s creatures to attack, you can put Alluring Siren or Rage Mage into your deck. If you want to turn your opponent’s creatures red, Crimson Wisps is perfect for the role. But what if you want your creatures to be red and attack each turn if able?

    We all remember when Liliana planeswalked to Innistrad for the first time. What did she see there? Vampires! Magic’s vampires are red – the color of blood – and they attack each turn if able, just like the vampires of legend. Bloodcrazed Neonate is a great card to add to your deck, just as one example. It’s not in Magic Origins, but it fits the theme perfectly – it’s a neonate, which means it’s new!

    And just in case you get a Goblin Provocateur but your opponent doesn’t have any creatures, check this card out. It’s a great example of how a simple mechanic can be turned into a cohesive archetype:

    GGPHOTO_003

    I hope you enjoyed this look inside the Good Gamery dumpster. Until next time, may your trash be treasure!