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Magic the Gathering

 
 
Quantum
14:53 / 17.06.06
Tragic: the Blathering has no thread. Why?

I despised this game for years ('Hah! RPGs are much more fun', 'I'd rather play Tekken', 'I'd rather stab my own eyes out' etc.) but now it's cheap I'm hooked.

C'mon magic players, I know you're out there, don't make me name and shame you...
 
 
Jake, Colossus of Clout
17:02 / 17.06.06
Wow! I haven't even thought about this game in years, but a good amount of my early teens were spent playing this game while stoned out of my gourd. All of the decks I had involved black, but I had one with every two-color combo, as well as a pure black deck. IIRC, Black/White and Black/Blue were the shit. I'm sure the game's totally different now, though, as there must have been a dozen expansions since bought my last booster pack.

Fun game, though, really.
 
 
semioticrobotic
19:28 / 17.06.06
I could go on about how trite the game becomes, even with each new "expansion" that tweaks the rules (and even, now, changes the face of the cards), or about how other CCGs offer more diverse experiences, or about how M:TG has lost its nerdy edge to the mainstream -- but the fact remains that this game constituted a huge part of my adolescence, such that my junior high (and early high school) years would be unthinkable without it.

I've since sold all my cards (save for five "good" decks that are probably shite in the current environment), but enjoy revisiting Magic every now and again.
 
 
Jawsus-son Starship
20:02 / 17.06.06
Everyone knows that the red/green combo is the shit. Wurms and Fire baby, wurms and fire.
 
 
semioticrobotic
20:08 / 17.06.06
I always played blue decks, preferring to slow play the game, control the board, and deny my opponent any attempt at putting together hir strategy. When Tradewind Riders and buyback were big (which set? Tempest?), I played a pretty mean control/lock deck.
 
 
All Acting Regiment
09:35 / 18.06.06
Ahh, crazy memories...I was never particularly into this, but my interest was certainly peeked when some kids at my school got into trouble for messing around with "satanic things", in the words of a particularly flusterable reverand who came in on tuesdays to teach history.

It turned out that they'd been playing M:tG in the library. Perfectly above board by the school rules, but I suppose he must have seen them and assumed them to be tarot cards or something. Or possibly thought they were gambling. Either way, M:tG aquired cult status until it was ousted by Pokemon.

Was it fun, then? How did it work?
 
 
semioticrobotic
16:35 / 18.06.06
Ahh, crazy memories...I was never particularly into this, but my interest was certainly peeked when some kids at my school got into trouble for messing around with "satanic things", in the words of a particularly flusterable reverand who came in on tuesdays to teach history.

I hear that. Our band director wouldn't let us bring the cards into the band room because he thought the game urinated on Christian values. Then he was fired because he took the money we students spent on the annual band trip and used it to hire a prostitute. So we could play in the band room again.

Was it fun, then? How did it work?

It was.

Both players assume the role of wizards with 20 life points, and the object of the game is to defeat your opponent by reducing hir life points to 0 or depleting all the cards in hir deck.

To accomplish this, players cast spells and summon creatures. Spells do anything from enhance one's own armies to directly harm opponents to change the working rules of the table at large. Creatures attack opponents to reduce their life points and block incoming attacks by opponents' creatures. Most creatures have individual abilities that produce some of the effects spells can.

To summon creatures and cast spells, players need mana. This mana is drawn from the land players control on their respective sides of the board (players can place one land card in their territory per turn, so as the game progresses, they may take more actions with more resources). Land is "tapped" for its power, meaning it has been temporarily used up. The same goes for creatues.

These basic rules mean that resources management is a big part of the game, as players can act on both their turns and their opponents' turns. So players are always asking themselves: Do I want to use all my resources now, or save some for later? What can I accomplish for the lowest cost? How can I use my resources most quickly and with maximum effect?

Players tap five basic kinds of land for resources (mana), each of which produces a different "color" of mana. Each color of mana can be used to cast spells and summon creatures of the same color, and each color has certain thematic qualities:

White is the color of protection and life (and is drawn from plains).

Red is the color of havoc and disarray (and is drawn from mountains).

Black is the color of quick death and unholiness (and is drawn from swamps).

Green is the color of nature and growth (and is drawn from forests).

Blue is the color of dupery and confusion (and is drawn from islands).

Players construct decks based on the strengths and weaknesses or each color, and the ways they each seem to synergistically underpin one another's perceived shortcomings.

All in all, it's a great game with some really interesting mechanics. It can become very fast-paced as players cast, counter-cast and counter the counter-casts (because, as I mentioned previously, certain types of cards allow action on both the player's turn and/or hir opponent's turn).
 
 
All Acting Regiment
16:54 / 18.06.06
It does sound interesting. Does the sort of story or characters add anything to the game? Would it be as much fun without all that stuff?
 
 
semioticrobotic
20:48 / 18.06.06
Toward the end of the time I was playing, more and more sets constituted "story arcs" that tried to weave a narrative through the M:TG universe. I never really followed these at all (they were not necessary knowledge for playing the game), but they apparently formed the basis of the novels that were released.
 
 
Liger Null
20:42 / 30.06.06
So it's meant to be a two-player game? Back in school games would frequently consist of three, sometimes even four players.
 
 
MattShepherd: I WEDDED KALI!
11:48 / 01.07.06
I played back in high school, and -- I don't know if this is still the case -- a couple of expansions after the Revised version of the game, it started getting seriously into meta-game cards... things that not only affected the monsters and cards on the table, the wizards, etc., but also the actual hands of your opposing players. Neat stuff.

I constructed a Black deck that was entirely themed around destroying the other player's hand, with two or three monsters thrown in. I'd usually get a bit drubbed in the first six or seven rounds, but then the other player would have no cards left and I'd slowly crush them under my evil heel. BWAH HA HA.

But hey, don't take my word for it. The PC game, while old, is surprisingly decent at replicating the basic gameplay.
 
 
semioticrobotic
13:42 / 01.07.06
Liger-

Indeed: more than two wizards could duke it out simultaneously, and players can dictate team play or free-for-all. However, there exist no special rules for these multi-player games; players merely play the basic game with more folks around the table. The dynamic changes, yes; however, other card games foster better multiplayer environments (i.e., Vampire: TES).
 
 
Quantum
18:09 / 02.11.06
I've got a couple of friends addicted and started playing in the pub, turns out MtG is a great pub game.
 
 
Evil Scientist
08:11 / 03.11.06
Bless you Quantum for directing me here. I hadn't realised there was a MtG thread.

I've been playing since the Rath Cycle sets were released, in fact most of my collection is made up of cards from those three sets, the rest are generally from the Planeshift/Invasion/Apocalypse series.

Although I don't play as much as I used to, my friends and I still manage to get together for the occasional hand or four.

I haven't changed my decks all that much in the last year or so, but I have been refining the two I use.

First one is a black/blue deck designed to be used in the normal 2 or more opponents environment I normally play in. Most of the creatures are low power but have various features that make them unblockable, that combines with the various enchantments and artifacts I have in the deck that lock up any creatures over 3/3 and discourage anything under that from attacking me. Plenty of black creature removal and blue counter magic (plus a couple of Plague Winds to annihilate my opponents).

The other one is a red/white I put together initially as a joke deck comprised of red enchantments that hurt me as much as anyone else. Now it's creature contingent is purely defensive (with some Flametongue Kavu for that tasty creature-burn). It focuses around a couple of red cards which cause damage to everyone in the game (Acidic Soil and Citadel of Pain) plus re-usable direct damage. It's flamey poetry in motion when it works right.
 
 
Quantum
12:59 / 03.11.06
We've turned it into conkers now by marking the box each time a deck wins.

I was given a load of Kamigawa cards in a bag so started with spirit/arcane, but the mirrodin and darksteel packs are cheapo, so now I've got half a dozen artifact decks and some goblins (among others). The new Time Spiral edition/set/thing came out a few weeks ago, so I got a bag of 500 common cards for a fiver from the shop and made some fun decks, and I bought one called 'Sliver Evolution' because it was three colours and I was curious. Turns out a sliver is a sort of snake with an arm, and they all have 'All slivers get X'. It's almost unbeatable.
So for example, you get three slivers out quick like a bunny, they all get +2/+2, flying, and 'tap to do 1 damage to target'. Nice.
I just played a black/blue deck designed around returning things to opponent's hand and then forcing them to discard, very satisfying.
 
 
Mirror
13:55 / 03.11.06
Ah, Magic...

I started playing right as Legends was going out of print and got severely addicted, buying boxes and collecting complete sets up through the end of the Mirage block. I managed to break away for a while, then dropped back into the game for a bit of the Urza block, at which point I gave up collecting and decided to just play sealed-deck. A few months of sealed and I began to lose interest, and at last I was free!

Magic can be a great game when you're playing in a relatively restricted environment, but the whole "Magic world" has just gotten too big for my taste. When I had my brief flirtation with the game during the Urza block, everyone was playing Academy decks and there seemed to be very little creativity in the approach of most players and tons of scrabbling over high-value cards. I always preferred playing casual, quirky or theme decks and it just was too hard to find others who were interested in that sort of play.
 
 
Quantum
14:13 / 03.11.06
I only play casual, quirky or theme decks. Taking it seriously seems like a huge, huge mistake. The main factor in my choice actually is cheapness, I like the sale cards.

Talking of quirky, I made a Memnarch deck yesterday full of giant artifact monsters.
 
 
semioticrobotic
00:07 / 04.11.06
The new Time Spiral edition/set/thing came out a few weeks ago, so I got a bag of 500 common cards for a fiver from the shop and made some fun decks, and I bought one called 'Sliver Evolution' because it was three colours and I was curious. Turns out a sliver is a sort of snake with an arm, and they all have 'All slivers get X'. It's almost unbeatable.

WotC brought Slivers back into the game? These little guys were first introduced in the Tempest block back in the lates 90s and early 00s, and my friends were gung-ho sliver back then.
 
 
Quantum
00:24 / 04.11.06
The theme is that time is fractured so they brought back a load of old stuff. Slivers are the badassest though, 'all slivers have flying', '...double strike', '...when goes to graveyard put on top of library'. I'm not surprised they were into them.
 
 
semioticrobotic
00:30 / 04.11.06
Neat concept! What else is back from other sets?
 
 
Evil Scientist
07:04 / 04.11.06
It's become a running joke amongst my group that whenever someone guesses what another deck theme/main tactic is the response will be "It's not a sliver deck!". Which came from one of my friends continually trying to sneak his horribly good sliver-centric deck out protesting all along that, whilst it had slivers in it, it wasn't a sliver deck.

They don't always do so good in games with more than two players though as most people realise what's going on and everyone launches a wave of anti-creature/direct damage to cull the little bastards before the Crystalline Sliver comes out (All slivers cannot be the target of spells and abilities).
 
 
semioticrobotic
12:58 / 04.11.06
Ah yes, that sounds familiar. My good friend had a Sliver deck that included the penultimate Sliver Queen, which generated 1/1 Slivers at will. Of course, he concocted some ridiculous combo that generated an infinite number of Slivers and attacked with all of them at once. Ouch.

All this chatter is really making me want to pull those old decks from the shelf. I doubt they would hold up in the current environment, however.
 
 
Mirror
14:11 / 04.11.06
Lots of Slivers around these days, huh? Sounds like a good time to bring out my old Humility/Pyroclasm/Repercussion deck.

That one was great fun in multiplayer, at least until my friends got to the point where laying out a Plateau meant instant beatdown for me.
 
 
Quantum
14:11 / 07.11.06
I doubt they would hold up in the current environment, however.

I think they'd probably whupass. Old cards rule, f'rexample the modern 'Ghitu firebreathing' enchantment has +1/+0 for a red mana and costs two, and is silver. The old firebreath does exactly the same thing, is common and only costs one. Try finding a modern equivalent to Demonic Tutor and you'll see what I mean.
 
 
Evil Scientist
10:25 / 09.11.06
Try finding a modern equivalent to Demonic Tutor and you'll see what I mean.

There's one from the Planeshift set that requires you to sacarifice a creature as well as paying the casting cost to get the same effect as that satanic old bugger the Tutor. Which is probably the cheapest alternative to DT I've seen.

In agreement with Quantum here, the old cards are some of the nastiest. My brother still has a ton of Ice Age cards which easily rival the modern ones for sheer evil.

I haven't brought any new stuff for ages now. eBay took a lot of the fun out of buying cards for me. Why bother with the random nature of the packs when you could custom build a vicious deck off of eBay?

The Invasion saga sets were probably the last really imaginative sets from a game-playing perspective. They encouraged people to put together decks using colours which traditionally didn't go together, and there where a slew of cards that meant a non-sliver five-colour deck would stand a fighting chance.
 
 
Quantum
12:03 / 09.11.06
a non-sliver five-colour deck would stand a fighting chance.

I see you haven't come across the Sunburst deck then. It's full of artifact creatures that get +1 for each colour of mana used to pay for them, mine has four different shrines in for extra flavour (for each shrine in play they either give +2 life, discard a card, bring a 1/1 creature into play or do 1 damage to creature or player- so if they all get out you get +8 life 4 creatures do 4 damage to anything and your opponent discards four cards *every turn*, heeheehee).
 
 
Quantum
17:40 / 16.11.06
In five days I change my name to Quantum (9/8, flying, trample)
 
 
Mirror
16:06 / 28.11.06
Well, all this talk about Magic, and I decided to give it another go, this time online, so for $20 US I got an account and joined a Time Spiral league.

And it's a pile of fun to play again, and the limited environment suits my taste just fine, though I do have to say that I pulled some utterly crap rares (for limited). Scion of the Ur-Dragon???

I'm Tribe MuckySnot (an anagram of my real name) if anyone else plays on MOL.
 
 
MattShepherd: I WEDDED KALI!
16:30 / 28.11.06
In five days I change my name to Quantum (9/8, flying, trample)

And SO MOTE IT BE!
 
 
Quantum
13:37 / 29.11.06
I am now a doomsday terror weapon! (inspired by that card in my Memnarch deck)
 
  
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