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My Kid Lost a Game of 'Magic' to Its Creator But Scored a Piece of Its Art

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Re: My Kid Lost a Game of 'Magic' to Its Creator But Scored a Piece of Its Art

#81
post #66
post #30

Earlier quoted context omitted.

There's an online version of MtG with pretty reasonably prices cards iirc, and you can get lots free. Interface is amazingly complicated though, since it has to model all of MtG.

There's 4 versions of magic online: MtGO: old official version, you can buy and sell singles for similar costs to paper Cockatrice: Old unofficial free version. leaves a lot of rule/effect enforcement up to players manually. Duels: "new" official version, never implemented complete rulesets, abandoned by devs 2 years ago, leaving collectors who paid good money SOL Arena: new official version, but with hearthstone mod…

if only there was some kind of eXchange for MTG Online...

(to ruin the joke: this is where the famed bitcoin exchange MtGOX came from. It was an exchange for MTG Online that was repurposed into a bitcoin exchange... with that kind of flawless pedigree who could have ever foreseen problems coming down the road? /s)

Re: My Kid Lost a Game of 'Magic' to Its Creator But Scored a Piece of Its Art

#82
I've seen MTG played, and I've had a few friends try to get me into it, but the idea of collecting a big shoe box full of cards never appealed. In a way I see it much like WH:40k, super interesting looking game, but with such a high barrier to entry as to make it functionally unattainable. Also unless I'm mistaken don't most MTG cards come in "packs" where you don't know what you're actually getting? I have zero interest in loot boxes, virtual or physical, so thats a big negative for me.

To each there own of course, but I think I'll avoid this particular time/money sink.

Re: My Kid Lost a Game of 'Magic' to Its Creator But Scored a Piece of Its Art

#83

I've seen MTG played, and I've had a few friends try to get me into it, but the idea of collecting a big shoe box full of cards never appealed. In a way I see it much like WH:40k, super interesting looking game, but with such a high barrier to entry as to make it functionally unattainable. Also unless I'm mistaken don't most MTG cards come in "packs" where you don't know what you're actually getting? I have zero inte…

You don’t ever have to open a booster pack if you buy all singles on the secondary market, as many players do.

There are also draft formats where you pay to play against others from the pool of cards opened from a set of packs. The choosing of the cards is a deep meta game of its own. These are pretty affordable in general.

And you can play online which is cheaper still.

Re: My Kid Lost a Game of 'Magic' to Its Creator But Scored a Piece of Its Art

#84

The art in the old sets were so much more iconic and imaginative. They were so varied in styles and had so much personality. The newer ones have a much more consistent style, but ends up looking really generic and forgettable.

I don't think that's completely true; plenty of the new cards are quite imaginative. I think there's just a greater degree of imposed consistency in the design. For some counterexamples to your point, look at any of the art by Seb McKinnon.

>For some counterexamples to your point, look at any of the art by Seb McKinnon.

His stuff looks fantastic, and does look a lot like the more "tarot" inspired art of early magic. Thanks for telling us about him! Link for the curious. http://www.sebmckinnon.com/illustration/2019/5/29/2019/5/29/...

Re: My Kid Lost a Game of 'Magic' to Its Creator But Scored a Piece of Its Art

#85
post #21
post #15

There's no mention in the article, but as a kid I really liked the flavor text at the bottom of some cards: witty, small fragments of an unknown fantasy lore.

Well there is the whole MtG novel series for the (relatively) newer blocks and sets. I wouldn't be surprised if some flavor texts are direct quotes.

The novels have existed basically since the beginning, though tying them to a set may not have been there at the start. But if not, it was still very, very near the beginning, with the Weatherlight saga.

I both played and read Invasion through Fifth Dawn, and while the quotes never appeared verbatim, some of them could be pinned down to specific events. One of my favorite easter eggs was learning that the Blind Seer from Invasion [0] was actually Urza in disguise... which fits that flavor text perfectly.

[0] https://gatherer.wizards.com/pages/card/details.aspx?name=Bl...

Re: My Kid Lost a Game of 'Magic' to Its Creator But Scored a Piece of Its Art

#86

The art in the old sets were so much more iconic and imaginative. They were so varied in styles and had so much personality. The newer ones have a much more consistent style, but ends up looking really generic and forgettable.

The varied art in the old sets made the game feel "big" to me, like it was this giant bazaar of oddities that I was sifting through and piecing together in a unique way. Nowadays it feels more like assembling parts in a carefully curated environment. That's not an entirely bad thing, but a lot of the mystique is lost.

Exactly. I always felt like the world of magic was bigger than my imagination of it, that the cards were a tiny window into an unfathomably strange world. "Eldritch" is maybe the best word I can think of to describe it.

Re: My Kid Lost a Game of 'Magic' to Its Creator But Scored a Piece of Its Art

#87
>> “One of the underlying premises of the game,” he said, “is that there’s supposed to be a very simple set of rules and all the cards are exceptions. Every card allows you to break the rules at some point. That’s how I think of it.”

That's Garfield of course and it's his game, but I think it's more accurate to describe the game as an abstract machine and the text on the cards (the "ability text") as its inputs that change the machine's state. Seen another way, the ability text language is the scripting language of the game's rules engine.

The language itself is fascinating. Formally, it's a Controlled Natural Language, but I doubt there is any other CNL that has been in constant use by so many people, while undergoing so many changes to its syntax and vocabulary.

Consider for instance the ability text of the card, Stasis, discussed in the article:

  Players do not get an untap step.
  Pay {U} during upkeep or Stasis 
  is destroyed.
That was what was printed on the card in its original, Limited Edition Alpha printing. The same text is now listed as follows on The Gatherer, Wizards' of the Coast M:tG online card database:

  Players skip their untap steps.
  At the beginning of your upkeep
  sacrifice Stasis unless you pay 
  {U}.
Note how the original card uses "destroyed" while the new text uses "sacrificed" to describe what happens if "you" (the player "controling" Stasis) does not pay {U} (one blue mana) during your upkeep step. In short, "destroy" and "sacrifice" now have different meanings. In particular, while both abilities ultimately move a permanent from its controller's Battlefield to its owner's Graveyard zone, "sacrificing" a permanent doesn't "destroy" it, so effects that replace destruction (like regeneration) cannot prevent a permanent from being moved to its owner's graveyard. Neither can "Indestructible", an ability that precludes destruction, prevent sacrifice.

So the ability text language started very loose and informal, a language aimed to help players understand how a card is meant to be played, but over time it has morphed into something else entirely, a precise formal language that leaves no room for ambiguity, given of course a good knowledge of the rules.

Re: My Kid Lost a Game of 'Magic' to Its Creator But Scored a Piece of Its Art

#88

The art in the old sets were so much more iconic and imaginative. They were so varied in styles and had so much personality. The newer ones have a much more consistent style, but ends up looking really generic and forgettable.

Agree completely. The redesign of the card format ruined the game for me. IMO the old format made it feel like you were holding some ancient and special.

The introduction alongside Mirrodin made sense IMO, but I really hoped they would revert after that. I also lost interest around the end of Mirrodin / start of Kamigawa.

Re: My Kid Lost a Game of 'Magic' to Its Creator But Scored a Piece of Its Art

#89

Earlier quoted context omitted.

The rules appeal, but not the money-pit. I wouldn't say it's pay-to-win, but fuck.

Play Commander (formerly EDH) with a deliberately casual group. There's a lot of variance in the games, variety in the cards, and weird interactions to work out. You can buy preconstructed commander decks for $35 (maybe a little more), and modify them with a bunch of obscure cards that cost no more than a few dollars a piece. Check out EDHREC for card ideas.

I've been eyeing Card Kingdom's battle decks. They're 60-card decks put together from inexpensive singles (most worth less than a quarter) around some theme, like goblin generation or enchanted creatures or recycling your graveyard or whatever.

Each deck is only $10 so you can pick up a handful of them and play them against each other with friends. They're not intended to conform to any particular format, but they are supposed to be relatively balanced against each other.

Re: My Kid Lost a Game of 'Magic' to Its Creator But Scored a Piece of Its Art

#90

Magic may be the best game ever devised. Unlike chess, it’s stochastic and unlike backgammon, it has hidden information and bluffing. But it’s more than that - the cards change the rules of the game itself. On top of those layers, the fact that each player builds their own deck makes the game asymmetric and ultimately the meta-game of building the deck to beat the Keynsian beauty contest of optimal deck selection bec…

I think it's fun, but I HATE that it has such a strong pay to win component.

If a video game let players spend thousands of dollars on high power abilities to completely dominate the lower paid tier players, they'd be ridiculed in many circles.

There are certainly ways to play around this, but it's definitely a thing.

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