Category: Magic: The Gathering

Weekly, I write a column about Magic: The Gathering. Either a deck I’m playing or a mechanic I like or a lesson I learned from it. This game has been part of my life now for going on fifteen years and I’d like to share the way the game has impacted me.

MTG: Pet Cards XIX, Amonkhet Block

I guess… this is the end?

The most recent set to cycle out, the most recent set I can think of as having ‘gone’ from Standard. A set I played a lot, with my fistful of change, a set I watched streamers drafting. A set that I really did like.

I might go back and look at Odyssey block again, because, I mean surely I should? But I’m going to enjoy digging into Amonkhet in the coming weeks, to play with it out of standard, to see what casual modern feels like in the MTGO playrooms.

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MTG: Karador and the Decisive Combo

Some Commanders create a robust structure around them, a sort of general-purpose space where you can use them to construct a solid but not unreasonable deck. Sometimes a Commander is a back-up plan, who can come in to bat clean-up after your deck has done its thing. Sometimes a commander enables a slow, grinding playstyle and sometimes they are the sword which you plunge into other players’ hearts.

Maybe we’ll talk about some of those soon.

Anyway, one of my favourite Commanders, a commander who helped really crystallise me as a Commander player on MTGO, is Karador, Ghost Chieftain.

I may just be a sucker for playing dudes with antlers.

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MTG: Pet Cards XVIII, Kaladesh Block

When I started this series, it was on a whim, and I did not map it out at all. I picked an arbitary start point (I mean, Odyssey was legal when I started, why not start there? I played Extended, why not reach back to the start of that? I play a lot of cards that predate myself, etc etc) and just kept going bi-weekly. I wasn’t aiming to be relevant or timely. I try to avoid that!

I didn’t realise Kaladesh and Amonkhet would have just rotated by the time I got to them.

Kaladesh is a bit too fresh, and it was in part something that edged me out of Standard, even as it pushed me into playing with my cube a lot. This set had one of the first mechanics I’ve ever seen that made Fox – Fox! – actively happy about the way a limited environment played. It had a huge cultural importance, I got to watch the rolling waves of cultural imposition, accusations of mistakes, cultural insensitivity and the fascinating question of what respect to faith in this context.

And also, a bunch of busted, busted cards.

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MTG: Halloween Commanders, Part One

This started out, at first, as an attempt to make a Halloweeny Commander deck. Then it became an examination of two Halloweeny Commanders side-by-side. Then four. Then six. Then I realised that I have no business trying to make decks for all these, certainly not in a month.

So instead: let’s look at some commanders and grade them by their Halloweenyness.

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MTG: Pet Cards XVI, Khans Block

The best block of modern MTG history is the block with the single biggest structural mistake in it and it’s a structural mistake because there is basically no meaningful way to have course-corrected or changed it. Making this mistake was 100% reasonable in the way that Magic sets are crafted and in a way it’s good that the structure that bound Khans and ruined Tarkir died here. It was doomed before Tarkir was made, but it seems fitting perhaps that a design dragon – the needs of small sets to serve larger ones – was slain in the lands of Tarkir.

What I’m talking about is that Khans of Tarkir is, without a doubt, one of the best sets of modern Magic. It is one of the best worlds, and its cultures represent something we both haven’t had much of and were finally able to put conception to. In most faction sets, the factions include a few duds – most people can appreciate an element of a faction or two, but most people who like the MTG factions will like one or two of them. Tarkir howerver put this on its ass because all the factions are cool, and have something about them to recommend (except the Sultai, who make up for their moral and narrative failings with grotesque power). Tarkir was great and it was cool and it had this interesting post-apocalyptic feel thanks to the absence of Dragons, but it didn’t hurt for them. Without dragons, the game had to make do with other big things that crashed through defensive lines.

Then, the fiction told us, we went back in time (a bad sign) and changed things to bring back dragons. Which could have been cool, but it meant all those noble, interesting, exciting khans we met, and grew attached to were now all losers subservient to a bunch of dragons, who were also now emblematic of the death of The Thing We Liked.

How were Wizards to know that we’d love their Khans? How were they to know we’d like Khans way better than their dragons that sucked? Dragons are consistantly some of the highest-polling cards in the game!

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MTG: Pet Cards XV, Theros Block

Oh man, I remember this set! I got to draft this set for the first time in years. We sat down and did an in-home draft with a friend’s box, and it was super interesting. There was a wide variety of skill levels, and I lost – hard – to a runaway lifelinker with my mono-black aggro devotion deck. It was a lot of fun to play, though, and I remembered feeling that it was time to reboot my online account and get back to playing.

I have quite a few staples from Theros block. As with Charms, and Cluestones and Gates in Return To Ravnica, there are plenty of perfectly good cards in this set to build around or to always have on hand, and the Gods of Theros represent some of the better bulk mythics you’ll fine.

Except Keranos, weirdly.

You’ll never be wild about using Temples in your mana base, but you’ll also never be that unhappy with them compared to most of the lesser alternatives. You’ll not always be able to make the best use of cards like Heliod and Pharika, but having them around as potentially useful cheap threats in midrange and control decks works out well.

Oh, and Content Warning: I will show a card with a spider on it. Sorry!

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MTG: Vintage Turning Room

I talk about materiality of games, and I’ve talked about how Magic: The Gathering has this invisible materiality that impacts how the games get designed. Now in some cases, this materiality is things like deck size and tournament duration and things that keep players shuffling and interacting with the material object. I’ve said that Commander, the format is transformed in terms of speed if you simply ban every single card that says search’ and ‘library,’ or roughly 600 cards. No land-out-of-library based ramp, no more tutors, no more repetitive gamestates.

There is, however, another type of materiality that Magic: The Gathering tries to make invisible, and that’s cost.

Magic isn’t, despite what you may hear, an actually expensive hobby. It can be – you can spend a lot, but to play the game itself has a lot of really cheap venues. Digital versions of the game can be played at the highest level of access for literally nothing, for example, and then there’s MTGO, where cards’ values are largely deflated, so if you want to play (for example) a deck with Bayous, there’s a marked price difference: Continue reading

MTG: Pet Cards XIII, Innistrad Block

God, I love this set. I love Innistrad for its flavour and its aesthetics, and also because it sort of represents the reality I understood of the world growing up. Trust the masters, trust the pastors, because they know what’s going on. Outside is dark, outside is lonely, do not go outside, do not risk the night.

There are wolves.

And they will make you one of them.

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MTG: Hallar Great

So, there’s this enby.

I love making commander decks. Even the ones that get stomped a fair bit. It’s kind of hard to call a commander deck good, or bad, because Commander 1v1 is such a swingy format with nonsense flying around. It’s like a slightly more splashy vintage where the early turns don’t tend to matter quite as much. You can sometimes just get infinited out by a god draw that the other deck is never planning on actually doing.

What’s more, there are usually a lot of different ways to build a commander deck – my Wasitora for example is nothing like the Wasitora’s I’ve seen online, where I made a value Jund deck and other people make a dragon tribal removal-heavy deck. I’ve been looking

Hallar, the Firefletcher is my latest passion.

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MTG: Notstalgia

Look, I know it’s Magic: The Gathering‘s 25th birthday. I know that it’s a year when the game is going to do a massive victory lap for its own persistence. I don’t mind that. I celebrate that! I love that this game has shown that its particular combination of components and concepts has underneath it all, longevity and excellence in design. I love that I can show my students this game and they can come up with whole games that just use one of the mechanics in Magic. It’s a dizzyngly deep game, and it deserves to spend some time thumping its chest.

There have been, in this year three major dips into the well of nostalgia, between Masters 25, Dominaria, and the hype of returning to a Core Set, yielding Core Set 2019 with a headline of classic Elder Dragons. Woo, 1995!

One of the all-purpose lazy content vehicles you can get out of Magic: The Gathering is the set review. I liked doing them back in the day, in part because new cards excited me but also because I had a gimmick that not many other folk I was reading did: I ignored a lot of cards. There were a lot that weren’t good enough to play with in a deck in the formats I liked.

Since doing this on my blog, however (and I have been doing it now for a bit over a year), I realised I kind of don’t want to do these set reviews in a big part because I don’t want to be too negative. I like Ixalan’s flavour, but my set reviews of it yielded a disconcolate grumpiness, a dispassionate disinterest in the cards themselves. I’ve since shifted a little bit on Ixalan – I certainly regard it more fondly than I did at the launch, and there are still cards from Ixalan I haven’t played with yet that I wanted to.

Yet here I am, looking at the now of Magic, that’s focused on the past of Magic, and remembering that I’ve been there. That wasn’t great. I wanted to leave.

It’s just awkward. Right now, a lot of Magic: The Gathering is about reverence to the past that I hold in disdain. Even my favourite set of the time, a home of some beloved cards, cards that are out of even modern for being Too Something, Onslaught block, has been shown over and over to be full of mistakes. It would make me happy to see the cards of Onslaught brought back to thrive without the pressures of Psychatog, Counterspell, Astral Slide or Goblin Warchief, and yet, those aren’t the parts of the past we remember.

Then again, they brought back Goblin Warchief from that block.

It reminds me of Time Spiral, a block about the history of Magic. A block where we were told we could see anything, see anywhere, we could get a glimpse of Magic’s future, and I hated it because it didn’t show me the future we are in now. I didn’t get to see things like Bestow, or the mindset behind the creature removal of Murder, or the new, interesting and fun ways games can be about stuff other than the draw step.

It’s weird. I love this game but the things of the past five years have shown me greater and more fervent love than anything before it.

I guess what I’m saying is Khans rule.

MTG: Pet Cards XI, Rise of the Eldrazi

After the discomfort of Zendikar, a set I never realised I disliked, I figured Rise of the Eldrazi would be suitably bothersome. After all, it had one of the worst creature combat mechanics of all time in Annihilator, it wanted to clog up the board, it filled the world with little 0/1 tokens and was hard to approach. Not to mention that it introduced us to The Eldrazi, or MTG’s response to Cthulhu, Just Please Without The Racist Baggage.

That the Eldrazi were imprisoned on a plane populated by humanoids who were chalk white is kind of funny in hindsight.

Yet despite this, when I went to get a list of pet cards from Rise I was shocked, shocked to see how many cards there were in this set that I loved. So much so that I felt like I could do a pet card from this set for each major mechanic in the set.

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MTG: Why We Cut

You ever spoken to an actual card sharp?

These days you’ll mostly only know that kind of operator as a person who does tricks. Not the people at a bar who knows a trick or two. I mean an honest to god magician, someone who actually knows how to do actual card tricks, the kind of things that you keep well and clear away from card games, because if anyone knows you can do something like that, you destroy the ability of people around you to trust what you’re doing.

I’m serious.

There is a lot of playing a game with cards that rely on a sort of shared fiction of randomness, and most of the time you’re dealing with random enough. There’s a reason people are prone to blaming ‘the shuffler’ on MTGO – quite a lot of people aren’t used to actual randomness, stochastic patterns of what can actually happen when you let a machine run the math that your wobbly human hands of meat and bone can’t quite get done elegantly.

And what damages that even more is learning just how much control someone else can have over a shuffle.

Thanks to my odd backgrounds, there’s a part of my life where I did learn The Olde School of Magicke And Illusion. Not cool stuff with pendants, witches and fishnet tights. I mean the stuff with top hats and coloured wands and fishnet tights. Part of this skill set was a lot of is thiiiis your card nonsense. I was not great at it, and having my cards confiscated multiple times for potential demonic summoning was kind of a damper on practicing. Also, nobody cared to watch as I learned and practiced. But you know one skill that’s really important to that skillset that never goes away once you learn it?

Trick shuffles.

This here is a Double Undercut. It looks like a reasonably natural shuffle. The top card of that deck is the Jack of Hearts, the card cut into the centre. This is not only doable, but this is doable with other shuffling forms. You can make more loops, put the card from the middle to the bottom to the top to the bottom to the top again, over and over again, with a great deal of confidence. You can do this with a riffle shuffle if you know how to reverse a deck. It’s really not hard once you know the techniques, the rest is just practice.

I make a big show of how I shuffle. People tend to be impressed with how I do it, because I riffle shuffle, and I do it faster than they do. I don’t tend to lecture people or show off how to do trick shuffles, because I don’t want people thinking I’m going to do it. It’s important to me to play fair, and to always play fair, and even if I’m not cheating, knowing that I can cheat – in a way other people can’t – is really distressing.

And that’s legitimtae! That’s a really real concern!

There’s another type of player who don’t like seeing you know how to cheat, and that is cheaters.

I chatted with a card sharp this weekend, at a convention. I appreciated their skill, and we talked a little. I was selling card games, he was getting paid to show off his card skills, and it was a fun little conversation. One thing we both agreed on, though, was how many people who play cards leave themselves wide open to be cheated.

You probably already know some basic tricks to protect yourself from cheating in Magic: The Gathering. Cut your opponents’ deck, every time. When you shuffle, offer your deck to be cut, every time. When they shuffle, and don’t offer to cut, interrupt them, explain what you want to do, and do it, every time, even if it annoys them.

The important thing is you make this a rule. You always do it.

If you always do it, even this very modest anti-cheating measure, you remove the ability for anyone to feel singled out. People can’t complain that you’re showing them a lack of distrust.

You set up these gates, and you make it a rule, not because everyone cheats. Barely anyone cheats. Almost nobody cheats. But when you do this, you make it clear to the players who do cheat, who can cheat, that you’re not going to give them the easy ones. You’re going to discourage them from trying.

Are you going to catch everyone with this mindset? No, not at all. Should you do it anyway? Yes. You should do it, and you should do it with your friends for the same reason you should get vaccines. It’s there to protect you and your friends, it’s about the people who make it necessary. And if you’re a streamer or playing in public with your friends? You should do it then, too – because you’re trying to spread the idea that this is a thing you should always do.

MTG: Pet Cards X, Zendikar And Worldwake

Zendikar block! One of the ‘great’ periods of Magic history, a ‘beloved’ set that featured ‘classic’ cards with a ‘challenging’ draft environment, with ‘interesting’ mechanics!

What struck me going back to Zendikar was the general antipathy I had towards it. Perhaps it’s because I didn’t draft it, or maybe it was because this was the era I saw an actual in-the-flesh Magic deck that was worth as much as a car, but maybe it’s also the period of Magic’s history where the wheels came off the Planeswalker experiment in the first big way.

I thought for a while there that Zendikar was a really great set I was misremembering, and I kind of do still like some of the things it did, with the quest mechanic and the small creatures that became bigger threats late in the game. Yet when I go back to look the set over I’m reminded by how much of the set was built around fetchlands and mistakes, and it just kills my enthusiasm for it.

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MTG: Pet Cards IX, Alara Block

Alara was our first taste of Mythic Rares. It was also our first major shakeup of the colour pie since Future Sight, a time when those ideas tested in that previous set were made to bear the burden of an entire expansion. Now, multicolour sets are a pretty cute way to shift some stuff around – you can print cards with a few mutual abilities and see if they play together interestingly, see if they work, and if they don’t really work, you can just let them go, because the other colour could be seen as doing the lifting.

Shard of Alara was also one of the first places we got a modern look at three-colour design. There were a lot of characters who were generically gold, but triple coloured cards didn’t have a strong identity so far. Alara is where we had that stuff encoded for the new, for the now.

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MTG: Mominaria

Moms are great. A lot of fuss is made about moms on their own special day, but Moms are good all the time, or should be. With that in mind, I wanted to celebrate some momness, and the different ways to appreciate and recognise them.

The release of Return To Dominaria (Again) brings with it a whole host of new moms. Let’s meet some of the moms of Dominaria, and their particular values and styles. Here are then, the Moms of Dominaria, Ranked by my entirely arbitary listing of what I think would be funny.

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MTG: Pet Cards VIII, Shadowmoor And Eventide

This block – made up of two sets, a design that we’ll see we’re going to get to see a lot more of in the coming future – was a pleasant surprise after Lorwyn. I hadn’t been so attuned to spoiler season that I knew what was coming, but once it dropped it all made a lot of sense: Lorwyn was an experimental contrast, an opposition in design to where they wanted Shadowmoor to get.

The whole set was built around a hybrid colour mechanical theme and a grim fairy tail flavour theme. While Lorwyn was about can you get value out of these cards, Shadowmoor was much more about can you even cast these cards, and then, those cards you could cast were generally pretty good. Play was still complicated – you had to manage a bunch of colours was pretty annoying – but you still didn’t have the same ‘three lords, you’re boned’ draft environment.

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MTG: Pet Cards VII, Lorwyn And Morningtide

Lorwyn is a wonderful world, and an almost wonderful set. It wasn’t a set well-designed for its high-profile purposes; the draft environment was so catastrophically complex and often so debilitatingly lopsided, where someone would wind up with three lords to your no lords and you’d lose games based on your board being overloaded.

There was a certain awkwardness to making tribal decks in Lorwyn, too! Because the environment was full of cards of a type, but the best cards of each type were pretty similar. There were only so many good soldiers, so many good kithkin. You could try and overlap on your synergies, but even then you just got these very dense decks full of Dorks that Attacked.

What’s more, the Spells – you know, those things That Make Game States interesting – were all a bit weak in Lorwyn block, attached as they were to the Clash mechanic.

I’m also sad about how Lorwyn introduced the Tribal supertype, which is an unsupported type, now. It’s sad because while the rationale for Wizards to never do it again is strong, it means that the only Changeling or Tribal cards we ever see are the ones we got. Sure, for Nameless Inversion, that’s great, a solid card, but Blades of Velis Veil just isn’t in the same league. I love little effects like that, small corner case cards that are useful to a whole variety of decks you might want something like it in later building.

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MTG: Pet Cards VI, Time Spiral Block

Why, what fortuitous timing, that we’re talking about the first Return To Dominaria, just in time for the new set, Return To Dominaria 2.

I have very unhappy memories of this block. First time I had work impinge on my writing at Starcity Games, and also the time I stopped writing for them. My departure article was seen as too bitter to publish which I honestly don’t remember clearly enough but I’ll assume was pretty justified. I had to choose between paying money for Magic, which was making me unhappy, or paying money for City of Heroes, which was making me happy. It wasn’t a hard choice, really.

Yet, I never really left. I just slowed down a lot, and stopped trying to position myself on the cusp of FNM casual. That space – of designing standard decks that were interesting and affordable and fun to play, but recognised the expense of a bigger and wider standard – was something I felt fairly underserved as more and more writers in that space moved on to either become proper grinders or burned out trying to go rogue. And Time Spiral, as I’ve mentioned, was a throwback set to a period of Magic I thought it was best we get away from.

Still, there’s always new cards. There’s always pets.

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MTG: Brawl

I don’t think of Brawl as being necessary, at all.

I don’t want to be a jerk about it, I mean, you know, any question of ‘is this necessary’ can always be met in response by a smug ‘well how necessary is any game.’ It’s Standard Commander, which feels like it would have been a simpler way to describe it, but there is the rule that Planeswalkers are valid commanders too, I guess, and that rule in big-pants Commander would have made a lot more Tezzeret-does-something-busted games.

Honestly, I feel really bad about how much of the past year of Magic has been full of me going ‘well I guess it’s okay, fine,’ since I really like the top-down decision making going on. I’m proud of what Magic is doing, I advocate for it as a teacher and a writer, I just, as a player, haven’t been excited by the cards I get to play with.

Still! Far be it from me to turn the whole thing down. I like Commander, I sometimes like Standard, and we have a whole new set full of Legendary creatures who probably can’t swim in the dank water of 1v1 Commander, so why not do something more interesting?

I design Commander decks usually seeing an interaction I want that hinges around something the format makes available (like Heartless Hidetsugu + Grafted Exoskeleton). I like playing a game of Magic where you can always rely on drawing a particular card, especially in an otherwise high-variance game. What then, would I make in standard, with Brawl?

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MTG: Return To Return To Dominaria

Dominaria is a Magic: The Gathering set about Magic: The Gathering’s history, and as someone who has been – in a small way – part of shaping that history – I have been wondering about it.

Long Ago

Back when I started playing Magic: The Gathering, Magic was standing on a pair of thresholds. First, we were in the conclusion of the first major Magic storyline that had nothing to do with The Weatherlight in years – Odyssey and Onslaught. Second, we were just about to begin the long journey from Onslaught into the undiscovered wilds of Mirrodin.

Since at the time, the Magic story was new to me, I went out and looked for it. What I found was, honestly, pretty bad. The older Weatherlight story presented Gerrard as the most generically dull Good Guy. The Weatherlight crew were, mostly, pretty boring and simple cutouts. I can’t remember a meaningful quote from any of them. Nothing about them impressed upon me, except that the story was very, very eager to present that Gerrard was important and mattered.

There is one moment in that history, in the story before Apocalypse that means anything to me:

The thing about this card that always made it echo to me, of the past of Dominaria, is that I knew Barrin because of cards like Rewind or Relearn or Catalog – cards that were blue, and thoughtful and often fairly cost effective. To see that name, a name I associated with care and consideration associated with this – and with the death of one of the most powerful-seeming places in all of Magic? It was astonishing.

But then we had the story of Chainer and Kamahl, which is a story told in the wake of the end of the Weatherlight, now far removed from the Weatherlight’s problems, and is mostly a story of boys who can’t communicate meaningfully and the women that suffer because of them. It was learning about legends and a war and the world collapsing and all of it was done in pursuit of a powerful object that tore up the world, and then… at the end, with the disappointment that was Karona and her story, we left.

The Recent Pasts

We left for Mirrodin.

Which was messed up because of Karn, a member of the Weatherlight, about whom I did not care. But it wasn’t so bad. The novels weren’t that good and I didn’t care, but at least, I reflected, we were moving away from the years-long saga of Gerrard Capashen, About Whom I Still Don’t Care.

Kamigawa happened, then Ravnica happened, and they were interesting and new and took the story in directions I wanted to see more of.

And then, finally, after years away, we finally had a Triumphant RETURN TO DOMINARIA in the form of Time Spiral block, a block of Magic so bad that it was about then I decided to stop writing about it. Up to that point I had seldom found a Magic set that was so intensely interested in smelling its own farts as Time Spiral. Nostalgia, it crowed, Nostalgia it purred, after 8th edition had made a show of being The Set That Drew From All Of Magic’s History, and the fuss of Power 9th (which was a hoax). We got Time Spiral, which wanted to bring us back to a simpler time when you could open a booster you spent money on and get a Squire, or blue got burn and –

I didn’t like Time Spiral much. I said as much at the time.

When the announcement was made that we were returning to Dominaria FOR THE SECOND TIME I wasn’t awash with the nostalgia that everyone else seemed to be. I think part of that is that the older period, the actual Weatherlight era of the Weatherlight story, was never something that resonated with me.

The Now

First things first, I know I have an emotional hype deficiency. I’m not That Guy. I don’t get frothingly eager about new sets.

I thought Ixalan looked cool going in to the spoiler season but didn’t find it interesting enough to play much of after one deeply depressing prerelease (0-3-bye). Dinosaurs are cool, Merfolk are cool, but the urge to get involved and play Standard at the time just wasn’t there. My interest in Kaladesh and Aether Revolt standard was pretty strong, as a casual player, and a Commander player, as with Innistrad – but it seems to me that I just don’t see the kind of things I like doing in sets. I hope Deeproot Champion gets a home, for example.

But Dominaria comes out tomorrow. It is burgeoning and it is fullsome and by now – when it goes up, not when I’m writing it – the whole spoiler will have come out. It will be full of references to the history of Magic, and mechanics that remind you what Magic used to be like in the era of Armageddons and Counterspell, and it will try to mulligan on many bad decisions made in the past and introduce a host of Kamigawa-level uncommon legends and it will strive to be a set to love.

I am afraid, however, at the moment, as someone who does not like Dominaria, who does not see it as his home, who does not see the urge to go back as exciting, that this set, so far, is not thrilling me. I am not excited. I am not hopeful. This set has done nothing, so far, to convince me, someone who was glad to leave, that it’s good to be back. Which is fine – it’s not meant to. And as a person with my life, I am always going to have a different view of nostalgia for its own sake.

I watch my friends point at cards and excitedly turn over their meanings or their applications. I watch people crow about new printings as if it validates their position on old cards. I see old names attached to new characters who have a chance to be interesting, I see new stories being told with old pieces that maybe, maybe this time, I will find something to care about, even through my doubts. I see the work of people I respect to reinvigorate and restore something that was always broken and never whole. I see people explaining and re-explaining those old stories to one another, so happy, so happy to be able to point to those things that mean something to them, and see them made real anew. And that makes me happy.

I still find myself, ever yearning, to reach for whatever till there is, and look to the next horizon. Because Magic always changes, and Magic is always going somewhere. To me, that is exciting.

Oh And

Hey, Modern you now have the entire Onslaught Goblins deck in you, choke on it. 😞

MTG: Pet Cards IV, Ravnica Block

Ravnica is an incredible block because it’s full of casual deckbuilding staples, and it’s the time I was actively writing for Starcity Games. When I look back on Ravnica, there’s a ton of stuff I think of as ‘great cards,’ even though they’re niche enough to need the whole deck built around them.

With that in mind, I will say the Ravnica bouncelands and signets are all-purpose good cards that casual decks can run and should always bear in mind for building. Whatever colour combination you’re in, you can make use of those ten cards, or can at least consider why not to use them. There’s also a bunch of robust utility effects at common and uncommon, with cards like Mortify, Putrefy, Watchwolf, Faith’s Fetters, Pure//Simple – just a whole lot of handy things that you can slot into decks. Not the kind of ‘pet’ cards I find myself making excuses for. So like, that kind of stuff? They’re not going on the list.

This list was hard to cut down and that’s after I set aside this special clause.

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MTG: Canadian Highlander And Combo

First things first, I do not play Canadian Highlander. I do follow the North 100 podcast, and I do have a ‘team’ I root for in the 30-player strong metagame of the area: Allison, Queen Of The Rock. She’s playing green-black value control, every time, every event, and I will back that all the way.

Nonetheless, I am a Magic Player, and with that in mind, I want to talk about a thing that successful, well-established and well-known Magic Players could be doing better.

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