Showing posts with label Magic The Gathering. Show all posts
Showing posts with label Magic The Gathering. Show all posts

Monday, January 17, 2011

OOps, may have created a monster


Introduced Young general to Magic: The Gathering (mostly because I really don't like Yu-Gi-Oh at all) and I think I may have created a monster. He practically begged me to play all day!


I've been letting him win decks off of me. I had a collection of old pre-made decks I never really go tot play with so I'm letting him win the deck if he can beat it. I bought him one new deck to start and so far he's take three off me in nine games.
At this rate I'll be emptied out by the weekend!

Monday, July 19, 2010

Games and Puzzles boost Hasbro to 11% rise in profits

According to the Wall Street Journal, Hasbro's profits showed an unexpected 11% gain in profits, in large part because of how well it's Games & Puzzles division did. The G&P is listed as Hasbro's largest division, but there's no breakdown between how much is games and how much is puzzles, although I suspect that the puzzles are the smaller part of it.

The Wall Street Journal article specifically mentions "Magic" cards as one factor responsible for the company's positive performance.

Based on what I see down at the local shops, Magic does seem to be going strong these days.

Wednesday, June 10, 2009

Magic: The Gathering overhaul

So the new core set of Magic, Magic 2010 will also introduce some major changes in the game, according to Wizards of the Coast.

http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/feature/42a

The official line is that these changes are meant to simplify the game and get rid of a lot of counter intuitive aspects of the current game so that more casual players can be playing correctly.

As a casual player, my first impression of the changes is positive. One of the things that makes Magic hard to stay with is a sense that you can't really keep up with all the arcane rules if you don't play all the time. I don't think these changes come anywhere near limiting the advantage serious players will have over casual players. The serious player will still, after all, have many more cards in his/her collection. The serious player will have a much better understanding of the possible card interactions and the deeper implications of certain plays. But some of the truly odd-seeming manipulative stuff that used obscure timing effects and the like that would really befuddle and turn off a casual player are gone.

Among the significant changes is an end to mana burn. In my experience this was one of the more abused rules. I remember falling victim to a degenerate deck that used a combo to force the target, me, into a mana burn death. Now unused mana simply disappears, which returns the battle to the battlefield where it belongs.

Oh yeah, the "battlefield.' This is the new term for "in play" It's much clearer and more in keeping with the theme as well. Other term changes that better reflect the theme while also being more clean include "exile" for cards removed from play and "cast" (which used to be the word) for putting into play.

It will interesting to see the reaction among the serious players to these changes. I would expect a certain hue and cry, simply because many people hate change, period.

Monday, December 15, 2008

Reviewing collectible games from a wargaming perspective: Magic: The Gathering

Magic: The Gathering is one of the seminal games of the gaming hobby, right up there with Tactics, Diplomacy, Panzerblitz, Dungeons & Dragons and Settlers of Catan. It created an entirely new category of gaming, collectible games, when it came out in 1993, as as such, it's worth at least having a passing acquaintance with for any gamer.

And it has been very successful, being one of the few game designs to make it's designer a fortune. Although it's now more than 15 years old and and spawned several imitators and inspiring many other collectible games, it's never really been surpassed.

I think this is a testament to a very sound basic game structure that has proven to be very robust.

For those who don't know, the basic sequence of play is straightforward.

After starting with an administrative "upkeep" phase, a player draws a card and then plays cards during the "main phase." There are literally thousands of different cards, but two of the most common are "lands" and "creatures." A player can place one land into play per turn and then "tap" (use) that land and any previously played lands to generate points of "mana," which is the currency of the game. Mana comes in five colors and playing non-land "spell" cards costs varying amounts of mana in color specified on the card. One of the most common kinds of spells is one that summons various creatures. If a creature summoning spell makes it into play (there are cards that can head it off) then it becomes a creature with an attack and defense value. During the main phase a player can dispatch any creatures that have not just appeared to attack the opposing player. The defender can send his previously played creatures to block the attackers. Each fight is resolved by comparing the each attacking value to each defending value. No dice are involved. Unblocked creatures attack the opposing player costing him or her one point of "life" for every attacking point. Players start with 20 life points and are defeated when reduced to zero. After combat concludes, the main phase resumes, allowing the phasing player to play more spells, if desired.

All of these activities can be affected, modified, cancelled, enhanced, disrupted, etc., etc. and etc. by various cards and the timely playing of the cards is a big part of the game. Perhaps an even bigger part of the game is the pre-game deck-building activity, as a player selects from his available cards to create the most effective fighting force.

Because the game explicitly features combat between dueling foes, it bears a resemblance to wargames and might be expected to appeal to wargamers, or at least those open to non-historical themes.

There are, however, significant obstacles for wargamers who might think about dipping into the pool of Magic: The Gathering players.

Magic: The Gathering is more than just a game. It's a deeply absorbing hobby in itself. Indeed, in order to be a serious Magic player there's really little time, money or energy left for anything else. A wargamer who made a serious effort to get into Magic: The Gathering would, by definition, cease being a wargamer and would become a Magic player.

It's similar to the problem casual chess players face whenever they ponder getting "into" the serious chess world. The fact of the matter is that becoming a mediocre rated player, let alone a master-level chess player, takes dedicated effort and e=intense study. Magic is the same, but with an added dimension of cost. One simple illustration is looking at the top-rated tournament decks listed on the wizards.com Web site. Looking at several dozen of them one sees that there's hardly a basic land card in the bunch. Nearly all of them feature 20 or so specialty land cards which are more efficient in play, but also are in limited supply as rare cards. Acquiring the cards alone means buying many boosters or purchasing the cards as singles at a premium from dealers.

Fortunately there is an option for those who might want to try the game out without going crazy. Wizards of the Coast generally offers pre-constructed decks. For example, currently there is a duel set that pits two set pre-constructed decks against each other in one $20 package. This provides a way to have a fair game between two players and is roughly comparable in price and value to standalone non-collectible card games. While not usable for tournament play,. these decks can serve as a useful primer. Similarly, a more casual player can take part in the tournament scene by playing in "sealed draft" tournaments, where all the players have access to the same boosters and they draft cards to build their decks. Experienced players still have a significant edge in this format, of course, because of their better understanding of the game, but it's less pronounced than in constructed deck play.

One major advantage of Magic: The Gathering is that it is very popular and well-supported, so finding opponents is easy. There's hardly a burg big enough to have a post office that doesn't have a store offering Magic: The Gathering organized play within an easy drive.

Still, while I can see value in a wargamer picking up a couple of decks to try the game out, I can't recommend going much further than that. Playing Magic: The Gathering to a satisfying level of success will require such a big commitment that a player will probably have little time for anything else.

While featuring play that resembles combat, any prior wargame experience won't be all that useful because Magic is, at root, a card game, not a combat game. Knowing the Principles of War and being skilled at maneuvers or planning will be of little use. The hand-management skills of a good Poker player are much more relevant.

My overall recommendation is to dabble in Magic: The Gathering if you can restrain yourself from getting sucked into the maelstrom of organized play. It is a good game, basically, and worth having a couple of decks on hand for casual play when the mood strikes. If you're a competitive player , however, be forewarned that success requires going whole hog. You may have fun, but you'll be an ex-wargamer.

Saturday, May 10, 2008

Magic: The Gathering, after 15 years I guess it's not just a fad

Magic: The Gathering burst on the gaming scene in 1993, which is, unbelievably, 15 years ago! Where does the time go?

There's no denying that it's one of the most important games ever, creating a whole new type of gaming experience: Collectible (or tradeable) games to fans, "crack" to detractors.

Myself, I have mixed feelings about MTG.

On the one hand, I think it's a good solid game. I enjoy playing now and then and I think the underlying game concepts work very well. It's spawned many, many imitators, but many of those fall short as games. MTG seems to have managed to hit a sweet spot right out the gate.

On the other hand, a big part of the MTG (and other collectible games) experience is the whole deck-building and card-acquiring metagame. That part I really have to say I've had trouble getting into. The problem, is that getting into that part of the game requires a commitment I'm not willing to make.

But I've made a lot more of a commitment to the game than I realized or intended.

Before making this post, I checked by MTG collection and found out I have about 46 stacked inches of cards. At about 80 cards per inch this comes out to approximately 3,680 cards. At a retail price of about 15 cents per card (it's more now, but a lot of my cards were bought a while ago) this comes out to roughly $550 I've spent on Magic cards over the last decade or so (my oldest cards are Revised).

Now, by Magic standards this is a pittance. But by boardgame standards it's not small change, and I have to say that I don't think there's any game I've spent that much on that I feel I have less of a handle on. Despite having spent several hundred dollars on the game, I'm still be a complete novice in any kind of competitive environment with constructed decks. It's a little frustrating actually, because the only kind of competitive gaming I could use all my cards in is the very type I'd have the least chance in. If I did want to play in a tournament my best bet would be a sealed deck, but in that case I don't even need all my existing cards.

I sometimes wonder if I shouldn't just cash out the collection.