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.