Monday, March 31, 2014

Monday Magic



In which Tim explores the world of Magic: The Gathering one
card at a time, courtesy of Gatherer's "Random Card" button.

Faerie Noble (Homelands, 1995)



Ah, Homelands. Universally derided as the worst Magic set of all time, it came hot on the heels of similarly underpowered sets such as Fallen Empires and The Dark. It's interesting to imagine what might have become of the game if Wizards hadn't been able to follow Homelands with the beloved Ice Age. The learning process for Magic design was pretty steep, and the game's first few years are littered with failures that arose as a direct result of the company's inability to understand the new game's strengths and weaknesses. WIth one or two more bombs in the game's formative years, could Magic have weathered the unintended consequences of its early, runaway success?

Faerie Noble is a real stinker. I think I've mentioned in passing that Fairies have been one of the more dominant strategies of recent years, following their prominence in the Lorwyn / Shadowmoor block. They remain a staple of Modern. Our friend the Noble here hails from a time before Fairies were cool. To begin with, Faerie Noble is a Green creature, and Fairies have been primary in blue for many years - meaning even if you were looking for an older card to fill a hole in a Fairy deck, this guy would be useless unless you wanted to splash green. What's worse, even setting aside the negligible impact of his creature type, his stats are nothing to write home about: CMC 3 for a 1/2 flier who gives other Fairies a mild defensive boost. Yawn. Oh, and you can tap him for a minor offensive boost, which he can't even take advantage of because he's already tapped and therefore can't attack or block. The only reason why this card might be even vaguely playable is that green doesn't have very many fliers, aside from the occasional bird. But even given that, Faerie Noble is that most useless of cards: a meek tribal enabler without much of a tribe of which to speak.

Without wanting to get into details here (and really, you'd be better served by trolling Wikipedia if you are really interested), Homelands was built on an impressively complex storyline set on the plane of Ulgrotha. Placing the set in a separate plane allowed the designers to attempt to create a distinctive play environment built around the flavor and themes of Ulgrotha and its inhabitants. But the problem with Homelands isn't that it didn't have an immersive and interesting storyline, but that the storyline dictated gameplay to such a degree that the set was grossly underpowered. (Also, there was a desire on the part of Wizards to "fix" the problems of Fallen Empires, which was considered at the time to be an overpowered set. By any reasonable standard, however, Fallen Empires was also underpowered, so . . .)

Power level is a difficult thing to explain, and undoubtedly an even more difficult thing to design around. If cards are too powerful, too "good," they warp the game and create degenerate - that is, unfun - play environments. Imagine if there were special chess pieces that had super powerful effects which enabled your opponent to win the game easily. It might be fun for your opponent, but after a while it would be boring for everyone and disheartening for you. That's not even accounting for the probability that you would also invest in these super pieces, therefore creating a desperate arms race that would quickly transform chess into something very different from what it was originally intended to be. The Urza's Saga and Mirrodin blocks were both quite popular despite their status as the two most overpowered blocks since the original Alpha - the problem is that while in theory people love powerful cards, both blocks ended up decimating the tournament scene by enabling numerous absurdly powerful and woefully abusive strategies - the definition of "unfun." When tournament attendance flags, the game suffers - a trickle-down effect from the highest competitive level down to casual and occasional players. Conversely, a set with weak cards and unimpressive mechanics is just plain boring, and equally likely to repel players. Getting that balance right is tricky.

Magic managed to survive Homelands, however, just as it survived Urza's Saga and Mirrodin. The core appeal of the game - to say nothing of the enduring popularity of the pseudo-gambling collectors' model on which the game makes its money - is strong enough to endure despite occasional missteps. Homelands was one such misstep. So even though our pal Faerie Noble is a pitiful example of a creature, his very weakness represents an important lesson from Magic's history: it took a long time for them to figure out how to make this game, even years' after the game's genesis. There was a lot of trial and error along the way. Early success gave Wizards the momentum necessary to weather the game's earliest growing pains. Now we can look back at Homelands and laugh.

Monday, March 24, 2014

Monday Magic



In which Tim explores the world of Magic: The Gathering one
card at a time, courtesy of Gatherer's "Random Card" button.

Torrent of Fire (Scourge, 2003)



Another mediocre card: neither good nor bad, useful in some circumstances but useless in many others. Although the rules text may seem complicated, what the card does isn't that hard to suss: whatever the highest converted mana cost is of all the creatures you control, you can do that much damage to any other creature or player. (Converted mana cost is the total cost of the spell - if a spell [such as this] requires two red mana and three uncolored, then the spell has a converted mana cost [CMC] of five.) In most circumstances, a variable damage spell for five CMC that you might not even be able to use is a pretty poor card. But it's not hard to imagine circumstances where you would want to use this card - a dedicated big-creature ramp deck, the kind of thing where you could be certain of having huge creatures on the table throughout the game. I'd be surprised if this card wasn't a big favorite on Commander tables.

But let's talk dragons.

Although Magic has made a policy of working to avoid a number of "traditional" (i.e., Tolkienesque) fantasy tropes, there are a few unavoidable constants which remain firmly ensconced in the game despite the general lack of pointy-hatted wizards along with many other familiar D&D character types. Dragons are perhaps the most sacrosanct creatures in the game. They've been around since the very beginning and have appeared in almost every set since in one form or another. Wizards does a great deal of market research on every aspect of the game, including the popularity of specific creatures and creature types. They always maintain that dragons are the most popular creatures in the game, so much so that they simply have to be present, even in sets where dragons might otherwise seem out of place. For instance, 2011's Innistrad block was devoted to the horror genre in general with an emphasis on gothic horror of the northern European type. You would not expect to see many giant dragons in this world, and yet dragons there were, for the very simple reason that there must be dragons in every set. (Best quote from the Gatherer comments: "My favorite part of Dracula is when they had to fight the giant dragon.") Players expect to see them, and a certain type of player would be very upset by a lack of marquee dragons in a major set.

Scourge was a good set for dragon fans. Onslaught block had a large creature theme - the middle set of the block was Legions, still one of the games more polarizing sets, composed entirely of creatures. Scourge continued the emphasis on creatures began in Onslaught and Legions, and introduced a a dragon sub-theme as well. That means both that more dragons were printed and that more cards were made to support dragons mechanically and thematically. This is a good example of that. Even if you didn't see a picture of a dragon blasting a little guy to oblivion with a blast of fire, what the card actually does is extremely dragon-y. Imagine a giant dragon - the kind of creature who is usually very expensive, with a large CMC - spraying an opponent with deadly fire. That's this card. All of which adds up to a card that, while not great by most measures, still serves a definite purpose in terms of supporting the specific mechanical needs of its block (that is, supporting creature-heavy strategies built around summoning large monsters), and does a good job of evoking the flavor of facing down a giant fire-breathing death lizard.

Torrent of Fire reminds of Eye Gouge, one of the more interesting designs to come out of the most recent set, Born of the Gods. If you look at that card, it seems to have a pretty limited use - after all, Gatherer tells us that there are only seventeen cyclopses in the entire game. But since Born of the Gods is part of Theros block - a block devoted to Greek myth - cyclops do play a larger role than usual. Four of Magic's cyclopses have been printed in Theros block, with one or two presumably waiting in the wings for this Spring's Journey Into Nyx set. Additionally, last year's Return to Ravnica block featured three cyclopses as well, so there was undoubtedly an awareness that this relatively obscure creature type would be playing a larger than usual role in the current Standard environment. (Reminder: Standard format features the past two years' worth of sets and cycles out every fall. It's by far the most popular Constructed format, partly because the barrier to entry is so much lower than formats dominated by older, rarer, and more expensive cards.)

Cards like Torrent of Fire are a testament to the fact that even the weakest or most limited Magic card is still the end product of a great deal of thought and work. It might suck most of the time, but it still serves a definite purpose.

Sunday, March 16, 2014

So Just How Much Is This In 2014?







Fantastic Four #331 by "John Harkness" (Steve Englehart), Rich Buckler, and Romeo Tanghal


Monday, March 10, 2014

Like A Man Does



Because Monday Magic will be late this week, here's a picture of the Thing
taking a bath and thinking about thinking about a woman like a man does.



Fantastic Four Annual #21 (1988), by Steve Englehart, Kieron Dwyer, and Joe Sinnott