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Tuesday, August 26, 2014

kill reviews: invasion block

Last week, Magic was at its dreariest point in the game’s history. It needed something good to save it.

Mark Rosewater wrote an article about things that many people said were going to kill Magic, but guess what, they didn’t. I found this piece profoundly annoying because of its smug, “heh, look at how silly people were to think this would kill Magic” attitude, while leaving out things that genuinely came close to killing the game. A few sets, and their immediate aftermath, are in this category.

The seven-month gap after Fallen Empires probably should have killed Magic, or if not, then the eight-month gap after Homelands could have finished it off. Urza Block saw tournament players fleeing in droves. Masques Block didn’t sell for shit. We can very easily look back on the introduction of Sixth Edition rules, which happened between Urza’s Legacy and Urza’s Destiny,[1] as a great thing now… but that’s because we’re used to Wizards going, “no, really guys, we’re sure this is great for the game long-term. Just trust us on this one.” Who, after those last two blocks, still had faith in Wizards? No one rational. The logic surely went, “they clearly have no idea what in Christ they’re doing with making cards, so why should we assume they know what they’re doing with the rules?”

[1] Yes, Sixth came out two months after Legacy, and was followed by Destiny two months later. They changed the entire ruleset of the game while printing those absurd cards.

After a suck-awful set like Prophecy, the statistically-minded would imagine that the following set, Invasion, would regress to the mean and be better. It turned out to be the most revolutionary expansion printed to that point.

Tuesday, August 19, 2014

a gp portland story (guest post by Cool Magic Pro)

06/26/2015 update: I've never removed a post from my blog before. Then again, this was also my only-ever guest post. Cool Magic Pro didn't have anywhere to post it at the time, so we talked, and agreed to post it here.

Cool Magic Pro now has their own tumblr. If you'd like to read this (extremely good) story, please read it here: http://coolmagicpro.tumblr.com/post/122555816708/lets-find-magic-author-jim-davis-a-nice-domme-an

Monday, August 18, 2014

kill reviews: masques block

This review available in podcast form thanks to hitting my goal on Patreon:



Mercadian Masques continues the tale of Gerrard and the crew of the Weatherlight as they go to different planes or whatever, there’s some stuff with a court, blah blah blah, this block fucking sucks.

Wednesday, August 13, 2014

kill reviews: urza block

Everyone has their nostalgia sets. The sets come out at the right time for them, where they’re introduced to Magic, or have an opportunity to devote more time to it, or hang out with a lot of people that play Magic all the time. The Urza sets are my nostalgia sets.

I didn’t start playing with it, exactly. After my friends showed me some cards, my dad got me the Portal intro pack and a 5th edition tournament pack for Christmas one year. As an only child, I played countless games with those cards against myself on the floor of whatever room I was in. I then played a lot against my best friend at the time, whose mom’s patient had given this friend a huge box full of Revised and other assorted cards from that era.

Tuesday, August 5, 2014

kill reviews: the rath cycle

This review is available in podcast form thanks to hitting my goal on Patreon:



Last week, we reviewed Mirage block’s attempt to tie more than one set together. This week, the Rath Cycle takes things a lot further: they had a real plan for an entire block (rather than just a set or two) where everything is tied together by the story of Gerrard and the Weatherlight. 

Monday, July 28, 2014

kill reviews: mirage block

In our last installment, Alliances saved Magic from dumb mechanics, bad art, and whatever was going on in the storyline of Homelands. But one small set isn’t going to do that: we needed to get some Block Planning in the game.

At this point, people had gotten over their early reservations about Wizards printing more expansions to the game, and instead just looked forward to the next one. Magic’s second large expansion was also the last one to have been designed before the game was released (before it got the name Mirage, it was known as Menagerie, which would have been a fine set name in its own right).[1] Like Ice Age, it must have fallen into a development hell at some point; Memory Lapse was poached for Homelands when Bill Rose, Mirage’s head designer, interviewed at Wizards. This makes sense until one starts to think about the design of a Magic set occurring before the person in charge of it even got an interview at the company. After Alliances, the team inside Wizards came together to develop Mirage.

[1] What idiot called it Mirage Block instead of Menagerie Trois?

Tuesday, July 22, 2014

the story of magic art in 89 cards







Monday, July 21, 2014

kill reviews: ice age block


So! Yeah. Ice Age block. It’s… certainly cool! Am I right guys? Is anyone still reading this?

Ice Age, the second set and first large expansion in the grey-bordered era (has this caught on since last week? I hope so), was not a good set. It was the first large set expansion in Magic’s history, and gave them the opportunity to reboot a good chunk of Magic design: because you could get everything you needed to play from Ice Age (unlike previous expansions), they could toss out all the dregs of previous design and really give players something to sink their teeth into. This is not what happened.

Wednesday, July 16, 2014

magic online: 7/16/2014 never forget



Today is a magnificent day in the history of Magic. It is a day when a subset of Wizards revs their engine and zooms past the userbase of Magic Online, their grotesque yellowed middle fingers flubbering in the breeze as they plow straight into the nearest building and tell us it’ll be right back up in no time. Welcome to the Beta Era, shitbags.

For years now, we’ve read fake-cheery articles announcing More Sweet Features in the fabled Fourth Version of Magic: Online, and today, it was formally released with all the expectation and excitement normally associated with waiting for the vet to put your dog to sleep. It is beyond criticism, because every criticism is answered with “we’re aware and totally working on it” from a representative of both of its programmers with a combined $60,000 salary. It has become such a frequent punchline that it is the unstated end joke to anything that happens in the program.

A community of people so focused on the next new thing when it comes to Magic, the people lining up in front of their local Wal-Marts to get the latest Android phone the second it comes out, were so horrified at the idea of using the new client rather than the basically-eight-year-old-one that Wizards had to have weekends when it forced its players to use the new client, or they couldn’t log onto Magic Online. Magic players responded in droves by not logging on to Magic Online.

Wizards genuinely cannot seem to fathom why people would rather not use a client that, by default, has everything in the program as a separate window, shows the cards in hand as so big that they overlap unreadably, and presents a handy scroll button to reveal the entirety of one’s opening hand. Brian Kibler’s encounter with the Wide Beta should be enshrined as a classic piece of Magic history: presented with baby-sized cards in the most important zone, all he can do is laugh and ask why. When a monolith of a corporation makes a terrible product and throws fake-sympathetic community relations agents at us instead of fixing everything, laughter is the only response left.

Today, Magic Online called us drunk at let’s say 2:17AM. “HEY! Heyyyyy it’s our annivvversary and wewerereally greaaatt together aand I knoww you liked, like the uhh… the Modern Master… master-“ *giggle* “MASTERS and the vintage one aaaand holiday in cubeodia soooo yeah come on over?”

We gleefully give Magic Online another chance, try out this Holiday Cube again, and Magic Online is passed out face-down on the couch with vomit dribbling from his mouth before the draft is even over.

This was your special day, Magic Online. This was supposed to mean something.

7/16/2014: the day Version 3 is retired forever.
7/16/2014: the day someone forgot to hit the “phantom draft” checkbox next to the “launch Holday Cube” button.

Should we have expected any better from the program that couldn’t ban Æther Vial for an entire day because they didn’t know how to add a card with that little “Æ” to the banned list?

The logical conclusion to this isn’t that they gave people Black Lotuses they weren’t supposed to have, then shut down the Holiday Cube to fix the problem, then took them away. They’re not capable of that. First, they had to make everyone who had acquired illicit Cube cards on a No-Trade List while they figure out how to remove them from people’s accounts. The emails they sent to those people mention doing it for everyone manually. On the plus side, this wasn’t communicated via stone tablet thrown through their window.

A rough timeline:

2002: Magic Online 1.0 by Leaping Lizard released for Windows.
2003: Magic Online 2.0 released by Wizards internal development, after wresting control from Leaping Lizard.
2003: MTGO 2.0 so unusably server-crashingly buggy that Wizards turns off the ability to give them money, reverts it to a beta.
2003: Wizards apologizes for the servers crashing by launching a free event called ‘Chuck’s Virtual Party.’ This crashes the servers.
2006: the rebuilt-from-the-ground up Magic Online 3.0 scheduled for release.
2006: it is not released.
2007: “
2008: Magic Online 3.0 released.
July 2012: Magic Online 4.0 (“Tha Beta”) gets first Wide Beta Spotlight.
7/16/2014: see above.
20XX: Macintosh client? Android? iPad?

Another timeline:

March 2013: Blizzard announces Hearthstone.
August 2013: Hearthstone enters closed beta.
March 2014: Hearthstone released for PC and Mac.
April 2014: Hearthstone released for iPad.


Magic Online turns to the camera and shrugs. Audience laughter. Applause. “That’s Our MODO!”

Monday, July 14, 2014

kill reviews: early sets

kill reviews: introduction

This review is available in audio format.

Five expansions to Magic came out from 1993-1994: Arabian Nights, Antiquities, Legends, The Dark, and Fallen Empires. These sets are by far the most difficult to write about from a modern perspective, because the processes of designing, playing, buying, and collecting Magic were so dramatically different. The best reading on the subject is Richard Garfield’s piece on the design of Arabian Nights, but the most enlightening, to me, was the second issue of Scrye Magazine, available as reading material in my workplace’s lunch room.

Magic was a runaway success, as any history of early Magic has to note. The philosophy of printing cards was way different: they’d print cards, those cards would sell out, and they’d use the money to print the next batch of cards. They didn’t give much thought to how you’d get cards from the last expansion, because that was a few levels of thought beyond “let’s design some cards and print them.” Card availability was a legitimate concern, rather than its current usage as a Hasbro Legal-sanctioned euphemism for card prices. Packs of Legends were selling for several times MSRP before disappearing entirely, and that’s when it was the newest set.