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Tuesday, December 16, 2014

the ideology of modern bannings

All discussions of format banned and restriction lists are ideological debates. We have different ideas of what cards, decks, and strategies people should be allowed to play, because we have different ideas of what we want Magic to be like.

Modern brought with it a new banned list, comprising far more cards than its predecessor, the seven year Extended format, had before that format was destroyed. These bans were not targeted at making sure one specific deck wasn’t dominant, but rather, ensuring that all the good decks from old Extended wouldn’t be allowed. That metagame consisted of Thopter-Depths, Faeries, Elves, Dredge, Hypergenesis, Affinity, and Scapeshift with Punishing Fire, among other decks. Not only did all of those have crucial cards banned, but lesser decks that weren’t playable had cards banned as well, because they would have been playable in their absence.

Why were all these cards banned? The “turn four” ideology. If a deck consistently wins before turn four, it isn’t allowed in Modern. This is a new development for Magic banned and restricted lists: things are banned not for oppressing tournaments, but because if they show up at a tournament, that is A Bad Thing. Blazing Shoal Infect didn’t even have to win a single tournament before getting struck down by the DCI, because it is ideologically opposed to their idea of what Modern should be.

Sunday, December 14, 2014

kill reviews addendum: coldsnap

Coldsnap was not a good idea. The execution has its ups and downs, but the core concept of reviving the themes of Ice Age for a set that “completed” that block was bad.

I reviewed the original Ice Age block as my second review. Ah, how we’ve all grown since then. Remember the good old days, when these reviews would come out on a weekly basis? I’m glad that we’ve moved beyond such trivial preoccupations. Readers from way back when will remember that it was an alternate vision of Magic that emphasized marginal value gains and horribly bad creatures over the sort of immersive flavor-based gameplay that defined Alpha. Its mechanics included snow-covered, which had as many cards that punished the player for using it as it did ones that rewarded it, and the rewards were mediocre at best. There was also cumulative upkeep, which needed no external influence to make it bad.

Tuesday, November 18, 2014

if you're an MRA, don't play magic

Magic players pride themselves on being an opening, welcoming community. Anyone can enter a Magic tournament at a store they’ve never been to and make a dozen new friends. This is good, until the people the community is being opening and welcoming toward are awful. Then, because Magic players are so nice and kind, they’re unwilling to ever tell people to get out.

A rare exception happened this week. Alex Hinkley wrote a review of a Duels of the Planeswalkers expansion for StarCityGames. Some people, notably Erin Campbell, found out that he happened to be a horrible misogynist who would rant at feminists on twitter and loosely use words like “faggot” in his tweets. I found her research and crossposted it as an article comment to Hinkley’s review. Half an hour later, he’d been fired from SCG.

He’d like to think that the only reason he got fired is that he called one of his friends a faggot. I hope this isn’t the only reason this happened. Personally, I’m happy he’s gone because Men’s Rights Advocates like him are horrible, hateful people that have no place in the Magic community.

There have been some thoughtful long-form pieces about this awful group of likeminded dudes. This is not one of them.

I have no interest in starting a dialogue with MRAs, debating them, or comparing our ideologies in rational discourse. I want them to get out of my community.

If you identify as a Men’s Rights Advocate, don’t play Magic.

If you support the #gamergate “movement,” don’t play Magic.

If you harass feminists over their ideologies, don’t play Magic.

If you search for MRA-related terms and try to argue with women, don’t play Magic.

If you try to argue with anti-racist minority activists about who the real racists are, don’t play Magic.

If you unironically tell people to take the “red pill” when it comes to gender issues, don’t play Magic.

If you defend your right as a straight person to call people a faggot, don’t play Magic.

If you defend your right as a white person to call someone a nigger, don’t play Magic.

If you complain on a regular basis about “Social Justice Warriors,” don’t play Magic.

If you write screeds about how “cultural Marxism” is doing whatever, don’t play Magic.

If you identify as a “pickup artist,” don’t play Magic.

If you are in any way bigoted against minorities, women, trans people, whoever, don’t play Magic.

If your response to the above is that maybe these people agitating about feminism and minority rights are the real bigots, don’t play Magic.

This is not the opening salvo in a long campaign. This is not intended to change the minds of these awful people. This is setting the boundaries of who I want in my game store, in my cube drafts, in my Twitter feed, in my group of friends who play Magic.

It is our duty, as longtime Magic players, to throw out people who don’t belong. If I go to a PTQ and my first round opponent is a known hateful piece of shit, I don’t have to grace them with my presence and treat them like a human being playing a game. I’m standing up and walking out, because they have no business playing a game with me.

There is plenty of room for political diversity in Magic. There are conservatives, liberals, libertarians, socialists, whatever. That’s fine. But MRAs are bigots, and bigotry has no place near a game I play.

Men’s Rights Advocates, upon reading this, might take it not as a call to leave, but as an enormous “fuck you.”

Good. MRAs: fuck you. I might catch more flies with honey, but I’m not trying to catch them. I’m trying to force them out.


Questions, comments, and concerns should be directed to @KillGoldfish

Thursday, November 6, 2014

kill reviews: lorwyn mini-block

Have we all recovered from the last installment about Time Spiral? Don’t get your hopes up for this one, because regression to the mean affects both writers and Magic sets.

Fortunately for Lorwyn, though, it avoided what seemed like an inevitable drop in quality from the brilliance of Future Sight.[1] Rosewater’s 2007 State of Design described it as a “return to their roots,” and it seems that from a high-level perspective, they didn’t think of Lorwyn as attempting anything revolutionary: it was another tribal set. It would be pretty difficult for them to fuck up a tribal set. Legions broke sales records, and it sucked, so if they spent ten minutes making sure the new one was better than the weirdness of Onslaught, it would fly off the shelves.

Monday, October 20, 2014

kill reviews: time spiral

pt i: the magic block about magic

In any art form, it’s inevitable that people eventually make new works that are about the art form itself. This is generally met with gasps from critics trying to comprehend the paradigm shift, stunned admiration from college students taking an introductory class about that art, and eye rolls and hand-jerking motions from the general public.

Sometimes, of course, they become widely-hailed classics. Singin’ in the Rain, Slaughterhouse 5, Ziggy Stardust, and Watchmen are popular works that address their medium without alienating the masses too much. So, then, 13 years after the game debuted, in the eleventh block of expansions, we get a Magic block about Magic.

And it was the best.

Friday, October 17, 2014

kill reviews: ravnica block

There’s not much that’s unique to Magic. By design, the setting of Magic emphasizes things that anyone remotely familiar with fantasy is going to recognize: elves and goblins and wizards and spells, and no pesky electronics or guns or anything. It is purposefully generic.

Thursday, October 9, 2014

kill reviews: kamigawa block

Week after week, I bring you, my devoted readers, nothing but the most relentlessly positive takes on Magic sets from years past. It is in this spirit that I’d like to question the established consensus on Champions of Kamigawa: people think it was bad, and they are wrong.

Wednesday, September 24, 2014

kill reviews: mirrodin block



Before we get to talking about the modern era of Magic, I want to backpedal a bit on the previous blocks. Those of you who read my descriptions of Odyssey as a bizarre amalgamation of Spike-friendly mechanics and squishy squid people, or my explanation of how Onslaught was partially created by artists attempting to destroy culture, might come away with the impression that I don’t think those cards are fun to play with. This isn’t true. Those blocks each had severe flaws running through them, but somehow, Odyssey-Onslaught emerged as one of the classic Standard formats. There are arguments for Invasion-Odyssey as well, but each of these were certainly better than Standard formats that came before, and it would be many years until Standard was as fun and diverse as those.

I can dissect design philosophies and the settings of various blocks as much as I want, but what I sometimes get away from is that these sets are just groups of game pieces. These game pieces form together into decks, which are entered into Magical combat. Were those games fun? If yes, the set did its job, at a very basic level.

Friday, September 19, 2014

kill reviews addendum: storm

Storm is widely known as one of the most broken mechanics ever printed. It lent its name to various combo decks: from several Vintage strategies since its debut, to blue/red Extended decks, even to Pauper, where Grapeshot and Temporal Fissure ruled the day. Mark Rosewater invented “the Storm scale,” to rate the likeliness of mechanics returning to the game. This is a big impact for a keyword that appeared on a dozen cards in Scourge.

Because of the vast whisperings about its power level, it has often become more legend than anything grounded in fact. Let’s start with what Scourge’s cards did on release. Players who didn’t experience them firsthand might assume that, like Affinity, it dominated Standard immediately. This isn’t remotely true. Mind’s Desire was, at best, a tier two strategy for a few months within the extant Tight Sight deck; numerous pro players attempted this combo concoction at high-level tournaments to disastrous results. Once Odyssey left, Mind’s Desire was FNM-level if not completely unusable.

But how about the next step up at the time, Extended? Keep in mind what else was legal with Desire: Necropotence had only been gone from the format for a year, and decks like Oath of Druids were tournament staples. The next year would bring Mirrodin’s brokenness, ushering in a new wave of combo that made Mind's Desire look like a kitchen table strategy by comparison. This resulted to 2003 banning six cards from Extended, none of them with Storm.

Even after that, Mind’s Desire was just another Extended deck. It was, in fact, the deck that made me a true tournament Magic player. Before it, I had always taken pride in constructing my own decks, but seeing this turn four combo deck take down tournaments had me goldfishing it in Magic Workstation endlessly. I ordered the whole thing online for a PTQ. We weren’t home the day before the tournament, when the cards were supposed to be delivered, so my mom drove me to the post office as it opened to get the cards, then dropped me off at the PTQ after the player meeting had already started. I sprinted up the stairs, gasped at the judges as to whether I could still get in, they pointed me at an empty chair, and I threw money at someone for entry. I sleeved up my deck before the first round and made it to top 8.

So… that’s because the deck was absurdly good compared to the field, right? Still no. Elves with Glimpse of Nature had a full turn on the deck, winning on turn three instead of four. Storm, instead, had a more favorable matchup against control, and those games of combo-on-control are fascinating if you enjoy Magic at its most strategic and chesslike. There are baits, gambits, wild sideboarding strategies, and playing around a dozen cards at once. I adore those matchups.

Okay, but… it was broken in Legacy and Vintage, right? It’s true that Mind’s Desire was restricted in Vintage and banned in Legacy before it was even released. It’s difficult for me to muster much animosity at them for this. They realized immediately the effect it would have, and didn’t let anyone play a single match of sanctioned Desire-legal Legacy. This is a thousand times better than allowing one GP: Flash, then banning the deck afterward, or printing a “not broken” but miserably unfun card like True-Name Nemesis.
 
There was also Tendrils of Agony, of course, which has gone on to see a lot of Legacy play. But I ask: is this truly a bad thing? Is giving Legacy another combo archetype an inherent evil in a format with Force of Will and a dozen other “instant win” decks floating around?

Why does Storm get more hate than Griselbrand, Goblin Charbelcher, or Mindslaver?

There is one indisputable truth about Storm: of all sets, it did not belong in Scourge. Juxtaposing a “play lots of spells” mechanic with a “large converted mana cost” theme is comedic. But this does not make Storm bad, it makes Storm bad for Onslaught block.

The reason that Storm defines “the Storm scale,” the reason it is held up as the epitome of brokenness, is that it appeared in the middle of the largest push toward creature-centric Magic in the game’s history and thumbed its nose. It is a mechanic not for the drafter, not for the Standard player, not for the average Joe. In a small town art museum, it is next to tender realist portraits and smooth impressionist works as a jarring, violent, postmodern sculpture. Mothers gasp in shock and hide their child’s eyes. It is a vulgarity.

Keep in mind that Storm does very little on its own. The actual cards with Storm are not enablers, they are kill conditions. Mind’s Desire costs six mana, and requires a ton of setup. It needs efficient card filtering and tons of cheap Ritual effects. Without those, it is unplayable. With those things getting excised from modern Magic, Storm could exist today. It would be completely irrelevant.

The idea of Storm’s return being impossible is also a bit funny, because it already returned in Time Spiral. Those cards were, arguably, more problematic than Storm the first time around. Dragonstorm, a Timeshifted Scourge card, did absolutely nothing in Scourge, but when combined with Rite of Flame and Bogardan Hellkite, it won tournaments. Grapeshot killed uncountably more players in Standard than Tendrils of Agony ever did.

I’m happy that Storm exists. It provides an alternative to creature-based Magic, allowing a different sort of player to interact on a completely separate axis. I enjoy this. This blog as a whole, in fact, traces its lineage to Storm. I started playing Elves in Extended because Mind’s Desire rotated out (it was never banned). I then made a blog to talk exclusively about combo decks, with a name that fit my penchant for sitting alone for hours, practicing the mechanics of solitaire combo: Killing A Goldfish. I would be nowhere in Magic without Storm.

Storm isn’t just a card for combo. Storm has, by this point, defined what combo can be. Instead of just a dumbass combination of two cards like Pestermite and Kiki-Jiki, Storm provides a deck that functions as one holistic machine, each Sleight of Hand a glimmering cog to turn the Tendrils of Agony. These decks, to me, are the highest form of beauty that Magic has achieved.


As we’ve learned over the years, not every card is for everyone. Storm might not be for you. Storm is for me, and I love Storm.

kill reviews: onslaught block

Last week, Odyssey gave us the strongest single theme ever presented in one block: every mechanic pushed forward its emphasis of the graveyard, to the point where it overwhelmed sacred ideas of “card advantage” relating to cards in hand. Onslaught doesn’t attempt anything quite as grand, but it ends up being almost as weird.
 
Their lack of inter-block planning really hurt them here. Odyssey attempted a strange gambit where it eschewed previously-established creature types, emphasizing Insects (not Elves), Cephalid and Wizards (not Merfolk), Barbarians (not Goblins), Birds, and Minions (not… well, white and black didn’t really have races they emphasized, so nothing was lost). This was because they didn’t know Onslaught was about to push hard on traditional creature types. Oops. Therefore, all the new creature-type-based decks from Onslaught wouldn’t be able to use hardly anything from Odyssey… other than Wizard decks, a creature type that was dramatically underpowered because of Odyssey’s printing of Patron Wizard.