Pages

Wednesday, August 26, 2015

kill reviews: theros

As with many forms of media, Magic sets can often be summarized as a collection of influences, and Theros may be the epitome of this. Sure, there’s the obvious aesthetic of Greek mythology, but Theros block is mostly influenced by a few previous blocks. Innistrad influenced its top-down perspective, while Kamigawa told it how not to make such a block.

I had difficulty writing that opening summary; it came out rather dull. But perhaps that’s appropriate, because it’s a good summary of Theros. Here ends Kill Reviews, where I do a by-the-numbers review of a by-the-numbers block.

Saturday, July 25, 2015

why i hate devourer (and why ADC sucks)

We all know the fantasy for playing ADC: you perfectly synergize with your support to crush the opposing bot lane, you get a ton of farm, and you take the tower. Now, you have your Infinity Edge, you’re somewhere around level nine, and you’re ready to take on the world. Then their level eleven Master Yi shows up for the first time and two-shots you.
Devourer caused a sea change in how junglers interact with the rest of the team in solo queue. The jungler has long been a servant of the lanes, a noble, selfless figure that shows up out of fog to valiantly assist the carries in their quest to kill the other carries (and maybe destroy the nexus, but that’s a secondary pursuit). Sure, laners gave the jungler a quick leash at the beginning of the game, but that’s because they literally have nothing better to do with their time. The Devourer jungler is not there to win your lane. The laners are there to buy the Devourer user enough time to win the game by themselves.

Tuesday, July 21, 2015

kill reviews: core sets (magic 2010 through magic 2015)

Last week, I opened by comparing Alpha to the Bible. I had one more reason for that analogy that I didn’t mention: much like American conservatives love the Bible, Magic’s conservatives love Alpha.

It’s this love of Alpha that inspired Magic’s shift from its renaissance period (Kamigawa through Lorwyn/Shadowmoor blocks) to its conservative era (starting with Shards of Alara). While Magic 2010 didn’t kick off this period, it summarizes the ethos of Magic conservatism better than any other set.

Conservatives (specifically, reactionaries) are defined in part by their desire to return to a mythical “way things used to be,” back when everything was wonderful and kids had respect for their elders and traditional social institutions. There’s been a good deal of research proving the stereotype that people tend to get more conservative as they age, so it should come as no surprise that as Magic (and its designers) age, the game grows more conservative in ideology as well.

Thursday, July 16, 2015

kill reviews: core sets (alpha through tenth edition)

Alpha is basically the Bible of Magic. It came out a really long time ago, people are constantly referencing it, and anyone can make it mean anything they want depending on what ideology they want to advance.

Alpha(1) has been by far my most-requested set to review, and by itself, it’s a rather difficult subject. I started this series with Arabian Nights because I just didn’t think I had anything to say about Alpha. It invented Magic, so everything in it is something it did first.

Tuesday, April 21, 2015

an interview with sue ann harkey, magic's greatest art director

Who’s your favorite Magic artist?

A popular answer is Terese Nielsen. From early works like Natural Order to newer ones like Enter the Infinite, her work is breathtaking. Maybe you like Rebecca Guay’s unmistakable watercolors, or John Avon’s innumerable landscapes. Kev Walker has illustrated more Magic art than anyone, and picked up a lot of fans along the way. Or perhaps you have a more alternative favorite, someone that goes against the grain, like Robert Bliss, Chippy, or Scott M Fischer.

Those artists all have something in common: they were recruited to Magic by the greatest art director in Magic’s history, Sue Ann Harkey. She only held that position for six total sets (Alliances, Mirage, Visions, Weatherlight, Portal, and Fifth Edition), but her importance can’t be overstated.

Thursday, April 2, 2015

this is not kill reviews: return to ravnica

pt i: no fun

Ever done something you were supposed to enjoy?

The thing you’re doing is exactly the same as it has been every other time: the ritual of doing it, all the things in the process that you definitely remember enjoying before. But now, stripped of all the enjoyment, it’s nothing but that process. You recognize the thing as being the same, and wonder: will this feeling pass? Will I come back to it with the same joy I had before? Or have I just changed as a person, away from this thing?

At its worst, this feeling can spread from the specific to the general: the feeling that nothing on earth is enjoyable, and the knowledge that there’s absolutely nothing that can change that other than time.

For those of you who have never experienced this, here’s what I’d compare it to: watch a film you like. Then immediately watch it again. And again. Then the next day, do the same thing. (No doing anything on your computer or phone at the same time, that’s cheating.) Unless you’re a child, this probably sounds absolutely maddening. What’s the matter? It’s something you enjoy, isn’t it? Why wouldn’t you want to watch it again?

Personally, the solution I’ve found is going back to bed and sleeping off the feeling for the next three or four days.

Thursday, March 19, 2015

kill reviews: innistrad block

The main difficulty of writing an Innistrad review is that I wrote one already. I was fairly measured at the time, mostly shocked at how Wizards had managed to create such a good format, while taking note of how it contradicted Rosewater’s stated ideologies about How To Make A Good Set. The analogy that comes to mind is when an album comes out and reviewers immediately love it; they’ll even give it as high as a 8.8 or 4.5/5-star review. Then, ten years later, the album’s reissue causes them to state what we’ve known that entire decade: it’s a 10/10, and one of the best albums of the generation. But it’s only hindsight that gives us the capability to distinguish between being pretty good, and being a stone classic.

Innistrad isn’t just a well-designed limited format. It is the best limited format. The set is so tightly designed that I’d rather play six-pack Innistrad sealed than draft almost any other set. And when you actually draft it… holy god, there’s nothing better. I can’t do my usual “well this is good, and this was bad” shtick, because nothing in it was bad. The best I can hope for is to deconstruct the set to find out what makes it so brilliant.

Monday, March 16, 2015

kill reviews: scars of mirrodin block

When Scars of Mirrodin first came out, I didn’t think much of the set. It seemed to be a bunch of half-hearted callbacks to a not-very-far-gone era that I didn’t particularly want to remember. It’s only more recently that I can look back and see something different: it’s a block not of misty-eyed remembrance of an older set, but a schoolyard bully taunting you by offering you your favorite action figure, only to gleefully destroy it as you watch. This made me reconsider the merits of the block, as I aspire to nothing greater than enjoying the misery of Magic players.

Sunday, February 8, 2015

kill reviews: zendikar block

When I was first conceptualizing this project, I knew a few things about how some of the reviews would turn out. There would be a spirited defense of Kamigawa, loving praise of Lorwyn, and the whole thing would center around the Time Spiral installment. I also knew that, while people would agree or disagree with different ideas, my attacks on Zendikar and Worldwake would have me most fiercely battling against popular opinion.

There’s no way around it: I think these sets are bad. Not that there were a few things that, in retrospect, could have been improved in some ways… they are outright bad Magic sets, and somehow, they’ve retained support from wide swaths of Magic players.


Monday, January 19, 2015

kill reviews addendum: planeswalkers

The best way to think about Planeswalkers is that they’re aliens. While they might be printed with the set whose icon adorns them, they are not of the set. They are from elsewhere, and everything about them, from their mechanics to their name and aesthetic highlights their other-ness.

Their debut in Lorwyn certainly stunned the playerbase like a visit from extraterrestrials: a combination of “what the fuck?” to “where do we go from here,” then a lot more thinking, then back to “what the fuck?”