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.
Wednesday, August 26, 2015
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.
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.
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.

