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.
Monday, March 16, 2015
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.
Sunday, January 18, 2015
kill reviews: alara block
Hope you enjoyed all the chat about Lorwyn and Shadowmoor, because this thing's about to get sad.
During Alara block’s time in Standard, many tournament
players played in events using Jund, in a format where it was the only good
deck, in order to grind against other Jund decks that varied by no more than
two cards. This illustrated to me the great importance of having non-Magic
hobbies to fall back on.
steve argyle: one of the worst artists in magic's history
Most modern Magic art is pretty good. More specifically, it
varies from “eh” to “that’s kinda cool,” with very little deviation therein.
The strict style guides, combined with art direction that seems to be aimed at
creating a generic house style for Magic, have pushed out most of the truly
unique artists from the game. There are a few holdovers, namely Terese Nielsen,
whose art direction often invents ways of saying “make something that looks
like Terese Nielsen art.” There are some recognizable styles, like Raymond
Swanland’s “ALL SPIKE EVERYTHING,” the logical conclusion of Magic art trying
to be as badass and masculine as possible.
And there’s Steve Argyle, who’s fucking awful.
Monday, January 5, 2015
kill reviews: shadowmoor mini-block
pt i: this isn’t
about magic so just scroll on past if that’s what you’re here for
I’ve been procrastinating writing about Shadowmoor and
Eventide for a pretty basic reason: I didn’t play with it. This is also true of
every block before Urza’s (and I had a pretty sketchy grasp of everything
before Onslaught, really), but that was easily solved by looking at the cards,
seeing how they influenced things that came later, and introducing people to
these usually-obscure objects.
The sets we didn’t
play with can influence us more than the sets we did. Missing a year in Magic
means not seeing what decks were around, what cards were popular, what
mechanics were pushed to the point of everyone being tired of them… we’re more
likely to go “ooh, neat” to a tier-one deck from a time in Magic we skipped,
because it wasn’t piloted by the obnoxious smelly wheezy dude at FNM for six
months straight, but we also miss out on the nostalgia of some tier-two deck
that did something completely bizarre.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.
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.
