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A Wizard’s Conflict: Part II

By Distrigon

And thus the conflict between myself, the old-schoolers and the n00bs continue. Magic the Gathering continues to gain new players, and I fear that these players might fall into these two categories of people whom I dislike. How should I fix the problems I discussed in my last article? (A Wizard’s Conflict, 3/31) Education is the key! I will enlighten those and unite the world of people who still manage to keep this wonderful CCG alive. Think about it! Players will be able to challenge one another without having to worry what expansion they started in, or when they had finished playing. They won’t have to worry about losing or winning, but just about having fun and indulging themselves into a world that they can experience things they wouldn’t do normally. That is the point of Magic: the Gathering. That is the point of any game.

The most memorable games are those which the battles are close-called and the players get full use of their skills. And on that note, I’ll begin by showing the n00bs how to play, and what to do to make these games fun for everyone.

 

Step One: It’s just a Game

At the start of the game, you are a wizard. You are capable of doing things that you could have only imagined. This is all that matters. However, do not make this your life. As all games, the fun ends when the game does. Go on with your lives kids, and make sure that you’re the one controlling the game and not the other way around.

 

Step Two: Learning the Ropes

As a wizard in this strange new world of spells and sorcery, you need to learn how things are done, and what you’ll need to defend yourself. Obtaining the cards are easy enough, and a few booster packs of cards should do you fine. As for learning how to use them, learn from others. Go to the local shops and watch people play. Observe. Ask questions. If they’re the type of people playing who don’t even dignify you with answers because they think you’re below them, don’t waste your time because they’re most likely the players who aren’t fun playing against anyway. You are learning to play the game for fun, always keep that in mind. Observing other games and following examples/learning from other player’s mistakes is a very good way to pick up the basic skills of the game, which is all one needs to actually start playing. Build a prototype deck (60 or more cards for a casual play, no more that four cards of the same kind other than basic lands, and about a third of the deck lands) and test your beginner skills against others. These games teach you what you actually need to know, which is how the rules of the game can be manipulated, and eventually overcome.

 

Step Three: There Is No Spoon

The main reason for knowing the rules is not so you can play the game properly, that is just the given. Knowing the rules makes you knowledgeable of what you can and cannot break. Nearly ever rule of the game can be bent severely, and some to the point of breaking. Fun games take advantage of these qualities of cards and result in explosions of spells, often massive card advantage, card combos, manipulation of timing certain spells just right, and just using cards in ways that they weren’t meant to be used. Experience is what you gain by playing, and it can only make you a better player. No amount of cards or money can accomplish this. Don’t be afraid to try new things with the cards, even if it takes you a while to perfect what you are trying to do. Decks also function differently against other deck types so make sure you don’t keep repeating old mistakes. After enough time, you won’t even have to think about certain things anymore, such as the order of the phases, order of the spell stack, or even what the cards say. You’ll be so used to just seeing the art of certain cards, you’ll know them like a second nature. Thus becoming a true role-player in the realm of Magic.

 

Step Four: Know Thy Enemy

If you are going to only focus on your deck, and whatever cool gimmick you have going for you in there, forget it. A deck is only as good as how it interacts with other decks, because in a world of magic, “in theory” is never going to be good enough to actually get you the kill. In addition to knowing your deck front and back, you’ll need to know the vast majority of spells that do exist out there and many rules that continue to change. It keeps you on your toes in a game, and it keeps adding the unexpected to a battle that you may have thought you’ve won.


For the most part, this is all you need to know to start dabbling in the world of spell-casting. But for those who want a quick overview of key functions just to get you started, here you go:

The game starts off with each player at 20 life. The object of the game is to win by either lowing the opponents’ life total(s) down to zero, or by making it so the other player has no cards left in their library, unable to cast anything else. Each player has their own play area containing their library of spell cards, their graveyard full of used spells, and their “in play” area with cards called permanents which stay in play until their uses are extinguished. Cards in play are tapped (turned sideways) to show that they are being used for whatever purpose and cannot untap until the next turn.

The world of magic has different styles of spell-casting, as categorized by the different colors of the cards. Each color seeks its domination of the role-playing world in its own way, with its own distinguishable characteristics:

White uses its laws to conquer by means of unity and powerful regimes of creatures and enchantments; its art of protection keeps its small creatures alive long enough to move in for the kill.

Blue finds its win through means of controlling everything it possibly can and manipulating the rules in ways the other colors can’t possibly comprehend.

Black dabbles in characteristics of all the other colors, however, offering high costs, such as your own life total as means of casting these powerful cards; and in addition, has control of typical black magic spells like reanimation, destroy creature, and summoning powerful demons and minions to do its bidding.

Red spells are often chaotic and unreliable, but offering large rewards when things go right. Its creatures are just as chaotic and hard to control, such as large dragons and goblin hordes.

Green has a strong hold on the use of nature to help it out in times of need, conjuring up powerful creatures to trample the opponent with, bigger than any of the other colors have to offer.

Colorless creatures and spells, are all in the category of artifact spells, which have no color denomination at all. They fit in well with any other color, or work fine by themselves. Indistinguishable and sometimes overly powered, they are a good addition to any wizards inventory.

Finally, I’ll go through the six card types:

Lands are your main source of spell-casting energy (called mana) in this world. They are tapped to show they are being drawn for mana and it takes a certain amount to be able to cast a spell. Each land type produces different colored mana, making it necessary to have the right lands in the right type of deck. Swamp (black mana), Mountain (red), Forest (green), Plains (white) and Island (blue) are the five basic land types. And keep in mind that you can only play one land per turn.

Creatures are the main method of killing an opponent. They usually have some sort of ability attributed to them, along with a scale to show how well they can fare in battle. These two numbers are located at the lower right hand of the card. The first number is its power, or how much damage it deals to a player or another creature, and the second number is its toughness, telling you how much damage it can take each turn before it’s destroyed. I’ll explain more on creature abilities later on.

Enchantments are permanents that sit there, continuously emanating some kind of ability, or giving you another power that you didn’t previously have.

Artifacts are colorless spells that mimic that of creatures and enchantments.

Sorceries are non-creature spells you can cast only on your turn.

Instants are spells you can cast at any time. Multiple instants cast in specific orders can react in combos that break the very rules of Magic. Also, creatures with activated abilities can use these abilities at instant speed, adding more to the mix of unpredictability.

In my last Magic article of this set, I’ll finish off by showing what the old-schoolers need to adapt to this world they thought they knew, a short explanation of the stack of spell-casting, and the phases of a turn, along with some cool deck ideas. Until then gamers, save before you quit, ok? 

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