Showing posts with label In General. Show all posts
Showing posts with label In General. Show all posts

Saturday, March 28, 2015

In General: Commander Rules Update

Hello Zoners! Welcome to what will probably be the last In General segment here on The General Zone. In case you missed it: we announced last week that we will be merging with Commandercast.com.

This is big news and an exciting time for us here on the blog. However, in the midst of this transition period, the Commander world was rocked by an even bigger announcement. The March 2015 B&R List Update. You can view it here if you have not already: Link. I am going to assume that you have read it, but I will include direct quotations when I reference particular parts.

I am going to comb through the post line by line, spewing vitriol and contempt for the EDH Rules Committee every step of the way. If that doesn't sound like something that you are into, get out of the way. If you are still reading...hold onto your butts.



The Article is titled Banned List Announcement. Not unexpected. This is an understated, but nevertheless exciting tag line. There is no Buzzfeed click bait here.

The First section addresses changes to the Banned and Restricted List...there are no changes. Oh boy. You can tell something bad is about to happen. It is like when your significant other says that we need to talk, so you ask: 'Okay, about what?', and then they are like: 'No. We need to TALK.'

In the next paragraph they explain that they are changing how the command zone replacement effect works. Applying this new change, anything that could send your commander into your library or back to your hand can instead send it to the command zone, at your discretion. They take care to point out that this is a replacement effect, but that it can apply multiple times to the same event. In layman's terms: If someone wants to put their commander back in the command zone, there is no way that you can stop them from doing so.

Now, if you have followed In General for any length of time you will know that I am not a supporter of the Rules Committee, their implied authority, or really anything that they do. They are an exclusive group with subjective opinions asserting control over something that they have no legitimate claim to regulate. They are essentially playground dictators and they have no place in my Commander experience.

Before we delve into their justification for this rules changes I want to discuss a primary concern I have about governance: If you want to institute a policy, you should have demonstrable evidence that this policy will affect the change that you desire it to. The reasons should be logical and provable qualitatively. The results should be measurable and documented quantitatively.

If you change a policy, it should be because something has changed in the environment that you are trying to regulate. If you are simply waffling back and forth about an idea, but nothing has prompted this change, that signals to me that you should never have instituted a blanket rule in the first place. You couldn't prove it was smart and you still aren't sure. Subjective leadership is inherently ineffective for groups of a certain size.

Let's digest their justifications line by line:

"We want to engender as positive an experience as we can for players. Nothing runs the feel-bads worse than having your commander unavailable to you for the whole game. "

This is generic boilerplate nonsense. This is exactly the kind of answer you would expect from a politician or CEO: pure rhetoric. Everyone has goals to increase satisfaction, but merely dreaming of improvement will not create it. Secondly, there are EXACTLY equal 'feel-bads' created by NOT being able to deal with particular commanders. If you can't tuck a Zur or Rafiq early, you are going to have trouble fighting through opposing counterspells and protection later on. Unchecked, certain cards will just take away a game. Eventually, they will have more lands than you have removal spells and just recast their commander.

The presence of tuck encourages players to play more tutors so that in case their commander gets sent to the library, they can get it back—exactly the opposite of what we want (namely, discouraging the over-representation of tutors).

This is the perfect example of a solution that is supported neither by logic or data. I won't stop playing tutors because you have taken away one POTENTIAL tutor target. There is no reason to believe that people will use less tutors. Mathematically, tutors still increase your win percentage by improving the quality of your average draw and adding consistency to situational cards. People play them because they are strong Magic cards and they have a place in strong decks.

Secondly, I don't believe that it is appropriate for the rules committee to have an official opinion about whether or not people should include certain types of cards in their decks. Discouraging tutors, counters, land destruction, removal, combos, etc. this is highly subjective and the 'logic' of one person's subjective experience does not translate well to other people. This is, simply put, not a strong position to build your governance on.

"While we are keenly aware that tuck is a great weapon against problematic commanders, the tools to do so are available only in blue and white, potentially forcing players into feeling like they need to play those colors in order to survive. We prefer as diverse a field as possible." 

The first statement is patently false. Red also has access to this type of effect and it is the strongest form of removal available to Red in the format. See Warp World or Chaos Warp. The former doesn't see much play, but the latter was specifically designed for the original Commander product releases, so I would think that Sheldon Menery should be familiar with it. He was on the design team of that product.

I can respect the idea that the format should rich and open. You should be able to play whatever strategy or colors you like at a high level of competition. There is no way any format can be perfectly balanced. Some thing will always be better than another thing. 

In reality, Blue has a tradition of being the strongest color in Magic. The game's design team has chosen to distribute certain effects across the color pie in a particular way. This shapes the way colors and cards interact. The power and responsibility to control this is outside the scope of the rules committee's authority and, quite frankly, their ability.

"It clears up some corner case rules awkwardness, mostly dealing with knowing the commander’s location in the library (since highly unlikely to actually end up there)."

There is absolutely no ambiguity in the rules about this. If a card in your library, or any face down card for that matter, is DISTINGUISHABLE such that you know the identity or physical location of that card in a pile of other face down cards, IT IS MARKED. Playing with marked cards is and ALWAYS has been against the rules of Magic. Also, when a library is shuffled it must be sufficiently randomized to the point where there is no reliable way to predict the position of any card(s). There is absolutely no need to create an ancillary rule just to enforce a rule that is already in force. 

Speaking of awkwardness. I always thought it was strange that they decided to include over-sized commander cards in the Commander decks. How is anyone supposed to shuffle that anywhere? What is even the point of using it in a game? They are novelty items meant for decoration and collection. They are not actual cards that can be used in the game. 

After a long discussion, we decided the best course regarding commander-ness was no change. Your commander is always your commander regardless of where it is or its status. That means enough hits from a face-down commander can kill you. 

The final rules change affects how commander damage is dealt, clarifying that damage dealt by a face-down commander is still counted as commander damage for the purpose of winning the game. I do want to point out that I have mixed feelings about this. There is no simple solution; any decision will be arbitrary. In situations like this I am in favor of having no position instead of taking an arbitrary one, but I understand the rules committee's desire to address the issue. My thoughts on this topic could fill an entirely separate article, but I will try to summarize.

A commander's commander-ness, in my mind, springs from its identity. It is embodying the leader of an army. The personality of that card is what unifies your other cards. I have a hard time believing that an army would follow a formless ball of energy unless THEY knew who it was. From a gameplay perspective, I don't like the idea of having to keep track of damage dealt by multiple separate Morph bugs. Am I going to constantly tabulate damage dealt just on the off chance that one is a Commander and could flip up at any moment revealing that I lost the game because it had done 21 damage to me? This situation seems tremendously awkward.

Personally, I think the simplest and most elegant solution is to say that only face up Creatures can deal commander damage. That makes it easier to track and everyone knows where they stand. Morphs are intended to be indistinguishable. Making one more important than any other is problematic for many reasons. Again though, this is just my opinion.

I expect there to be tremendous backlash from the community about these rules changes. Don't let me down. Grab your pitchforks and let's go storm the MTGCommander.net forums demanding the blood/resignation/both of the entire rules committee. Or, you know, we can just go back to our game of Magic and continue ignoring them.

-GG

Sunday, March 15, 2015

In General: Magic Online BS

Hello and welcome back to In General. On Sunday's here at TGZ, I take over to talk about anything an everything relating to Magic the Gathering. This week I am taking a page out of somebody else's playbook. Actually, the same page out of a few different books.

I have mentioned on the blog before that I am a fan of Matt Sperling's article series, "Sperling's Sick of It." These are short text articles that discuss current events and how they have gotten underneath the author's skin. You can check out some of his stuff HERE.

This isn't a new or unique concept. Many other internet content creators that I follow have been using this idea for years. Ex: Brady Haran's "Paper Cut", Cinemassacre's "You Know What's Bullshit". In the old days this was just called an editorial. You submitted an article to your local print media publication that detailed your opinion on a subject. Mostly vapid nonsense, zero objective information or critical value, but often amusing.

Today I am going to reappropriate this idea for my own purposes (as if I haven't ever done this before). Here are a few things about Magic Online that I think are BS:

You Can't Build Your Own Cube

Simply put: why not? When the new MTGO client released I was absolutely sure that this feature was going to be a part of it. It is in such high demand that Magic redditors are practically beating down Wizard's door. Why can we not draft from our own cards? Why can we not make our own Cube to play with our friends? Why are you still forcing us to play the Magic Online Cube/Legacy Cube/Holiday Cube on your schedule? We should definitely be able to do that whenever we want by now. What harm could this possibly do?

Multiplayer Still Sucks

It kind of sucks in real life too, but it is much worse online. If you have tried to play Commander online lately, you will know what I am talking about. It is a painful experience that feels like it takes a decade just to finish a game. Most of the time you won't even get to finish one because players will just leave the game when they get board or when they have to go to work on Monday morning. It takes that long. We take for granted all of the little shortcuts that we get to use in real life. Sure shuffling is a pain, but it doesn't matter how long you shuffle if someone can just go ahead and take their turn while you do it.

There is also the issue of matchmaking. It is pretty tough to even get enough players to start a game. People are so repulsed by the experience that they don't even want to play multiplayer on MTGO.

Final thought: why is there not support for other multiplayer formats like Emperor, Star, Windmill, etc.?

In Fact...

Why can't you just make your own format on MTGO? Instead of waiting around for the platform's developer to add support for things like Tiny Leaders or Winston Draft, why doesn't Wizards just make the whole thing open source and let the community add the features they want. At the very least there could be an editing tool that let's you create custom parameters for a match. And I mean one that isn't terrible.

Card Availability

Custodi SquireNot every card in the game is actually available on MTGO. Vintage Masters was a huge step towards fixing this problem, but it didn't get all the way there. The example that is bothering me the most right now is Custodi Squire from Conspiracy. This card would be super sweet in Pauper and I would like to play with it. Thanks.











No Voice Chat

I play a lot of games on Steam. Like many people I greatly enjoy the ability to use Valve's voice-over-ip servers free of charge. The ability to use live voice chat in games would really enhance the user experience. It would make it easier to playtest certain decks or formats. It would let you have a conversation with your friends while you play.

Now I understand that there would be some concerns about the vulgarity of language and abuse. I don't want MTGO turning into a Call of Duty match. But there is already a system in place to report your opponent for poor behavior or sportsmanship. Also, and this is the best part, you can just turn it off if you don't want to interact with your opponents. How hard is that?

Double points if they can get the MTGO client to include both voice chat and video chat. How cool would it be to be Skyping your mates and playing a game of Magic with them all in the same client? Pretty dang cool.

Well I am glad that I got that off my chest. Sometimes it just feels good to complain a bit, you know? It also feels great to ask rhetorical questions to an internet word processing suite. Life is good. I'll be back early this coming week as we begin full coverage of the new set, Dragons of Tarkir! See you then, Zoners!

-GG

Sunday, March 8, 2015

In General: MTG Economics Part 4: Types of Risk

Hello and welcome back to In General, the segment where I talk about anything and everything relating to Magic: the Gathering. This article is the fourth and final installment of an ongoing series about MTG Finance. If you missed the previous segments, check out the links below.

Part One: The Primary Market Price
Part Two: Secondary Markets
Part Three: Investment Strategy

In this epic conclusion we will be discussing some risks that can hurt your Magic portfolio and make it more difficult to produce consistent returns. Whenever you invest, you need to carefully examine the risks and decide if the potential for gain is worth the potential for loss.

Different Types of Financial Risk

There are many different types of risk and an understanding of all of them will make you a better investor and a more informed human being, but for the purpose of this article I am going to focus on a few specific types of risk that are specifically applicable to investing in MTG.

Political Risk - The political risk is when a government or administration changes their rules, which negatively impacts a business. In the world of Magic, we are really talking about the DCI. If a card becomes banned, the demand for that card will drop sharply, followed immediately by the price. Another example could be Wizards Organized Play choosing to closing support for a particular format. If Legacy were no longer a tournament format, Force of Will would decline in price.

Replacement Risk - If a substitute for your card is created, then some people will inevitably switch to that new card, reducing demand for the card that you own. Imagine if you had invested heavily in Divination, but then Compulsive Research comes out and you feel pretty bad because no one wants to play with Divination anymore.

Reprint Risk - This is pretty straightforward: if a card is reprinted, the supply will increase without demand changing at all. Everything else being equal, the market price of the card will go down. This obviously impacts the return you can expect to get on your investment. Note that there are some important counterexamples such as Tarmogoyf in Modern Masters. Sometimes reprints, like those with new art, will create a collector's market that more highly prizes the original/superior version.

Inflationary Risk - If you are trying to use Magic as an investment to make money, you have to consider the risk of inflation. If you're investment grows at 2% per year, but inflation goes up by 2.5%, then you will consistently lose purchasing power over time even though you are making money on paper (badum chee). When you trade an investment in for a particular type of currency, you open yourself up to all the risks that come along with that currency. Historically, inflation on the U.S. dollar has been about 3%, although currently it is below 2.

All of the above are known as 'Unsystematic Risks'. They are specific to one holding; a single card, single set, etc. When the market value of an asset goes up or down irrespective of the market as a whole, the cause is likely an unsystematic risk.

Systematic Risk - Systematic risk is the risk that affects the entire market. As the player base grows, the demand for cards will grow, appreciating the value of your investment. But if the game isn't selling well, the player base shrinks and demand for your cards will go down. This will adversly affect the price and lower your returns. Think of it this way: if you are the only person left on the planet who is interested in Magic, Black Lotus will have a market value of 0$. Supply hasn't changed, but demand has shrunk to zero.

There are certainly other risks that could affect your investment, but these are the most important in my mind. The next time a card that you are following changes in price, try to think about why that happened. Try to classify those changes; think more objectively about what is going on behind the scenes in the market. Having a solid understanding of the economic factors involved in any market will guarantee better returns over the long hall.

My final word on this subject: nothing in these articles should be considered as a financial recommendation, this series was meant purely for educational purposes. I understand that there is a wealth of good information out there and I encourage our readers to digest as much of it as possible. Do not consider this your one-stop-shop for investment advice. If you have questions feel free to leave them in the comments or reach out to us on social media.

I can conclusively say that this will be my last article about finance for a very long time. Next week we will have something COMPLETELY DIFFERENT!


See you then Zoners.

-GG

Sunday, March 1, 2015

In General: MTG Economics Part 3: Investment Strategy

Hello and welcome back to In General, the segment where I talk about anything and everything related to Magic: the Gathering. We are in the midst of a four part saga about using Magic as a financial investment. If you missed the first two segments you can check them out using the links below.

Part One: The Primary Market Price
Part Two: Secondary Markets

In last week's segment we talked about some of the difficulties one encounters when using MTG as a financial asset. Today we are going to look at some of the principles that can help you successfully invest in the game.

Strategies for Financial Growth

It is important to remember that as the game grows, so to does the market for those products, including all manner of merchandise that aren't cards. An investment in a card is likewise an investment in the growth and success of the game at large. You need to think in these terms when you are committing to any investment.

Diversification - You have heard not to put all of your eggs into one basket. If you separate your investments they won't all break at once. If you identify that a card is likely to increase in value, commit to that investment, but don't commit 100% of your portfolio.

Modern Portfolio Theory essentially confirms that you will produce more consistent, positive returns by diversifying across not only different cards, but across different asset classes. Invest some of your money in singles, some in sealed product, and some in limited edition collectibles, original artwork, memorabilia etc.

Timing the Market - Or more accurately: don't try to time the market. You have probably heard the old adage, buy low - sell high. Life isn't always that simple, but it could be...if you stay disciplined. If you have made some good money on an investment, cash out. It doesn't matter if it continues to increase or not, you made money and consistent returns will keep in you in business. If you are unsure about where prices are headed, it is best to 'close your position' (sell for cash) and lock in that gain.

Also, don't buy anything while prices are volatile. The best times to buy are BEFORE a big tournament, not after you have heard the results. When a new set comes out, don't buy it. Instead, buy an older set that has probably gone down in value because people have moved their interest to the new, hot thing. If you want to hold a product for a long time, wait until it rotates out of Standard to purchase it at the lowest price.

Positioning Your Assets

To make money in anything, you need to be in the in the right place at the right time. So much depends on your choice to move in and out of a particular investment that I think it bears a more in-depth treatment.

Position - Your position in a product is how much you hold of it and why.

There are really only two positions you can take on an investment: Long and short.

Long - Taking a long position means that you are going to buy something and hold it while it increases in value. You take a long position because you think something is undervalued.

Short - Taking a short position means that you are selling something and converting that value to cash. You take a short position because you expect the price to decline soon.

If you aren't buying or selling a particular product, you simply don't have a position on it.

It is the advice of this author that if you want to make any money investing in Magic you must buy and hold for the long term. When you get in/out, the size of the spread, and market fluctuations will have an effect on your profits, but they are minimized when you take a long term approach. Don't forget that there is a market for more than just singles! Diversify your investment so that the popularity of particular cards or formats doesn't decrease the value of your investment.

This series has become quite the epic. Many apologies Zoners, but I have a lot to say and only so much time to say it. Join me next week for the epic conlcusion of my discussion of MTG Finance where I will discuss RISKS!!!

-GG

Sunday, February 22, 2015

In General: MTG Economics Part 2: Secondary Markets

Hello and welcome to another In General, the Sunday segment where we can discuss anything and everything that relates to Magic the Gathering. I try to steer clear of the world of MtG finance, particularly in my writing. I deal with finance all day at work and I don't like to mix business and pleasure. But last week, I gave a discussion about why Magic sealed product don't experience a true market, particularly with regards to Magic Online.

This is part two of a four part saga about finance and Magic.
If you missed part one, check it out here: The Primary Market Price

In short, there is inside manipulation occurring that limits supply to artificially hold up prices. Obviously, this will have a significant impact on the value of your collection and your ability to increase that value over time. In this article, I will be explaining some of the problems with trying to use Magic as an investment in the Secondary Market, continuing my metaphor of using Magic cards as securities.

A Separation of Sellers and Buyers

First, let me explain what that means. A Primary Offering, is one that comes from the original issuer or producer, i.e. Wizards. Cards being sold from Wizards to stores are said to sold in the Primary market. A Secondary offering is one that happens between two parties who are not the original issuer. E.g. I sell a copy of Gifts Ungiven to Uncle Landdrops for a Snickers bar. You can see how this ends up creating an environment where there are issuers, brokers, and consumers, who all interact to create a market for the product.

If this sounds complex, don't adjust your TV screen, financial markets are so complex that they often become opaque. This makes it very difficult for the average consumer to make money buying and selling products in an open market. If you have ever known someone who has lost a lot of money speculating on the price of Magic cards you're about to learn why.

Factors that Limit Profits

Ask Price - This is the price that you have to pay if you want to buy a card from a dealer. The asking price is going to be as close to the real, current 'market price'.

Bid Price - This is the price that you would be given if you wanted to sell a card to a dealer. It will always be lower than the asking price because there is an expense to running a business and reselling the card. The bid price is closer to the real 'value' of a card than the ask price, but will usually be far below the 'market price'

The way to easily remember these two is this: You have to pay whatever the dealer ASKS, but when you sell, you will take whatever the highest BID is.

Spread - This is the difference between the ask and bid prices. This covers the dealer's expenses and profits and is often thought of as a sales charge. The spread can vary in size, but make no mistake, it is always a POSITIVE NUMBER. Businesses cannot reliably sustain transactions that don't make money.

The only way that you can really exchange a card for its real value is to trade it for another card that you value equally. The problem with this is that you are trading one SUBJECTIVELY VALUED, SPECULATIVE INVESTMENT for another one. Because of all the associated factors that are outside your control, it is going to be very difficult to amass any real economic gains over the long term.

Arbitrage - This is the act of buying something and then selling it in a different market to take advantage of a difference in pricing. These differences are a result of an inequality of information and only exist for a short time.

This is the holy grail of mercantilism: instant profit. The problem is that the prices are moving constantly and you might be the person who has the bad information, which creates a large risk.

So here is the squeeze. If you have to purchase the product at a premium and sell it at a discount, you are going to lose money unless the actual value of that product goes up dramatically. Sales charges cut directly into your gains. Also, some of the underlying appreciation of your card's value is being stolen away by successful arbitrage, which acts to quickly stabilize any movement in prices. Anyone who wants to really make some money buy investing in Magic has to take a broader approach and invest for the long term.

So there it is. This isn't an exhaustive list obviously, but I just want to give you a look at some of the problems that can stop you from making a profit trading Magic cards, even if it was heavy on theory.

That is all for this week. How are you enjoying the series so far? As always, your feedback is appreciated. Leave your thoughts in the comments below. I will see you next week for my discussion of how to successfully invest in MTG.

-GG

Sunday, February 15, 2015

In General: MTG Economics Part 1: The Primary Price

Hello and welcome back to In General. On Sunday's here at TGZ we talk about anything and everything related to Magic the Gathering. Today, I am beginning a four-part opinion/educational piece on the economics of MtG, starting with everyone's favorite scapegoat: MtGO.

You can ask anyone in town, they will all have a few complaints about Magic Online. Specifically, I am going to pick out something that has been bothering me since the very beginning of online play: the cost structure.

Market Control

If you want to purchase a physical MtG sealed product, they are pretty expensive. There are certainly costs to creating and producing the game, but those are relatively small. Primarily, what drives up the cost of Magic cards is demand. While Wizards works to make the game appealing and grow the player base, the demand for cards is largely outside of the company's control. Some sets sell better than other. The reason for this is the strength of the product and people's interest in it.

Things are a little bit different when it comes to Magic Online. The costs of maintaining the program and providing support, etc., are still definitely there, so it could never be free, but there is no scarcity. A mint condition Black Lotus is expensive because only a handful still exist and thousands of people want one. Black Lotus is expensive on MTGO because Wizards has decided it will be that way.

By restricting the supply of new electronic cards 'produced' they keep the price of electronic boosters and other sealed product high, which they can then continue to sell for 99% PROFIT.

I fully endorse Wizard's right to run a profitable business and make money by entertaining people. That is their right as a corporation. But make no mistake, there is no real correlation between the price of an electronic booster pack and a physical one.

They don't require the same materials, don't trade in the same market, and don't suffer the same economic constraints, so why are they the same price? Actually, electronic boosters are usually more expensive from the Wizards online store than they are in real life. Tying these prices together is a convenient way for consumers to visualize and accept the costs, but in actuality this represents a clever price fixing scheme by Wizards.

Consumer Protection

When you provide a product to consumers, you should be required to disclose the extent to which you a Market Maker in that particular product and what your Compensation, if any, is for facilitating that transaction.

A market maker is any entity that has a way to control the supply, and thus the price, of a product. If you are a dealer with an inventory position, you are a market maker, provided you have at least a small percentage of the market under your control.

Compensation is pretty straightforward. I am not saying that every dealer needs to provide a full income statement and balance sheet with every candy bar they sell, but interested consumers should be given the opportunity to scrutinize such information at their request, if only in the interest of consumer protection.

Savvy readers may have picked up the language and rules that I am referencing. This is securities law. In the United States, nationally traded securities are regulated by the Securities Exchange Commission, which utilizes these rules for enforcing proper disclosure of material facts to consumers BEFORE THEY BUY.

Servicing vs. Profiteering

I am an adamant supporter of consumer protection. Not necessarily consumer protection LAWS, which are often politically motivated and have only modest effectiveness, but rather responsible business practices.

If a man was dying of thirst in the desert you would give him some water, right? Well, if you always did it for free, soon you would be out of water yourself because people would take advantage of your kindness, so you need to regulate the price somehow. You also don't want to charge extortionate prices because that will turn people away from you, shrink your market share, and most importantly: it won't serve your customer's needs.

I am arguing that, by pegging the price of online boosters to physical boosters AND artificially restricting the supply by only presenting limited public offerings, Wizards is behaving in an anti-consumer way. They are charging a fixed, theoretical maximum for a product which has a negligible marginal cost to produce. They hold a monopoly position, which is unavoidable because they created the game themselves and it is their intellectual property, but for those who are not inclined to an in-depth economic analysis, suffice to say that this situation usually ends poorly for the consumer.

Charging the highest prices that you can while optimizing sales is a typical indicator of a profiteering business model. A servicing business model is one in which you voluntarily charge lower prices to build up loyalty, trust, and social equity with your customers.

At the beginning I promised that this would be an opinion piece, so in case you don't think that you have gotten your money's worth, here is my final opinion on this subject: Companies, particularly someone like a toy manufacturer who brings so much joy into the world, should use a servicing model for pricing their products, NOT a profiteering model.

Join me next week Zoners, when I discuss why Magic isn't a great investment. Oh joy!

-GG

Sunday, February 8, 2015

In General: Manifest Destiny

Hello and welcome back to In General. Every Sunday here on The General Zone, I get to talk about anything and everything relating to Magic the Gathering. This week we are taking an in-depth look at the new Manifest mechanic and what it means for both designers and players. By now everyone has had a chance to read our set review articles and play with the cards a bit, so I want to discuss the limited environment of Fate Reforged.

The Morph Format

For those of you who played Time Spiral limited, you know that Morph can be tough to play against. Also, you have no idea how easy you had it. Does anybody out there remember Onslaught block?! Jeez.

Zombie Cutthroat
When Morph first debuted we had no standard by which to evaluate it. At first we didn't know all the morphs, and there were quite a few whammies that you needed to watch out for. Have you ever run into a Zombie Cutthroat and then felt really bad about yourself? This card was in Cubes for a long time because it it was so hard to play around....but we learned, didn't we?

The level of Instant-speed interaction in the average game of Magic has gone up significantly over the years. On board tricks use to be less common and easier to play around...until Morph happened. You used to be able to pick up a card and read it to find out what it did. Morph FORCED you to remember every detail of every Creature that it was printed on. That lead to many frustrated new players who couldn't compete with players who were more acquainted with the format.

Morphs in Khans of Tarkir

It is much easier to predict what your opponent's Morphs are in Khans than it was in Time Spiral. The penalty for guessing wrong is still high, but most people are playing rigidly defined color combinations, which helps you narrow down the possibilities.

This restriction makes designing Morph cards much simpler. This gave the designers a little more freedom to experiment with different types of Creatures. There are Morphs that you can flip up for no mana, but if you examine them more closely you will find that they aren't likely to just eat an attacking Creature. At best, they will trade. This helps reduce the mental tax on players. You don't need to be able to determine precisely what their face down Creature is... as long as it won't affect the board much if it were turned face up.

Imagine this hypothetical Morph card:



This illustrates my point perfectly. When it is face down, you are still unsure what to do about it because you don't know what it is, but when it is turned face up...nothing changes. Any play you made by just assuming it was a colorless 2/2 is still valid because it IS, IN FACT, a colorless 2/2 when turned up.

Morphs in Fate Reforged

In Khans limited, the Morph varied greatly in size, shape, and color. You could be running into a woolly mammoth for crying out loud.

By contrast, In Fate Reforged literally anything could be hiding under that Morph bug...right? Well no. If you take a look through the cards in the set, the majority can't ever be flipped up at all, so they are just always the 2/2, but let's focus specifically on the Creatures.

Scrolling through Gatherer you will find that most of the Creatures in the set will trade for a 2/2. That didn't happen by mistake. We have a 4/1, 3/2's, a 4/2, several 2/1's, a 5/2 Defender...coincidence? Nope.

What does it all mean Basil?

From a design standpoint, Morph is complex and rewards more knowledgeable players. Manifest, raises that bar even higher, perhaps too high for normal humans to consistently achieve. Manifest has the effect of increasing variance within the game because it is so difficult to manage all of the necessary information. Sometimes a less skilled player will defeat a more skilled player by flipping a big Manifest threat. This empowers newer players to stay in games that they would otherwise lose.

The bottom line for me is that playing against a Manifested card is always going to be complex and stressful, which I love, but is also just plain fun. You are never really going to know what is under there. You can play the numbers, play a guessing game, or you can just play like you have nothing to lose.

That is a feeling that I haven't gotten from Magic in a long time.

-GG

Saturday, January 31, 2015

In General: Fate Reforged Pauper Cube Update

I will start out by discussing my expansion slots. I am constantly trying to keep the cube fit and trim, so as to keep the format consistent. I allow myself to add cards to the cube two at a time when a new set is released to limit the growth and force me to use discipline in making cuts. I reserve the right to occasionally trim out any number of cards when I make an update so as to facilitate a new theme, but can't make additions at will.

I cut no cards in this update, but did use both of my expansion slots.

Soul SummonsIn: Soul Summons

A 2/2 for two is fine, but unexciting. Normally, I would not consider this a good card in my cube format, but I want to make a point of pushing Manifest. This powerful new mechanic creates very interesting gameplay situations and tests player's knowledge of the format, while adding variance.

The fact that this can almost always trade with another Morph or generic two toughness Creature means that card will never be dead, and it may result in significant upside.



Sultai EmissaryIn: Sultai Emissary

I was immediately excited by this card when it was spoiled. There are plenty of ways to get value in my cube, but getting value off of your two mana play is a choice moment indeed. There are still plenty of one toughness Creatures in this format and opponent's are not going to want to trade off when you get to replace it with a potentially much higher impact card.

This can be a real game changer when you are behind as well. If you are in a chump blocking situation and get to trade up for a 2/2 you are already doing very well on your investment, but if you ever flip up a Creature off this you are going to eat their attacker for sure. A near-certain 2-for-1 is excellent, but adding the possibility of a 3-for-1 is enough to get me to draft this every time.



Formless NurturingIn: Formless Nurturing
Out: Sandstorm

This should be pretty clear. If I am moving away from aggressive decks towards midrange, I don't need a card that hoses aggressive decks. 1/1 tokens will naturally be much worse because of the glut of 2/2 Creatures, so Sandstorm is unnecessary. That being said, I think that Formless Nurturing is the worst of the Manifest cards and I can't imagine it staying in the cube for very long. Creatures with three power and/or toughness are easy to come by and at cheaper costs. Hill Giant isn't really a playable card in my cube.




Ethereal Ambush
In: Ethereal Ambush
Out: Shambleshark

Shambleshark has been a strong role-player for some time in the cube, so I was hesitant to cut it, but I don't want to have too many U/G Flash Creatures because I want to keep the complexity down. Ethereal Ambush is more expensive and harder to see coming, but it also gives more value. I expect Shambleshark to come back at some point in the future, but for now I want to play with the shiny new card.





Write into BeingIn: Write into Being
Out: Font of Fortunes

Font of Fortunes has under-performed my expectations. There are better card draw spells available and it just isn't that hard to pick up quality 2-for-1's. I am also moving the focus of the cube to midrange, Creature-heavy decks with this update, so I don't mind shaving a card draw spell. When you are battling it out with nearly equivalent 2/2's, having more is better. Write into Being will hopefully decide games with subtle edges, rather than raw card advantage.

This decision really wasn't difficult because I only have one 'flex slot' to work with in Blue; I wouldn't consider touching the other cards. I am glad that I didn't have to use one of my expansion slots in this color, that allowed me to use them for other colors that actually need some support. I don't expect Write into Being to stay around for very long, but I want to push Manifest.


Gurmag AnglerIn: Gurmag Angler
Out: Dimir House Guard

Dimir House Guard is great and it will be back. Unfortunately, a regenerating 2/3 matches up so well against Morphs that I had to take it out in order to push the theme I want to try out. On a board full of of 2/2's House Guard goes from a role-player to an all-star and that isn't something that I wanted to happen. In the previous edition, Black had no cards that were above cmc 5 so I am happy to add a beefy finisher to this color.

Also, I have two cards that I want to get into Black, so saving an expansion slot for this color is crucial.




Lightning ShriekerIn: Lightning Shrieker
Out: Act of Treason

Without support from Dimir House Guard, the Act + sacrifice combo can't happen. So this was a natural cut. Lightning Shrieker will still end most games where Act would be good, but you don't have to give anything back to your opponent at the end of the turn. A 5/5 Flyer is going to be the biggest thing in the sky by far, so I am excited to see this card's potential in action.

Speaking of House Guard and being a 2/3: I considered cutting Flurry of Horns for the same reason, being that 2/3's will become much more powerful in this update. My logic for leaving it is that I am much more comfortable boosting Red's power level than I am Black's. Red has struggled to make good late game decks in my cube and I hope that this change, as well as the next card, will make the color competitive in longer games.


Fierce InvocationIn: Fierce Invocation
Out: Pharagax Giant

I thought long and hard about what to cut for this card. Eventually I settled on Pharagax Giant because there was too much overlap. They are both trying to the same thing and are likely to be good/bad in similar situations. If Manifest plays out to be less fun, and I end up changing the cube dramatically after Dragons of Tarkir is released, expect Giant to come back.

The fully updated list is available HERE. See you next week Zoners.
-GG

Saturday, January 24, 2015

In General: Banned and Restricted Update

Hello an welcome back to In General. I am Grandpa Growth and here on Sundays, we cover just about anything and everything relating to Magic: the Gathering. I promised at the end of the Fate Reforged Set Review that I would be discussing the top commons from the new set in my Pauper Cube update article. That will still absolutely happen, but I am pushing it back a week because we got some incredible news in the Magic world.

If you haven't already seen it, the new banned and restricted list has been announced. You can read all about it here: B&R Update. This is huge news friends: several cards were banned, some were unbanned, and multiple formats were affected. Let's walk through the changes and I will give you my take on each card.

Modern

Treasure CruiseBanned: Treasure Cruise

This is about as predictable as the sunrise, but I still think it is worth talking about. Treasure Cruise was abusive and had created a stranglehold. It singlehandedly forced about a dozen decks completely out of the format. Tight aggro-control lists require specific, high-synergy cards to coalesce into a solid game plan. These decks often need some cheap card draw or cantrips to glue the deck together. Without Treasure Cruise, Delver really isn't going to be a deck. This opens up lots of space in the format for decks that were more easily disrupted by Delver's cheap counterspells.



Dig Through TimeBanned: Dig Through Time

Although the debate was not unanimous. no one should be surprised to see Dig get buried along with Cruise. Delver decks would easily just switch the cards. They would be worse, but still strong. The trouble is that a slightly weaker Delver deck couldn't beat things like Scapeshift or Twin, who still get to freely abuse Dig. Banning Dig Through Time will make it so that Twin, UWR, Tron, and Scapeshift are back to their pre-Khans status in terms of power level and metagame share.





Birthing PodBanned: Birthing Pod

This caught many by surprise, myself included. I thought that Pod would be banned a year ago, but it wasn't. Since then, I just assumed that Wizards was endorsing, or at least accepting, Pod as the dominant deck in the format. The argument had been brought up that Cruise and Dig HAD to go, but then we were just left with the same format that existed pre-Khans (plus Siege Rhino). Many people thought that this would not lead to an interesting Pro Tour format, thus the banning of Birthing Pod.

Those who paid attention to the announcement of PT Fate Reforged will probably remember that it was slated to be a Standard constructed portion. This was later changed, as announced by Aaron Forsythe himself. This seemed a little fishy at the time, but I didn't think anything of it until now. The reason for the change is clear and it shows that Wizards has been leaning towards banning Pod for a long time now.



Golgari Grave-TrollUnbanned: Golgari Grave-Troll

There is no Dredge deck in Modern and there won't be one even with this being legal. Troll was pre-preemptively banned when Modern was announced as a new constructed format. The thinking was that they wanted to differentiate this new format from old extended and restricting the power of non-interactive combo decks like Dredge and Dark Depths was a clear first step. I like the unbanning of Grave-Troll because I am not sure it should really be on the list in the first place.

As it stands Grave-Troll really can't have an impact on the format by itself. Dredge could be a problem with the right cards, but Dread Return is the key card in the archetype. Bridge From Below and Narcomoeba are cute, but there are a dozen or more high quality sweepers to solve that problem. E.g. Slagstorm, Drown in Sorrow, Wrath of God. This would only ever be a problem if you could Dread Return a Flamekin Zealot.


Legacy

Banned: Treasure Cruise

Again, no surprise here. The card is simply too powerful in concert with a critical mass of cheap threats, disruption, and burn. Importantly though, Dig Through Time has not been tested as rigorously in Legacy and could play a role in certain decks like Miracles, given an opportunity. An opportunity which the card will get it seems.


Worldgorger DragonUnbanned: Worldgorger Dragon

This isn't as clear cut to me. This card was crazy and abusive and let to degenerate games with degenerate decks. In the announcement article on the mothership, this change was explained by the fact that any reanimator decks would simply rather reanimate Griselbrand than Worldgorger anyway. I am not so sure that it true though. Griselbrand almost always draws enough cards to find a combo finish, which is tough to beat, but that only speaks to the idea of banning that card.

In my opinion, the choice to bring back Dragon shouldn't be based only on the fact that Griselbrand is more appealing. Why would you unban a card that can instantly create a two-card infinite mana combo as early as turn one? Is that what we want to happen in Legacy? Force of will and Daze help keep unfair decks in check, but I don't want Wizards putting me in the position of choosing between only two decks: broken or Blue.


Vintage

Restricted: Treasure Cruise

I like this decision. Vintage is the broken format where no one cares what you are doing as long as it is awesome. Treasure Cruise was a little too strong, but things never really get banned in Vintage, which I like.

As you know I am a huge fan of Pauper and compete regularly on MTGO. I was expecting to see Treasure Cruise banned in Pauper, but it wasn't. I think that the format is diverse and healthy, but many people complain that Delver was already the best deck before Treasure Cruise and now there is no stopping it.

That is dramatic, but I am surprised about this no-call. It could be that Wizards doesn't really care if the format is imbalanced right now because there is no premier level events in Pauper. That would be unfortunate, but I expect it to be at least a little true.


Gifts UngivenUnrestricted: Gifts Ungiven

Okay. Well that is cool andall, but I am not sure it matters too much. Don't get me wrong, Gifts is a totally broken card and it leads to many truly miserable games. It often means that you just can't lose when you cast it. We all know what the card is capable of.

My thinking here is that there are cheaper ways to win in Vintage, so why pay more? Most decks weren't even taking advantage of their ability to play the first copy of Gifts, so that tells me they probably didn't want the second, third, or fourth.

That's all for today Zoners. As promised next week I will have the Fate Reforged Pauper Cube update article. See you then.

-GG

Sunday, January 11, 2015

In General: Disqualification, Grand Prix Attendence, Holiday Cube, and Fate Reforged

Hello and welcome to In General! This article is going to live up to the column's namesake. This week are going to cover multiple topics that touch all parts of the Magic world, including something that we don't often discuss here on the blog: Tournaments.

Caleb Durward's Disqualification Story

This story broke last weekend. First on Twitter and then followed up by a full reporting of the events in question on Channelfireball.com. You can find Caleb's article here: Getting DQ'd In Ohio. I urge you to read the entire article. It will leave you scratching your head, I promise. I still don't quite understand everything myself and I have been following this story from the beginning. For the purpose of this article I am going to assume that you have clicked the link above and read the article.

Caleb is one of my favorite authors and content creators in the online Magic Community. He is a consummate grinder and skilled deck builder. He has a sterling reputation and, as far as I know, has never been on the receiving end of a judgment before. It is my firm opinion that he did not deserve a disqualification. What happened to him was both unfair and unwarranted. He won't be able to get his Top 8 back, he won't be able to get his Pro Tour invite back (assuming he would've won one), but Wizard's Organized Play and the DCI should make every attempt to indemnify him for the losses he sustained.

There are two issues that are at the core of this story:
  • Player's lack a solid understanding of the rules about collusion. This is not a big surprise. The rules are vague and, in my opinion, unnecessarily complex. Before reading Caleb's article, my understanding was that you could NEVER concede in exchange for a split, but that INTENTIONALLY DRAWING was completely acceptable. As it turns out that is just flat out wrong. I am not claiming to be a rules expert, but if a casual player, a professional tournament player, and a level 4 judge don't understand the rules...well maybe they are just too damn confusing.
  • Judges lack a uniform interpretation and implementation of the rule. In his article, Caleb described a situation in which he was trying to explain to the head judge that these types of prize splits were fairly common, a sentiment that I agree with. I see them at almost every tournament I attend (which, admittedly is very few). It is startling to me that Caleb approached TWO judges before committing collusion to ask if what he was doing was acceptable. Those judges gave him vague answers and actually encouraged him to skirt around the rules. BUT THEN, the head judge had a completely different application of the rules and ruled that even the implication of a split-for-concession scenario was proof that one existed and that a DQ was AUTOMATIC. 
I am not offering a solution. I am just letting everyone know that this gives me a weirdy feeling.

The Number of People Going to Grand Prix is Too Damn High!

#GPShizouka is happening this weekend. An event with so many people playing in it that the tournament organizer had to cap attendance A WEEK before the event. Check out this announcement from Wizards: Shizouka Main Event Sold Out.

Is it just me or are Grand Prix getting a little too big for their britches? Two years ago Wizard's Organized Play committed to doubling quadrupling down on the Grand Prix schedule with two goals in mind. First, to have more high-profile tournaments in under-serviced parts of the Magic world like Eastern Europe, Asia, and South America. That worked out great and Magic is thriving in those parts of the world now.

The second goal was to make it so that Grand Prix didn't have 2500 players and take 16+ hours to complete day one. Well...that didn't work out. Grand Prix attendance has continued to grow unchecked despite the fact that there are literally too many for a single person to go to. The prize structure, as far as planeswalker points and pro points are concerned, is just to attractive to pass up for many players. GP's are just like larger PTQ's nowadays because qualifying for the Pro Tour based on your Grand Prix finishes has become a very realistic goal for some.

With Modern Masters II debuting at Grand Prix Las Vegas 2015, player attendance is expected to reach or exceed 10,000. I don't know where they are going to put all those people, but quite frankly, this kind of thing seems bad. Don't get me wrong, it is a great sign for the health of the game, but I don't want to play in an FNM with fifty people, much less a GP with TEN THOUSAND people.

Holiday Cube 2014

The sunset of last year's holiday cube season is upon us. It was a great year for the holiday cube, which has only gotten better since its first appearance three years ago. The new addition of Vintage Masters to the Magic Online client has made powered cube on MTGO a more realistic experience. We now have staple cards like Oath of Druids and Time Vault, which should have been in the holiday cube from the very beginning in my opinion. Playing the cube now is just so much more fun. Everybody is doing something broken. Games are highly entertaining and often resolve in unpredictable and fantastic ways.

In short: I love it.

Fate Reforged

Spoiler season for Fate Reforged has come to an end. The entire set has been spoiled on the mothership. Check it out: HERE.

Next week we will begin full coverage of the set with our regular review articles by Uncle Landdrops and myself. After that I will be talking about some of my favorite Pauper cards and what I am doing to update my Cube for Fate Reforged. In the meantime here is my favorite card so far:

Humble Defector

See you then Zoners.

-GG

Sunday, January 4, 2015

In General: Grandpa's 2015 Resolution

Hello and welcome back to In General. Every Sunday here at The General Zone, Grandpa Growth takes over to deliver you some knowledge on a wide variety of topics. This week we are discussing New Year's Resolutions, both how we measured up from last year, as well as what I want to get done in 2015.

Falling Short

At this time last year, I announced my goals for 2014. The mission was to: drive growth in readership by adding new content and posting more frequently. Specifically, I wanted to make Ill-Gotten Games a weekly segment. I also wanted to expand the variety of text-only posts that we make here on the blog by adding weekly news and two other weekly posts that were shorter and lighter in nature.

Now, if you are new to the blog and you have no idea what I am talking about, don't go looking through the older posts trying to find it. If you have been around long enough to remember me promising you more Grandpa Growth on additional days of the week, then...you are probably disappointed.

It is true that I completely whiffed on delivering any new content. I started off strong, but changes in my offline life made it impossible to sustain a near-daily posting schedule. I was simply drawn in too many directions and something had to give. Unfortunately, the blog broke first.

Changing jobs and cities while trying to maintain a weekly schedule of writing and editing has taught me one important lesson: From time to time you need a hand. Having people that you trust to help you out of a jam can make a world of difference when the chips are down. The sad part is that when it comes to The General Zone, it has become a two man show. Uncle Landdrops and I have both stayed committed to this project through thick and thin, but as our audience grows, so to must our ability to deliver new and interesting content.

I failed, painfully and embarassingly, to deliver on my promises for 2014. Importantly though, I didn't fail for lack of trying. I failed because I ran out of time. Working on the blog, at least at this point in time, isn't something that we can afford to do full time. We want to put in more hours, but UL and I only have so many to give per week. These obstacles necessitate a change in tactics.

A Seed of Growth

We have a plan. In order to make good on our promises from 2014 and also advance our position in 2015 we will need a few extra pairs of hands. My number one priority for 2015 is to add another staff writer. Someone who can contribute, at a minimum, twenty hours a month to producing content.

I talked above about the value of having that 'friend in need' and UL has done a great job networking with other online Magic community members. He has done a excellent job producing content for 'The Other 99', Commandercast, and he is active on MTGSalvation. My hope is that in the coming months we will be able to find opportunities to cross-promote each other's work, including guest articles here on the blog.

There is something else worth noting about 2014. Despite my real life struggles and triumphs, the blog grew. We passed the 50,000 view mark which represented a nearly 100% increase in readership over the previous year. This gives me confidence going into the new year that, if we can build it, the views will come.

Goals for 2015

My goals for 2015 are as follows:
  • Deliver on 2014's promises. That means bi-weekly news on Friday, SNAP KEEP?! every week, You Make the Pick every week, and Ill-Gotten Games at least twice a month.
  • Increasing our writing staff. We have hopes that our previous staff writers will return from hiatus sometime during 2015. I would also like to add someone new to cover the additional responsibilities that we will take on by adding content.
  • Invite a guest writer from the online Magic community to post at least once per month.
  • Hit the 150,000 mark. We grew by about 50,000 last year, I will consider it a victory if we can grow by 75,000 this year.
We have a lot to get done. A year always goes by a bit faster than you think it will, but I am confident that we can accomplish these tasks and I am equally confident that the blog will be in a fantastic place by year's end if we can make all this happen.

For every one out there who has been with us since 1/1/2014, I salute you. To all the new Zoners out there reading this, welcome aboard. It is going to be a great year.

-GG

Sunday, December 21, 2014

Reviewing 2014: GG's Picks

Hello and welcome to the final In General of 2014! All this month I have been looking back at the past year of set reviews on the blog; discussing some of my most and least accurate card evaluations. Today, we continue to review my personal performance. This time looking at the best and worst articles of 2014.

Favorite Post on the blog: Grandpa's Pauper Cube

In many ways I did not have a great year. For the first time since I joined the team here I missed a post. I also totally fumbled the rollout on a bunch of new content that I promised, but never could deliver. However, in other ways I think the year went very well.

In General had a great year. My core business, if you will, is this weekly column. Which, I have kept strong and reliable. The topics have varied widely, as have my motivations and interests, but the core principle of the column is that I bring something new each week: a format you haven't played, a concept you've never heard of, a dynamic that you haven't explored. I always want In General to be about breaking new ground. Showing and growing and churning and burning each week to inspire and edify. I had some innovative articles this year with equally punny titles. Here are just a few:

Vehicular Card Slaughter
Fashion is Danger
Journey to the Center of the Deck

But the best, the absolute cream of the crop this year had to be my month long saga about Pauper Cube. The old saying goes that home is where the heart is. And I know it is true with me. Whenever I drift away to new formats or new decks I am always drawn back to one place. Designing, playing, and maintaining my Pauper Cube keeps me playing Magic. It has kept me from walking away from the game. When you don't have a reliable test partner or a regular play group, what do you do? If you're like me you just dig around in your collection staring at cards for what seems like hours (and many times actually IS hours).

Debating with myself the merits of including Negate over Essence Scatter kept me interested in Magic and it kept my mind focused on the game in times where I easily could have just gone to do something else. It is my Magic muse. It is my baby. It is the most fun and the biggest challenge that I've had with the game. It is my crowning achievement and I was overjoyed at the chance to share it on the blog.

Least Favorite Post: SNAP KEEP?! (all of them)

Unfortunately, things didn't quite turn out as I had planned for the blog this year. I had ambitious goals to expand our posting schedule, add new content, and commit to increasing both our audience and internet presence. Between having to replace my computer, moving to a new city, and starting a new career, I just wasn't able to invest the same amount of time into the blog that I had promised.

I am officially calling SNAP KEEP my worst failure of the year, but the entire expanded content schedule including: news, Ill-Gotten Games, and You Make the Pick all fell flat (and then off the map). These are ideas that I still want to implement, but the future doesn't look like it is going to get any less hectic for me. Perhaps, if we had more resources and staff we could make this a reality...


Favorite Set Review: Khans of Tarkir Utility and Mana

Khans of Tarkir really does have it all. This set was juiced to the wall and there is no way to hide it. It has new players and old fans alike singing its praises. It has constructed powerhouses in every color. It has a surprisingly rich limited format which is a blast to play. Khans brought back tons of great ideas from Magic's past and tuned them up with brand new functionality. My personal favorite twist on what is now becoming a running theme is Villainous Wealth.


Worst Set Review: Born of the Gods Threats

Basically nothing about the cards in this article was good. In fact, the only card from BotG that generated any buzz at all was Kiora, the Crashing Wave and that buzz wore off very quickly; she hasn't seen much play at all in any format.

I don't think that the writing was particularly poor, but I do think that the Creatures in this set were mediocre and forgettable. Unfortunately, that opinion really showed through in the writing. It is just tough to get excited in that kind of situation and when I am not excited about Magic, something is definitely going wrong.

That's all for this week year folks. Enjoy the holiday season and all of its glory: time off from work, good food, family, fun in the snow (not available in all areas). I am off next week, but I will return triumphantly in 2015 with my New Year's resolution article! Happy holidays Zoners.

-GG

Sunday, December 14, 2014

In General: Reviewing 2014: Misses

Hello and welcome back to In General. We are halfway through December and here on the blog that means it is time for me to take a look back at how I did in 2014. Last week we took a look at the biggest hits; all my predictions that were correct. This week we are tallying up my misses. All the cards that I was wrong about from this year's set reviews. Let's take a look.


Launch the Fleet
My original assessment of this card was that it was good enough to replace the second tier token generators like Conqueror's Pledge. Well, that just wasn't true. Launch saw some very limited play at the Pro Tour, but Standard and Commander are not the same animal. There is no reasons to be playing a token maker that already requires you to have a bunch of Creatures in play.

I don't often make an unmitigated withdrawal of a previous statement, but this card just ain't 'it'. Leave it at home.



Daring ThiefOkay guys. I don't know what I was thinking. It just all sounds so good in theory. You get to smash. You get to steal stuff. I should have known that 2/3's for three are not likely to make it work in the cutthroat world of Highlander.

I see a shining glimmer of potential in this card, but I don't think there is any real way to break it. I just got a little over excited about this dashing rogue.







Prophetic FlamespeakerI started to smell the coffee when I scrubbed out of two separate drafts that began with Flamespeaker. I just don't know what it is. This seems like the kind of thing that Red really wants, right?

Well, something here isn't right. If it were a two drop, or if the P/T were reversed, maybe we would see more production out of this guy, but things really have not panned out well for this card. This is particularly disappointing for me because I am always trying to make Red work.




Extract from DarknessI have to be completely honest. I don't see anything wrong with this card. I can't think of even one single thing. There are plenty of Blue/Black reanimator decks, but in the six months since this card came out I have not cast it nor played against it even once. Why are people not playing this? I was sure that it was immediately going to make a splash in Commander. I guess I can't always be right, but this one kind of stings because I was really excited for this card. Maybe it just wasn't mean to be. That is a shame though; this sewer monster is just sooo cute!



Dig Through TimeI had this one pegged for the bargain bin. This is easily the biggest miss of the year for me. I made comparisons between this and Treasure Cruise in the Khans Review articles that were not very favorable, but it would appear that Dig has just as much to offer the discerning Blue mage as Cruise and then some.

In fact, the popularity of combo decks in various formats have propelled Dig to equal Treasure Cruise in playability.

It is interesting to me to see how the story develops as we draw closer and closer to the next banned and restricted list update for both Modern and Commander. Many writers, including myself, expect to see both Dig and Cruise banned in Modern. At any rate, I am taking my yearly dose of humble pie. Dig Through Time is pretty awesome, I was wrong. What else is new?

That is all for today my fellow Magic fans. Next week we will continue our yearly review with my picks for the best and worse posts from 2014.

Saturday, December 6, 2014

Reviewing 2014: Hits

Welcome to The General Zone's annual review of ITSELF! At the end of the year we should always take a moment to look back and reflect on what we have accomplished this year. Here on the general zone we have had an interesting journey in 2014. Plenty of twists, turns, and surprises. In today's article I will be examining my own performance in the set review articles...starting with my successful predictions. If you were hoping to hear about my most dramatic slip-ups and omissions, stay tuned to the blog because next week's In General will be fully dedicated to my biggest misses.

So just to be clear, if you see a card on this list it means that my pre-release predictions about the card came true. Either I said it was bad and it was, or I said it was great and it is.

Worst FearsThis card drew a lot of attention when it was initially previewed. There were many opinions about its playability on both sides of the coin. I however, would like to take full credit here for correctly determining that it was, in fact, not good.

The real killer here seems to be that there is really no easy way to repeat this effect. Worst Fears can give you a big advantage, but the up front cost is high. Additionally, being a Sorcery means that you don't have much control over when you pull the trigger on this, which is unfortunate.



GodsendI feel bad about this one, but when you're right: you are right. I think that everyone, from the design team, to the community, to the players, wanted Godsend to be good. It is just a really cool idea, but the execution falls short.

Personally, this doesn't discourage me, and I hope that it doesn't discourage R&D either. I want to see more Legendary planeswalker equipment in the future. I would love to find out what Sorin's sword could do or what Ajani's busted shovel-axe is supposed to be called.




Dack’s Duplicate
It is pretty unfortunate that this is two colors, but that could also be a good thing. If this were just one color it would really be tearing up the league. Listen guys, I am going to break it down here for you real simple like: Haste is good. I know this might not be much of a revelation, but I have to take victories where I can get them.

This has been a banner year for Clone effects. We have seen some great updates that have brought this effect back to the forefront of the Commander game. After a change to the rules for how Commander treats cards like this one just a year ago, things were looking grim for the future playability of our shapeshifting friends. I for one am glad to see that they are still around and kicking, maybe as good as ever.



Goblin Rabblemaster
The Rabblemaster! Sir Rabblerino has had a great end to the year. A breakout performance in Standard has brought Gobbos back in to the spotlight in a big way. I am usually not down with the G-men, but I have been excited to watch the coverage of high-level tournaments this season because of how cool this Jeskai has turned out to be in Standard. It has been cool to see how the archetype has developed from the release of Khans, to the Pro Tour, to the Grand Prix scene. I am finally excited about pro-level Magic again.





Nissa, WorldwakerHere we have another M15 card that is Standard legal, but this one hasn't yet been given its chance to shine...in Standard. To my people who keep an impressive library size, we have been loving the new Nissa. Apparently she is still on Zendikar and still busting stuff up.

Bring it in close here guys, because I have something important to tell you: Four lands...is a lot of lands. As Creatures and spells get cheaper and more efficient, four land might mean more than they ever have in the past.

This gal just makes so much mana, how could she not be good? Well, if you still haven't gotten on the bandwagon, we have plenty of room! Come and see why the grass is greener on the Green side of the fence.




Hushwing Gryff
Say no to the Rhino! Hushwing has seen action in Standard, Modern, and some limited Commander play. I have switched away from playing Aven Mindcensor and instead I am now packing Hushwing Gryff whenever I can.

I think that it is pretty funny that the place you most want to play this is in Modern Pod decks, but there are so few Pod decks left in the format that you don't have to worry about the mirror match very much.



Treasure Cruise
You know I had to talk about this at some point. My exact words were something like, this is the closest thing to Ancestral Recall that we are going to get. AND BOY IS IT CLOSE! There isn't much left to be said about Treasure Cruise that hasn't already been said so I will just leave it here.

Alright, it's time to return to my college football extravaganza! I will be back next Sunday where we will turn the tables and take a look at my biggest whiffs; the worst predictions that I made in 2014.

-GG