You Can’t Always Get What You Want: The Lack of a Decktype

Oh no, my Angels!

Rosterbation is a term that I learned from the great Seattle Mariner’s blog USSMariner (couldn’t find it’s true origin). When talking about dream lineups and rotations and trading players the term gets thrown around a lot in comments and forums (as well as the verb “Stop Rosterbating”). The ability to make the dream roster using whatever players there are in the game is something that passes through the mind of almost any sports fan and engages in great conversations. It’s not a bad thing, and in fact can be a healthy from time to time.

Magic has it’s own semi-related term: “Magical Christmasland” as coined by Brian David-Marshall (@Top8Games) (or Michael Jacob). It presents what the best situation is to get the most explosive opening hand draw. If your deck worked exactly like this every time it would be unstoppable. Of course, with Magic there is randomization and the very real possibility that you may never get a hand like that. When players are looking at new cards for the first time, it’s always the Magical Christmasland situation that gets people up in arms about how good a card actually is. It’s the hope that drives people to play those decks for the one time it does work.

Rosterbation is about what you would love to have but can’t get for a set of something while Magical Christmasland is the order that you would prefer it to be. There is cross-over in both areas: In baseball you want your lead-off guys to get on and your 3 & 4 hitters to drive them home (Magical Christmasland).

Today I’m going to talk about the other side: rosterbation for Magic. No, it’s not about acquiring cards that you need to build a deck, but having access to the cards needed to build it. Confused? Well answer me this: can you build a reanimator deck in Standard at this current time: (SHA, CON, REB, M10, ZEN, WWK)?

Continue reading “You Can’t Always Get What You Want: The Lack of a Decktype”

Too Rare or Not Too Rare, That is the Question

Alas poor Darksteel, I knew him Horatio...

As we begin the second block with the Mythic Rarity included into the game of Magic, it’s time to take a look and see how’s it been so far and how’s it going into Zendikar block. It’s been a source of controversy and a source of tension between developers and players.

MaRo first announced the Mythic rarity June 02, 2008. What most players remember is this quote:

This now leads us to the next question: How are cards split between rare and mythic rare? Or more to the point, what kind of cards are going to become mythic rares? We want the flavor of mythic rare to be something that feels very special and unique. Generally speaking we expect that to mean cards like Planeswalkers, most legends, and epic-feeling creatures and spells. They will not just be a list of each set’s most powerful tournament-level cards.

And from Aaron Forsythe’s Twitter account in the past few weeks here:

My definition of mythic rare: cards that are jaw-dropping to some part of the audience.

And here:

The mythic definition should be broad, not “planeswalkers + cards that aren’t very good.”

By taking these two definitions (Epic-feeling creatures/spells, non-staples/most powerful tournament, jaw-dropping), let’s take a look back at what’s been printed so far and how they fair to these definitions. But to make one more definition of our own: What is a staple card? Cards that are staples can be used in a variety of decks, not a very narrow deck that is very good. Staple cards include: Cryptic Command, Tarmogoyf, Bitterblossom, Reflecting Pool. Non-staple cards are Mistblind Clique, Doran the Siege Tower, Arcbound Ravager. Continue reading “Too Rare or Not Too Rare, That is the Question”

After MaRo – The 2009 State of Design Response

MaRo from UGMadness.net
MaRo from UGMadness.net

This is the 5th State of Design that MaRo released since his tenure as Head Magic Designer who is the mouthpiece of Wizards. But this is quite an important one as now, after this amount of time, he has developed a pattern. Before we look at the present (and the “future”), we must look at the past.

MaRo always has goals that he wants to do for design for the upcoming block. This is always an easy task because *shock* they have already designed and close to printing the future block that MaRo is wanting to make goals for. It’s easy to make goals for something you’ve already done. Maybe goal in the traditional sense (the act of throwing, carrying, kicking, driving, etc., a ball or puck into such an area or object), should be replaced with another definition (Synonyms: 1. target; purpose, object, objective, intent, intention. 2. finish). Um, let’s use intent. It’s their intent (goal) to do hit these marks and make them go over well.

Taking a look at the past year’s “goals” there is a pattern going on here (MaRo says humans like patterns). Let’s take a look at them for each year and see what the goals were with what they accomplished:

2005 – Ravnica: City of Guilds Block

1. Institute block design (Have colored pairs throughout the block rather than one set)

2. Design between blocks (Don’t have Ravnica beat up Champions, let them work together)

3. Design and create integration (Create more Spirits!)

2006 – Time Spiral Block

1. Continue with the past goals (Past-present-future, cards that work with multicolor, mix dredge/hellbent with flashback)

2. Embrace the tools of the past (Use old mechanics)

3. Find ways to surprise (Surprise! Psionic Blast is back! Surprise! Wrath of God is now Black! Surprise! Magic is making contraptions!)

2007 – Lorwyn/Shadowmoor Blocks

1. Go back to our roots (Creatures smash and Blue/Black get the best spells)

2. Find innovation that doesn’t shock (Besides that four sets a year thing. Two/two blocks (race-class, friendly hybrid/enemy hybrid))

3. Be all inclusive (Spikes got Faeries/Cryptic Command, Johnnys got hybrid and Timmys got the entire Lorwyn block)

You gotta diversify your bonds!
You gotta diversify your bonds!

2008 – Shards of Alara Block

1. Give things more time and space to breathe (The middle set? No new mechanics)

2. Embrace Flavor (5 shards each with their own keyword/theme)

3. Don’t be afraid to diversify (We about to go to war, invest in some nuclear bombs)

2009 – Zendikar Block

1. Explore new areas of design (No set around lands yet? Brilliant!)

2. Bring more resonance to the game (It’s a Trap!)

3. Continue to challenge expectations (Third set? Yeah, it’s big)

What does that mean? Do MaRo’s goals actually mean nothing then just big giant spoilers for the whole block? Is the cake a lie? Continue reading “After MaRo – The 2009 State of Design Response”