Magic: The GatheringOrigins of the Game (credit: @Shadowen)
This game was invented in 1994 by Dr. Richard Garfield, a hilariously fat cat with an honorary degree in tormenting mice. His understanding of nature’s unforgiving savagery lent him unique insights he fashioned into the initial design of the game. Like many cats, though, he soon grew bored and wandered off to do other things. Since then, the game has come under the direction of the MaRo, a hideous beast that delights in torturing people after they give him money, and its erstwhile "owners", Sorcerers by the Sea. However, their perch is precarious.
At the age of eighteen the game is now legal, but in the intervening time it has become a self-aware monster, its tentacles spreading to all corners of the globe, and now rather than the other way around it is busy fucking
us to get at that sweet, sweet cash. They tend it carefully, lest they become its next victims.
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General Gameplay Concepts
Cast spells! Fight with creatures! Cast more spells! Is your opponent dead yet? Yes? Good job. No? You're probably dead. Shuffle up and play again!
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Can You Give Me A Real Primer, Please
OK, yes. I stole this too:
If you want to get a closer look at the rules, check out
this link and click on “New to Magic”. There is also a game called Duels of the Planeswalkers (there are three games right now: the original, 2012, and 2013), and you can get the demo for any of the three versions for free on X-Box Live, Playstation Network, or Steam. They have tutorials built in! Isn’t that thoughtful?
...you’re having trouble finding players? Fair enough. You know the store where you got those cards? Ask them if they have any events. Typically they will have a thing called Friday Night Magic. There’s meet and greets, mini-tourneys, casual play, trades, anonymous group sex (but they will deny it if asked), the works. Also, don’t worry about the lore. Do you need to care about the story in Risk? No, you just conquer all the other motherfuckers. If you want, you can look into it, but it doesn't need to distract you from enjoying the game.
The Colors
There are five colors of magic and tens of thousands of individual cards between them (not to mention colorless cards!), but they generally adhere to the following style. (Some cards step out of these for various reasons, but this is a good rule of thumb.)
White: Efficient armies of small creatures. Permanent status effects. Healing. Judgment. Angels. “Good guy” magic.
Blue: Countermagic. Flying creatures. Locking down the board. Mind control. Card advantage through drawing more cards than an opponent. Mermaids and gigantic sea-creatures. “Dick” magic.
Black: Creature killing. Creature punishment. Player punishment (and not just opponents). Card advantage through forcing an opponent to discard. Vampires. Zombies. Ghouls. “Bad guy” magic.
Red: Direct damage hitting creatures and players. Fast creatures with drawbacks. Fire. Goblins. Dragons. “Psychopath” magic.
Green: Enormous creatures, hard to kill creatures, magical energy generated by creatures, and anti-air that would make an SR-71 nervous. Elves and beasts. “Forest path” magic.
Here are some
USEFUL LINKS:
Magicthegathering.com - This is the Magic mothership! You can find all sorts of goodies here, including article series that cover the many facets of magic from both a player and designer perspective. I'm pretty partial to Making Magic, Building on a Budget, and Limited Information!
Gatherer - This is Wizards' official card database. You search for cards using some different parameters (color, cost, artist, to name a few). Good for building theme decks or finding a particular wording.
The Magic Rules page - This is where you can find the comprehensive rules alongside a list of every keyword in magic.
MagicCards.Info - a Gatherer-esque site which provides quick search, comparison of different card arts for individual cards, and card pricing information.
Star City Games - This is probably the next biggest Magic site next to the mothership; it has its own database alongside its own daily columns. As an added bonus, Star City is a very reputable Magic retailer, and is a good place to look if you want a price reference for certain cards.
ChannelFireball - The best free resource for Magic: the Gathering strategy articles, and a reputable card dealer in its own right.
MTGSalvation - A good website dedicated to Magic, and the best source for compiled information about "spoiled" cards from upcoming (unreleased) Magic sets.
Tappedout.net - A website used to post decks to share with others, or to find ideas for your own decks.
Essentialmagic.com - This is another site that allows you to construct decks and post them online for critique. It also has a comprehensive list of formats and what sets are legal in each of them.
The Magic Academy - This is an article series that was written as a tool for new players to get themselves familiar with the game. It explains the philosophies behind certain cards, when to play them, when to attack, how to block correctly, and other helpful topics.
Five Rules for Avoiding Manascrew - One Weird Trick To Devise A Solid Mana Base For Any Deck
Deckbuilding 101: Five Tips for Better Deckbuilding - A must-read for any Magic player. It doesn't really discuss specific strategy, but spells out certain fundamentals that every Magic player should absorb right into his bone marrow.
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Release of New Sets
New sets come out roughly every three months, with a "core set" being released every summer, and a "block" of three thematically- (and often mechanically-) linked sets being released at three-month intervals throughout the year.
Since Magic 2010, core sets have been comprised of roughly 50% new cards and 50% reprints. They serve to be simpler sets mechanically, which lowers the barrier-to-entry for new players, as well as helping to sculpt the Standard environment by defining a set of reprinted cards which are available to the format. The most recent core set is Magic 2013.
The advanced expansions that comprise a "block" are comprised of a much higher ratio of new cards to reprints (90-10 or 95-5, excluding basic lands), and tend to introduce more complex cards and interactions. The first set of a block is typically a "large" expansion (~250 cards), and the second and third sets are "small" expansions (~160 cards). The current block is comprised of three sets: Return to Ravnica, Gatecrash, and (ahem) Dragon's Maze.
Duel Decks, Premium Decks, Commander products, and "From The Vault" anthologies are released periodically, and provide Wizards a way to make more money by releasing cards that are in demand for other formats, without making those cards legal in Standard by shoehorning them into a new set.
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Magic: The Gathering OnlineA Guide for the New and Returning Player (totally mostly stolen)
As it goes with most things, players enter and exit the game with some regularity. Similarly, the game changes with the introduction of every new set and the costs to play are always in flux due to the various economic conditions and overall popularity of the game. So how you gonna stay on top of a thing?
To start:
Rules Primer for New and Returning Players
Once you've slogged through that, you can start in two places on MTGO (or both): Limited, or Constructed.
Limited (Booster Draft / Sealed) - These formats are played using unopened product, and the prize payout for Limited events *is* unopened product, so the cost-per-event will vary wildly based on your performance. It can also be dangerously expensive for the beginner or bad player, so be cautious about entering into the game and heading straight to the draft queues. Expenditures of $11-$14 will quickly multiply and you will be broke as fuck.
Standard - The most popular "Constructed" format, comprised of the two most recent "blocks" + the most recent core set (though there is a brief interval where multiple core sets are legal). As with most Constructed formats, Standard has a high cost of entry that is partially exacerbated by the fact that the format rotates yearly and players have to "re-up". However, once you have a deck built, its shell will generally last you 6-12 months, and your cards will tend to retain at least a portion of their value until they rotate out of the format. Standard events also have a much cheaper entry fee, since you don't have to cover the cost of unopened product.
Beyond Limited and Standard, you'll find Block Constructed, Modern, Legacy, Pauper, and Classic. Besides Pauper, which is exclusively commons (albeit some relatively expensive commons), the other formats all have similar (or greater) costs to Standard.
FAQ
Q: Where can I procure this game?
A:
Right here, at the official Wizards site.
Q: This is ugly as hell?
A: The new version of the MTGO client is in Beta testing. Also, a lot of people fail to appreciate how hard it is to get a full M:TG battlefield's worth of cards and information onto a single screen without having it look cluttered. It used to be
even uglier.
Q: It runs like shit.
A: Yeah, sorry.
Q: What is there to do in the game?
A: Almost everything you can do in Paper Magic, and a couple other things besides. Currently, you'll have access to about 90% of every card ever printed -- almost everything worthwhile that's Pre-Mirage has been compiled into four Master's Edition sets, while everything from Mirage on is available (though only Standard-legal sets are purchasable from the official store). All the major formats are played online, with a constant stream of Draft, Sealed, Block Constructed, Standard, and Modern tournaments. The occasional Legacy and 100-Card Singleton tournament will also fire, but don't hold your breath! The multiplayer room is home to 2- and 3-Headed Giant, Emperor, Commander/EDH, FFA, and other niche game types.
Q: How much is this going to cost me?
A: A new account costs 10 dollars (if you like the game, it's going to end up costing you a lot more). Every new account comes with a set of gold-bordered cards taken from the Duels of the Planeswalkers game, as well as a mish-mash of cards from the most recent core set and a booster from that same set. It's suggested that you don't "open" the Planeswalker pack, as the cards can't be used outside of a single specific format and they will clutter your collection.
Q: How do you get unopened boosters for less than $4 each? How do you get boosters that are no longer sold by Wizards?
A: People and bots sell them! Generally, since the payout for Constructed and Limited tournaments is in booster packs of a current set, people are willing to sell those for less than face value in order to turn them into a more universal MTGO currency ("Event Tickets," which correspond roughly to dollars). You can frequently find packs of recently released sets for around 3.5 "tickets" apiece.
Q: Where are good places to buy singles on MTGO?
A:
@ChaosHat recommends
CardHoarder and
MTGO Traders. He claims they are "consistently cheap" and "pretty nice".
Q: Where can I sell my singles back to feed my drafting addiction?
A: I'd recommend any of the CardBuyingBot bots, or the
Supernovabot bots. Their prices are generally pretty fair.
Q: How could anyone pay that much for fake cards?
A: Because the game is fun? Also, if you collect every card in a set, you can redeem them for a pull set of paper cards (check the "set redemption" details on the MTGO website to see which sets are currently eligible for redemption).
Q: How do I join the PA clan?
A: Add metaghost to your buddies list once you sign up. Then, if you see him online, PM him and ask for a clan invite. He claims to usually be on evenings, EST/EDT.
Q: How come I can't play spells at the appropriate times? I'd really appreciate being able to drop a Qasali Ambusher on dat azz.
A: Check your stops. Go into your Gameplay Settings and you'll see a grid of boxes structured according the various timing steps. If the game isn't letting you cast a spell when you want/should be able to, check the appropriate box. Beware of too many stops though, as it can slow your play to a crawl and result in undeserved losses. As a related aside, to respond to your own spell-casting, primarily for the use of a card like Twincast, you must hold the CTRL key as you cast the initial spell.
Q: My opponent in this tournament hasn't done anything for like 3 minutes. What gives?
A: In what is one of the most annoying and persistent glitches of all time, it's possible that it's YOU who haven't done anything for 3 minutes. Sometimes priority doesn't get passed properly and the client bugs out. If you think this might be the case, close MTGO, re-open it and log back in.
Q: When I'm online, how do I link cards in the chat windows like a pro?
A: Just put the card name in curly brackets. Like this: {Terror}
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Good luck! This may be a card game for children, but you're an adult, god damn it, and you're going to
win.
Posts
Path of Exile: snowcrash7
MTG Arena: Snow_Crash#34179
Battle.net: Snowcrash#1873
Path of Exile: snowcrash7
MTG Arena: Snow_Crash#34179
Battle.net: Snowcrash#1873
Gatherer it's very useful for wide searches, but I really like using magiccards.info for looking quickly at multiple card arts and sets and having the super handy price range right on the same page.
Added!
EDIT: post or PM me any other feedback you have on the OP. I'll be pruning and tweaking periodically throughout the day.
Path of Exile: snowcrash7
MTG Arena: Snow_Crash#34179
Battle.net: Snowcrash#1873
Steam ID: Obos Vent: Obos
Add something about how playing Blue makes you a horrible person. The kind that kicks dogs and cheers for the Oakland Raiders.
I first-picked Sphinx's Revelation in an RTR draft, then immediately moved into Golgari.
Because fuck blue.
Playing Red doesn't make you a horrible person, just means you're into helplessly flailing whilst in the grip of fate.
She went Orzhov, got Golgari as ally. I went Simic, got Azorius as ally.
Pretty balling.
The Simic pool was really solid. Plasm Capture, three Runner's Bane, a bunch of other counters and controly stuff alongside a capable evolve curve.
The Orzhov pool was weird. Two extort cards, total. But pulled an Alms Beast. Decided to go an agro Orzhov and control Simic route. It worked great!
...except gf had done midnight prerelease and was literally chugging coffee after coffee and still nearly falling asleep. So we dropped after two rounds, and gave the second team our victory by conceding at the last possible moment (even though we had the game completely locked down).
Probably one of the best 2HG experiences I've had, despite it being cut short.
the "no true scotch man" fallacy.
BTW, there was at least one 2HG flight at another local store where the players made a gentleman's agreement prior to pack opening that nobody will play Debt to the Deathless.
the "no true scotch man" fallacy.
Steam ID: Obos Vent: Obos
I, um...
?
Path of Exile: snowcrash7
MTG Arena: Snow_Crash#34179
Battle.net: Snowcrash#1873
Red really needs something else besides burn, dragons, random effects, and overly wordy terrible horrid horrible bad awful gross disgusting revolting miserable expensive sorceries.
So after cracking 28 packs and getting 2 shocklands, I can say that the odds of a shockland per pack is 1/14.*
*Most likely wrong
I got 1 shock across 12 packs, so I don't think that's far off.
the "no true scotch man" fallacy.
Two of my friends were able to combo Debt to the Deathless with Zhur-Taa Ancient (Mana Flare beast).
I think your chances are supposed to be half those of getting a shockland in RtR or GTC.
EDIT: And one Maze's End, not I need any after 6 prerelease events.
A list of things, should you be of the gifting persuasion
Do your friends have decks already? What kind of decks?
Path of Exile: snowcrash7
MTG Arena: Snow_Crash#34179
Battle.net: Snowcrash#1873
I've been behind on the news.
the "no true scotch man" fallacy.
I'm under the impression that Modern Masters is taking the role for the year, though it obviously serves a different function.
Could be wrong about that, but I would expect WotC to have released a one-sheet about any additional product coming this summer.
Seems quite likely, given its June 7 release date.
Path of Exile: snowcrash7
MTG Arena: Snow_Crash#34179
Battle.net: Snowcrash#1873
If by "rumors and innuendo" you mean "direct quotes from Aaron Forsythe."
Unless they tell collectors to get bent, modern will eventually start to die, just like vintage and legacy are.
Ultimately, Modern is much more capable of being affected by the release of new sets than Vintage and Legacy are; as such, it can be better sustained by the release of new sets, especially now that the shocklands are in abundance. There's no real way for Wizards to reprint the original dual lands that I'm aware of, otherwise I imagine they would have.
It varies, but we mostly play together casually using whatever. One friend has been doing this since Revnica and is hardcore; he has a ton of cards and decks. Another one just buys duel decks and starter decks and uses them largely as is. Yet another friend is hardcore with limited income; he doesn't have many decks, but he carefully assembled each one on paper and bought each card individually.
Cool!
If your friends are rocking 60-card decks without adhering too much to any given Constructed format, I would just poke around on Gatherer and try to find a couple cards you might want to build around.
-If you like blitz aggro with decks full of cheap creatures, cards like Wild Nacatl and Burning-Tree Emissary might be worth building around.
-If you like big, beefy, midrangey creatures, there's always Loxodon Smiter and Wilt-Leaf Liege.
-If you like burn, there's an infinite number of Lightning Bolts and their variants.
-If you like working to stabilize the game and then controlling it superior late-game options, you can always build around a card like Mystical Teachings.
The list goes on and on, and there's no shortage of powerful cards in the game's history. If you can find a couple to build around, you can narrow your Gatherer searches to find the missing pieces (or the fine folks here can help you!)
Path of Exile: snowcrash7
MTG Arena: Snow_Crash#34179
Battle.net: Snowcrash#1873
Alternately, get hold of a couple of Maze's End and build a deck around that card, with Door to Nothingness as your alternate win condition.