How to Make Your Own Magic: The Gathering Set Part 4: The Power Level of Instants & Sorceries June 24, 2012Posted by James in : all, random, design , add a comment
When making your own Magic cards or set it could be a good idea to consider how powerful instant and sorcery cards should be. I will describe the range of power levels we should expect each instant or sorcery spell to have, which is based on (a) the mana cost, (b) additional abilities, and (c) drawbacks. We can measure the power level of each card in terms of “points”—each instant and sorcery spell can be expected to have the same number of “points” as a creature would for the same mana cost. (more…)all, random, design , 1 comment so far
It’s important to know a little about how powerful cards should be when making your own Magic set. There is a range and not all cards are equally good. Many cards are “strictly worse” than others. Even so, it would obviously be a waste of space to make a 0/1 creature with no abilities for five mana and it would be silly to have a 5/5 creature with no drawbacks for one mana. This article will explain what range of power level creatures can have. (more…)all, random, design , 2comments
You can go here to see How to Make Your Own Magic: The Gathering Set Part 1
There’s a secret reason that making your own Magic set isn’t necessarily as hard as you think — The majority of every Magic set is a variety of normal creatures and spells, and that’s the easiest part of making your own Magic set. The cards (or variation of cards) that appear in just about every set or block are called “staples.” There are two main kinds of staples: (1) Reprints, such as Naturalize and Cancel. (2) Variations of reprints, such as Doom Blade, Treachery, and Defang. It’s not entirely clear how often a card or knock-off must be printed to be considered to be a “staple.” Some cards are “absolute staples” that have been printed in every block for several years and others aren’t. (more…)
I am Selling The Ultimate Elf Collection June 4, 2012Posted by James in : all , 1 comment so far
I have collected Elves for around a decade and I am selling a collection of 290 cards with one of every Elf I got my hands on including an Alpha Elvish Archers, a Beta Llanowar Elves, Norwood Priestess, and much more. I included various editions and promos of the same card when they had different pictures. I used foils for all the Elves I could get foils for. This is perhaps the best Elf collection ever made. This collection likely includes at least one of every elf.
I listed the collection on ebay in an auction. You can also see many pictures of the collection here.
I am also selling many decks and other collections of cards on ebay. Go here to see everything I put up for sale.
10 Other Secret Rules That No Longer Exist May 28, 2012Posted by James in : all, game rules , 2comments all , 1 comment so far
I will discuss (a) what cubes are, (b) why cubes are important, and (c) my common uncommon cube. (more…)
Ten Cards That Have Changed May 12, 2012Posted by James in : all, game rules , 4comments
In this piece I will discuss ten cards that were changed. There are some cards that have been literally made to do different things than they did originally. Some of these cards used to be much more powerful, and others have been made to be better than they once were. (more…)
Top 10 Cards from Avacyn Restored (Review) May 5, 2012Posted by James in : all, reviews, strategy, constructed , add a comment
This is a list of the cards that I like best considering the cards in isolation for various constructed formats — standard, legacy, vintage, and Commander (EDH). I generally will not predict that these cards will actually be played, but I wouldn’t be surprised if they are. (more…)
20 Rules That No Longer Exist (Updated 7/30/13) May 1, 2012Posted by James in : all, game rules , 1 comment so far
Magic: the Gathering has gone through many changes and it’s not quite the game it was originally. I will discuss 20 rules changes. Most of the rules changes made a major difference, but some of them made almost no difference at all. (more…)all, reviews, previews, strategy, tips, limited, draft , 4comments
When drafting it’s important to know what cards are best in order to start taking colors other players aren’t taking, send the right signals to other people that a color is not wide-open, and just because you should be taking some good cards anyway. If you are passed a very good card in a certain color, then the odds are that more good cards will be passed in that color.
It is obvious that many rares are very powerful, but what is more important is to know what commons and uncommons are best because you’ll be seeing them a lot more than the rares. (more…)all, strategy, constructed , add a comment
One of the best things about Commander is that it gives us an excuse to play old cards. Originally generals had to be Elder Dragons from Legends, but now they can be anything. Even so, Legends still provides us with some very good generals to choose from. This is my top 10: (more…)
First Impressions for Avacyn Restored (Review/Preview) April 8, 2012Posted by James in : all, reviews, previews , 2comments
Preview Week has started for Avacyn Restored and you can see many of the spoiled cards here. The two new abilities are Miracle and Soulbond. I will introduce these abilities and discuss some of my thoughts about them. (Other than the fact that I can never remember the name of this set. “Avacyn” is not a memorable word for me.) (more…)
The Three Best Combos That No Longer Work March 30, 2012Posted by James in : all, random , 5comments
Combos have always been important, but some of the best combos no longer work. I will discuss the three best combos that no longer work. These combos haven’t worked for over 12 years. If you jut started playing Magic a few years ago, then you missed out on a lot of good times. (more…)
From Alpha to Legends: Top 10 Creative Cards March 24, 2012Posted by James in : all, random , add a comment
Back when I first started playing Magic, it was less about winning and more about throwing “fun” and “wacky” cards in your deck. And for less competitive players, EDH (Commander) or cube could both still be good places for that. A lot of the most fun cards are “design failures” insofar as they are quite bad, but they are also “design achievements” insofar as great ideas were thought of. (more…)
Predicting the Future Part 12: Magic 2114 (3 of 3) March 15, 2012Posted by James in : all, fake cards , add a comment
Today I will preview 5 more cards from Magic 2114 — some of the most powerful cards you could ever hope getting. Many of these will be quite familiar to us.
Many people will argue that these cards will never be made, but they should be reminded that these cards won’t show up for over 100 years from now and many cards get incrementally more powerful every decade or so. (more…)
Predicting the Future Part 11: Magic 2114 (2 of 3) March 8, 2012Posted by James in : all, fake cards , add a comment
Today I will preview four more cards from Magic 2114 that can give you a good idea what you can expect to see 100 years from now. (more…)
Predicting the Future Part 10: Magic 2114 (1 of 3) March 1, 2012Posted by James in : all, fake cards , 3comments
A little over 100 years in the future Magic cards will exist that you might find shocking. You will say, “That card would never be made!” However, you have to keep in mind that there’s a power creep. Cards can become incrementally more powerful every decade or two. Cards like Kird Ape were banned for being too powerful before Wild Nacatl was made, which is almost strictly better. (And now Wild Nacatl is considered to be too powerful.) (more…)
Magic 2114: A Special Preview February 22, 2012Posted by James in : all, fake cards , 1 comment so far
It’s now possible to take a look at a future article from Wizards of the Coast. Click here to take a look.
The Top 10 Broken Cards for Commander (EDH Tips & Strategy) February 15, 2012Posted by James in : all, strategy, tips, constructed , 17comments
Commander (Elder Dragon Highlander) gives us a unique opportunity to find cards that are broken because (a) the game is multiplayer, (b) players start the game at 40 life, or (c) players each get a “general.” The list of cards here are broken precisely because of these elements. (Even so, I am not saying that they should be banned, or are necessarily better than the cards from the Commander Power 9.) The point is merely that these are cards that should probably be in your deck whenever possible. (more…)
Top 10 Dark Ascension Cards For Standard (Tips, Strategy, Review, & First Impressions) February 3, 2012Posted by James in : all, reviews, strategy, tips, standard , 2comments
This is my top 10 favorite Dark Ascension cards with Standard in mind. The cards on this list might never see play, but I think they are good when considered in isolation, and they are likely to see play at some point. (Perhaps after the next rotation.) Keep in mind that this list is created before Dark Ascension was officially released, so it is somewhat speculative. (more…)