Sunday, July 28, 2013

Microbrews; Trostani's Judgement

Hello folks, I-

Hey, wait.
Come back! Here me out, I know what you're all thinking "Trostani's Judgement is limited bulk."

But what if it weren't.
Lets look at what it does: For 6 mana you get to exile a creature, the most effective way of making something dead, and as a bonus, you might get a bonus.
Let's look at it the other way around.
Creatures that enter the battlefield and do a thing are good yeah? They're a fixture of Magic these days. What's better than a creature that gets rid of one of theirs? What if it was a 5/5 that exiles one of their creatures?
Seems fair for 6 mana.

Let's break this sucker in half.

Six mana is expensive. Especially for a card that needs a good sequence of plays to work properly. We're going to need some dorks.
4 Arbor Elf
4 Avacyn's Pilgrim

This deck is going to be white, naturally. But it also wants to be green. the promise of 5/5s is the only thing that makes Judgement even remotely worth looking at. These both tap for either color.

We also need to consider the biggest tokens available in standard.
At any reasonable rate, those are the 5/5 wurms pumped out by Advent of the Wurm and Armada Wurm.
4 Advent of the Wurm
2 Armada Wurm

Advent is a given, especially if we can power it out on t3. Our 6 drop spot is choked because of Judgement, so I probably don't want to run the full 4 Armadas. I figure a 2/2 split between the two effects, maybe some of either in the board.

If we can't have 5/5s, what's the next best thing?
The next biggest tokens in these colors I can see that look even remotely appealing are the Angelic Accord tokens. I love that card. It's just itching for someone to break it in half, but it wants a bunch of life gain to make it work, and I'm not sure this deck needs to be any jankier to accomodate.
Next biggest tokens are the 3/3s. Lots of ways to make those; Garruk, Thragtusk, Call of the Conclave. Seems simple enough.
I figure this deck can use some rounding out, so here's what I think I'd run

4 Temple Garden
4 Sunpetal Grove
4 Grove of the Guardian
7 Forest
5 Plains

4 Arbor Elf
4 Avacyn's Pilgrim
4 Call of the Conclave
4 Farseek
4 Oblivion Ring
3 Centaur Healer
1 Growing Ranks
4 Advent of the Wurm
2 Garruk, Primal Hunter
2 Thragtusk
2 Armada Wurm
2 Trostani's Judgement

Grove gives us something even bigger to populate.
Farseek combined with the dorks gives us a resounding 12 things that enable a t3 advent.

I don't know how good this deck is (not very, in all likelihood), but that doesn't matter because WURM TOKENS.

Let me know what you think.

Thursday, July 18, 2013

Microbrews; Young Pyromancer Aristocrats

Evening folks.

I don't write enough. And when I do, it tends to be on the spot. This stuff that you're reading right now? Wrote it in one pass. No editing. Eyep.

That's not doing the webspace my blog occupies any favors, so I figured I should try to do something to encourage more frequent updates.

Why not dinky little home brews?

YES! In what I hope to become a regular occurrence, I'm going to latch onto a card in standard (because the smaller card pool keeps me from dying from choice paralysis) and build a working deck around it.

This week's lucky winner; Young Pyromancer.

There's a lot I like about this card. It's effect is very straight forward, but can push you into any number of avenues of play. Aggressive burn deck? Tokens matter? Some weird combo deck thing?
THE SKY'S THE LIMIT.
Plus look at that art.

Look at that smarmy little twit. He's got such an obnoxiously punchable face.
Makes me angry just looking at it.
So think of what it will do to the other guy!

My first thought with this guy was very straight forward; lots of burn spells. Meh. Boring.
It did occur to me that if you cast Krenko's Command, you would get three tokens out of the deal.
Same deal with Gather the Townsfolk.
Same with Lingering Souls.
Hmmm....

And that's where this came from;



USE ALL THE TOKENS.

Young Pyromancer makes tokens when you cast an instant or sorcery. So do most of the instants and sorceries in the deck. From there, there's lots of things you can do.
Blood Artist them to death with sac outlets. Dome them repeatedly with your hard to block aristocrats. Make your dudes enormous off of Intangible Virtues.

My main concern is the manabase.
24 lands

I've not actually figured this out yet because I haven't actually built or tested it yet. Stream of consciousness, yo. But I figure that it works something akin to counting the mana symbols when you build your limited deck (I was taught to, when building sealed or draft decks and figuring out the mana base, count up the number of colored mana symbols in your card's mana costs and have a similar ratio of those colored basic lands).

So, that's my first Microbrews.
Love to hear your thoughts on the deck and the article idea.
Thanks for reading!

Thursday, July 11, 2013

GP Miami

The following is a transcript of a forum post I did talking about my recent trip to GP Miami;

I just got back from GP Miami, and boy are my arms tired.

HAHAHAHNo, we drove. 10 frakking hours.

I've been keeping up with Attack on Hulu, and the last couple of eps have taken the show in a direction I wasn't expecting. Not sure if I like it yet.

Got Fire Emblem; Shadow Dragon and Trauma Center 2 for the trip.
Shadow Dragon  is kind of weird because apparently one of the mechanics is that frequently you will have to sacrifice a character in a heroic sacrifice kind of way throughout the story, but the first time they do it is about 5 minutes into the game well before ANYONE has had any real opportunity for character development. Meaning there was no weight to the decision, I know exactly nothing about any of these twits.

Trauma Center is the right kind of frustrating. I like it. Probably a piss poor representation of surgery.

We headed out around 2 in the morning, Friday. Just before that, my buddies gave me a Naya Blitz deck and we fine tuned it just a bit because it was a month or so out of date. Got tipsy on a single glass of Rum and Coke, apparently I'm a light weight. Swapped out Hamlet Captains for Ghor-Clan Rampagers and a bunch of changes in the sideboard. Apparently I overpacked for the trip. Whups.

We get to South Beach a little after noon, struggle for an hour or so to find parking, stick our stuff in the hotel, and then walk to the convention center. I participated in the judge conference with the intent to get my first judge pack. This was not to be as I did not pre-reg. Normally, walk-ins get a worse judge pack than those who registered or those who were judging, but apparently allocation was weak for this event. My best guess is that the system was still recovering from the stress that was GP Vegas.

In either event, the judge conference happened. I attended about 5 or 6 of them. Seminars on how to deal with medical emergencies. The meatgrinder which tests players ability to deal with ridiculous layers interactions. My favorite panel was later in the day and it was basically a "High Level Judge FAQ". Featuring the event Head Judge, an L5 from Argentina; Justin Turner, L3 and event coordinator for the Southeast if I am not mistaken (a distinct possibility) and Jared Silva, L4 and Starcity Games event coordinator.

They answer a bunch of questions ranging from serious to trivial, and they finish off the seminar with their personal favorite funny judge calls.

One of my buddies tried to L2 and missed by one. frakking. question. because there had been a bunch of semantic policy shifts over the last year that he wasn't aware of. Whups.

Another friend did some grinders (didn't get there) and my other two buddies playtested. All-in-all, there were 5 of us. Everyone but me had a round 1 buy, and one of them had 2 buys (means they get to skip that many rounds).

After a long day of that crap, we wandered downtown for a bit, and ate at a pizza place called Groovy's. If you're ever in South Beach, Fl, hit them up. $#!+ was legit. They do this massive, something like 52 inch pizza. Normally they don't sell that to customers, but rather sell slices that big, but we were able to convince them to sell it to us. Half pepperoni, half chicken-spinach Parmesan  Frakking delicious. Came back to the hotel and crashed. 3 of us went to bed, and the other two hit the beach for an hour or so. I slept on the floor because, not because I was too squeamish to sleep between two men, but because I had had enough of being cramped like a sardine from the car drive.

Got up the next day and got our game on. I had to start right away (10 am, I think) and everyone else got a break. They all came to watch me since it was my first time playing at that high a level or with an actual legitimate deck.

Round one against Selesnya tokens. I make a few missplays game 1, but ultimately get there. Game two I completely punt it, and my opponent draws into all the things I can't deal with; Trostani, Relentless. It was gross. Game 3 i get the nut draw, and then I sit down with my friends so they can advice me about missplays, sideboarding, etc. I am told to never side out Medic because it is my best card. I had sided them out for Fiend Hunter because I didn't want to disrupt my curve, but they advised taking out lower drops that aren't as impactful in a bad matchup like this such as Boros Elite.

I try to keep touch with them over the course of the day. Day 2 would be the top 120 players or everyone who was X-2 by the end of the day, whichever number was larger. Two of my friends dropped round after they went x-3 to eat. One of them dropped round 7, another made it all the way. I played the entire day because I had never played at a GP before and I wanted to.

Round 2 against Golgari Midrange. Game 1, make a few missplays that aren't helped by this deck having all the removal forever. Game 2 get the nuts. Game 3, learn that he sided into Curse of Death's Hold. He sticks it t5 and kills half my board. 80% of my creatures will now die, ETB. I concede to the obvious winner, am now 1-1.

Round 3 against American Tempo that I thought was American control.  I ultimately punt game 3 because I don't know how to play around Azorius Charm yet. Whups. The guy was a nice guy sponsored by Card Advantage from Toronto, IIRC. He ultimately top 8d day 1.

Round 4 against Naya midrange. He resleeves a Huntmaster in front of me, and that's the only indication I have that he was playing Naya midrange. This prooves useful G2 because he never plays a spell g1 because I kill him so fast. G2 I side into Pacificsms and Fiend Hunters because I expect that his creatures will be larger than mine. This is true. In sequence he plays two Loxodon Smiters and a Boros Reckoner. Normally, I'd be completely frakked, but I'm fortunate enough to draw into two Firefist Strikers and a Hunter in a row, and am able to attack past his fatty boom booms for the win. 2-2

Round 5 against what I think is Junk rites. G1 I smear him across the conference hall, only seeing a Lotleth Troll. Side accordingly. G2 turns out he's  reanimator. Still win, but I was really worried about G2 because I was expecting Golgari Charms and Curses like in Round 2. 3-2

Round 6 against Naya aggro. Basically my deck, but without the human tribal focus. His deck is slightly less explosive, but can last longer than mine since his dudes are consistently larger than mine. He wins and I'm out of contension. 3-3

Round 7 against Gruul aggro. Very serious looking Cuban fellow. If I had to guess, I'd imagine he was probably tense like me because he had just been knocked out of contension. He was a bit tilted by me getting the nuts games 1 and 3, but we chat a bit, and he recommends a restauarant (that we never end up visiting) called "Los Perros" for legit Cuban food, none of this kitschy overpriced stuff they sell to tourists. If it's good enough for the locals, It's good enough for me. 4-3

Round 8 against mono-red. He draws into all his removal. Forever. I'm in a bad way when I'm on the defensive. 4-4

Round 9 ends the day in kind of a terrible way with my worst possible matchup; Aristocrats. The ONLY way I can win this if he draws crap all game long. The deck simply plays too many creatures for me to reasonably attack past, AND doesn't care if they die, AND plays Boros-I-skullfrak-Blitz-all-day-long-Reckoners main. It was gross. I chat with the guy, and he's from Germany and thus wins the "opponent who traveled farthest to be here" award. He tells me about how grinding GPs is different in Europe. I thank him for the games and that's day 1. 4-5.

Me and my friends stick around long enough to learn that one of us made day 2. The same guy goes around to a bunch of the pros asking to have his mat signed and I follow because why not, and to ask about how to break through the threshold to becoming a pro-player. The people I was with are all really good locally, regularly taking down every PTQ and IQ they go to. Most of the pros emphatically recommend MTGO as a way to A) play constantly, B) play competitively. I'm only half listening because I don't really have the time, money or drive to become a grinder. I'd sure like to try to get better at the game, but at present I think writing and judging is more my speed for Magic.

Go back to hotel, eat leftovers (that pizza was hella big), go to bed. This time I sleep in the closet on top of my suitcase as opposed to the floor. Marginally less uncomfortable.

Our day 2 friend gets up early to go play, but the rest of us sleep in til 11.
We go to cheer him on and participate in day 2 shenanigans. I end up selling a buttload of Innistrad bulk for about $30 bucks. Meet Eric Deschamps and get a bunch of stuff signed by him. I buy a Remember the Fallen print and we chat about stuff. He confirms a story I heard where a guy came up to an event he was at, let him know that he thought the girl on Vampire Hexmage was cute, asks who the model was, and Eric ruins him by telling the player that he himself was the model. Lol. He goes on to tell me that he modeled himself because he had just moved and didn't have any friends locally yet, and his wife is rubbish at it because she never, and I quote, "gets into it."
I ask him about what he likes to do and he says he prefers doing outdoors because he feels he's better at organic environments than architecture and that he worries he can never get indoor lighting right. I assure him that I have yet to notice. When I mention how much I like Remember the Fallen's art, he says that he does too because he really savors the opportunity to do pieces that are quiet and serene or happy, because so much of the art he gets commissioned to do is angry or violent. I mention that's one of the things I really liked about Lorwyn, he agrees and is disappointed when I tell him that Wizards' market research suggests that most players dislike the setting exactly because it wasn't angry and violent. We agree that that sucks and people are kind of stupid sometimes.

Zoltan Boros and Greg Staples don't get back until after lunch, but I eventually get stuff from both of them as well. I realize while waiting for Boros that I have only 8 of the guild charms on me. Disappointed, I buy two artists prints of the missing two on the spot so I can have a complete collection, as well as a totally sweet artist print for the judge promo Cunning Wish. We don't chat much because the language barrier (he can speak English, but it is clearly not his native tongue) make chitchat a little bit awkward. I just now realize that I forgot to ask him about Deadbridge Chant and if it is a holdover from ravnica classic as I suspect because that's so clearly Savra in the art.

Next in line for Greg. His line is the longest, so he has a limit on 10 signatures at a time. I pick out my favorite 10 of his work on me, and I ask him similar questions as I did for Eric. He tells me that he really enjoys dark, gothic art but he has come to really like Squee, Goblin Nabob because it has so much of his personality in it. He also vaguely, offhandedly mentions that he enjoyed doing Theros art because as a native of the Mediterranean, it was all very familiar to him.

My friend ultimately finishes the event in 63rd place, earning him $200 and his first MTG pro point. He is beside himself with glee about being an official pro player. We get on the road and start driving back at around 4 in the afternoon.

On the drive there and back I learn some things about this group of friends. They enjoy electronic music and really, really, unambiguously awful rap music because it's funny. Two; they enjoy the Fast and Furious movies. Multiple conversations ultimately come full circle to heated arguments about whether or not Vin Diesel is gay.

We all stay up late enough to discuss the first trickle of spoilers. We ultimately agree that Chandra4 is not the powerhouse, legacy playable, 3 drop walker red deserves, but it is a step in the right direction for competitively viable red walkers. We then spend about an hour and a half discussing the potential and playablitity of the new Rings of Brighthearthesque artifact that copies triggered abilities.

We get back around 4 in the morning. I thank them for taking me, apologize for the awkard tension on the way back (I took too long at a few gas stations getting a drink) and get home. Ultimately decide to take a shower before bed and sleep from 6 til noon and then spend an hour writing this.

All in all, I had a blast and am looking forward to trying it again.
If you've never gone to a GP, I cannot recommend it highly enough. It is nothing like smaller local events you might be used to.

Saturday, May 25, 2013

The Sky is Not Falling; or How I Learned To Stop Worrying and Suck It Up

GAME THEORY


So, as you may or may not know, the next core set is just over the horizon. This time is a little different, for the first time since M10, we're getting a bunch of new rules. Some big, some small. And as usual, people on Magic social media have gone completely bonkers. You'd think it was a sign of the apocalypse or something.

1. Cats and dogs will marry.
2. Rivers will run with blood.
3. You can't legend rule creatures with clones.

I've been playing the game since Shards of Alara, been a flavor nut for almost as long, an amateur card designer for about half that time, and a judge for 3 months. I've seen Magic from a lot of different perspectives, and I can safely say the sky is not falling. At least not from this.

I figured I'd go over all the changes, what they really mean, and why this won't be the death of Magic. Partly because I love you, and partly because I should actually use this stupid blog.

THE LEGEND RULE

The way the legend rule currently works is that there can only be one legendary permanent (creature, artifact, enchantment or land) with the same name on the battlefield at any given time. The idea being that it's a sort of space time thing. There's lots of bears and goblins and demons and what not to summon across the multiverse, but there is only one Thalia. Trying to make more than one creates a paradox, and both are eliminated. Or maybe your opponent used the same spell as you to dismiss her. Whatever. There is no exact flavor, and it doesn't really matter.
There can only be one.

The way it will work is largely the same, except for individual players. Each player may have a Thalia, but any one player can't have two Thalias. Legends are getting a bit of a boost though, the way it will work is that if at any time you have two legendary permanents with the same name, you get to pick one to keep, and the other goes to your graveyard as a state based effect.

WHY THIS ISN'T THE END OF THE WORLD

Well, I just told you why. An important think to note is that the legendary status was never exactly an upside or a downside, it depended on what side of the table it was on. If you played a legend, and your opponent legend ruled it, sucks for you. If your opponent played a legend and you legend ruled it, sucks for them. This new change doesn't make legends (in and of themselves) better or worse. Just different.

True it makes some legends much better (harder to kill hexproof legends, you can do dumb things like copying Zegana with a Progenitor Mimic, legendary lands and mana rocks like Gaea's Cradle and Mox Opal can be used like rituals) and some worse (can't loop Sharuum in EDH as easily), but as a whole legends just play too differently now for this to be considered better or worse.

I've heard some people complain about the flavor failure of this, and well, yeah, its a little bit worse, but interpreting Magic gameplay as a literal narrative is deeply flawed.
This is a game where Nicol Bolas can pick up Nicol Bolas and beat you to death with him.
There are far more egregious flavor fails in the game than this one. Seriously folks; it's a game about Magic. If you can't figure out how this might work, you're not trying hard enough.

THE PLANESWALKER RULE

The way Planeswalkers currently work is very much like the legend rule, but with names subtypes (the name on their type line) instead of their name. The new walker rule will work very similar to the new legend rule, but again with walker subtypes instead of legend names.

WHY THIS ISN'T THE END OF THE WORLD

Again a lot of the above. When Jace, He Who Devours the Dreams of the Innocent was in standard, many blue players would play Jace Beleren as a way to pre-emptively legend rule their opponents Mind-Sculptors. You get a free draw out of it, and they have to waste a whole turn clearing the board of Jaces before they can play their own. This scenario can and does happen in any format with a significant Planeswalker presence in top tier decks. The new rule prevents that from happening. Again, this is not better or worse, but different.
Wizards has said that since walkers have been printed, they've been hesitant to print Faith's Fetters style removal because of how powerfully it hoses walkers. If an opponent fetters one of your walkers, they've effectively destroyed it and the next one you play. With the new rule, fetters isn't a 2 for 1 against walkers. Which makes walkers stronger but also means that Wizards will be more inclined to print this style removal in the future.
I love playing with walkers, but playing against them, especially without a way to meaningfully interact with them, is miserable. Anything that enables better removal for them is a win in my book.

The flavor is about as weird for this as it was for legends. So the way it was before it was assumed that when you summoned a Planeswalker, they were fulfilling an agreement or debt or similar to you, and when your opponent legend ruled yours away that they were calling in a similar debt. Now, it's not so clear. I've heard some folks suggest that now a Planeswalker is merely playing both sides of the field. An interesting idea, but way more devious than I would come to expect from some of the characters, and it does nothing to answer how Sarkhan could simultaneously be sane and insane, or Ajani angry and mellow, or Garruk cursed and not. Alas, we'll have to learn to deal with it.

THE SIDEBOARD RULE

How deckbuilding worked before in constructed formats was thus; your main deck had to have a minimum of cards (usually sixty) and your sideboard had to have either 0 or 15 cards, nothing in between and any sideboarding you did in between games had to be done 1:1. Which is to say, for every card added, you had to take one out.
Your deck is the same, but now your sideboard can contain up to 15 cards. Additionally, you don't have to take any cards out when you sideboard to put more in. Should you so desire, you may put all 15 cards of your sideboard into your deck. I would not particularly recommend this, however.

WHY THIS ISN'T THE WORLD

Are you seriously going to ask me this? This doesn't affect deckbuilding in any real way. What it does do is prevent really unfortunate game losses that should have not happened. Imagine this scenario; you're playing a competitive game of Magic at a high enough level of rules enforcement that you can be penalized for mistakes. After your first game you do some sideboarding. Now, sometime before the round ends it is discovered that you only have fourteen cards in your sideboard. Under the old rules, you would receive a game loss. Under the new rules, nothing happens. Seems good to me. More games being determined through deck choice and play skill over semantic corner case rules lawyer crap like this is good for the game.

INDESTRUCTIBLE PROMOTED TO KEYWORD

This is a bit weird. You know what a keyword is right? It's usually a single word on a Magic card that implies a larger block of rules text. Key words are used by Magic designers to establish and reinforce themes of a card or set and to save space on cards which allows for more variance in design. For example, what you look at when you see the text box for Storm Crow is "flying" but what is actually there is "this creature can only be blocked by creatures with flying or reach". One of those sounds a lot more elegant than the other yeah? That's what keywords are great!
Indestructible is a piece of technology that was first introduced in Darksteel. It showed up on a bunch of cards and those cards could not be destroyed. Now here's the problem; Indestructible is not a keyword. Never was. R&D was using an English word to denote that cards were the definition of that word; ie, they could survive destruction effects. This was rather confusing as it was used like a keyword. It had design space, colors it showed up in more than others, a balance it had to maintain across effects and rarities, but it was never an ability, rules wise.
This lack of abilityness created a bunch of really weird cornercase scenarios that were probably never intended but just kind of happened because of how the rules worked.
For example, did you know that if you used Turn to Frog on a Falkenrath Aristocrat that had eaten someone that turn, the Aristocrat would remain indestructible? Indestructibility was not an ability to be taken away, just a quality of the card.
Did you know that if you cast Boros Charm that creatures that enter the battlefield after you cast Boros Charm will be indestructible hat turn?
That's some weird crap. Now that Indestructible is a keyword, those scenarios will work more akin to how logic would dictate them working instead of the weirdness that they are now.

HOW THIS IS NOT THE END OF THE WORLD

Because it's not. Now people who aren't certified Magic judges can figure out how indestructible interacts with stuff, and we get to save a bunch of space on cards by changing "Darksteel Colossus is indestructible" to "Indestructible". Neat.

UNBLOCKABLE TEMPLATE CHANGE

"Unblockable" as a line of rules text is being changed to "can't be blocked". Why, you might ask? Mostly to keep it in line with the current templating to the blajillion variants of unblockable already in print.

HOW THIS IS NOT THE END OF THE WORLD

Because nothing has changed. At all. Your favorite Tormented Soul works exactly as it did before.

PLAYING ADDITIONAL LANDS

Of all the weird rules crap I've talked about today, this is the weirdest. Did you know that when you have multiple effects that let you play a land you're supposed to specify which land drop you're using? For example, let's say you have an Oracle of Mul Daya in play right now you have two land drop options. You have your natural land drop (let's call it LandDropA) and the Oracle's land drop (LandDropB). You decide to play a land using LandDropB. Then you cast Cloudshift targetting your own Oracle. The Oracle comes back in, and the game recognizes it as a separate game object. You now have LandDropC. That's some weird crap.
The way land drops will work going forward is that instead of asking how many land drop effects you  have going on is to simply count the number of land drops you have available.
By default you will have 1 land drop. If you have an Oracle in play you will have 1+1=2 land drops available.
If you Cloudshift your Oracle you will still have 1+1=2 land drops available.
Make sense to me.

WHY THIS ISN'T THE END OF THE WORLD

Because it's such a cornercase thing that will almost never be relevant. That being said, this rules change is kind of interesting because its the only one we're getting that actually makes a few cards worse. I know that Cloudshifting Oracles to get 7 land drops in a turn was never a top tier strategy, but I'm sure there's some people out there who did do that sort of thing, and I would like to offer my condolences to you for losing a strategy you loved. Sucks man. ):


Well there you have it, all of the new rules changes. I hope I have helped convince you that Magic will somehow manage to weather this storm.
I'd love to hear what you think about the new rules changes.

Saturday, May 18, 2013

Big Tent Juggler

Disclaimer: This article contains custom card designs. If you are a Wizards of the Coast employee you have my full permission to use any designs or ideas within this article without my explicit written consent or prior knowledge, or without giving me any sort of credit. I love this game and I want to help it in any way I can

My most recent story, A Day at the Circus, was actually inspired by those returning mechanics contests I was hosting last month. I thought of a card, then I thought of a story.
You've already seen the story, now here's the card:

Monday, April 15, 2013

An Open Letter to the MtG Community

Hello folks.

I'm Hairless Thoctar.
Actually rather hairy, been playing Magic for about 5 years now, have become completely obsessed.

As many of you may know, Wizards of the Coast; the stellar men, women, and goblins that they are; are running the fourth You Make the Card event. That's pretty neat.

We've already settled on enchantment for type, black for color, and global for effect.
Not my first choices, but I'm a easy-to-please kinda guy.

Now we're submitting potentially the most important aspect of the card; the rules text.

I'm reaching out to the maybe five of you that will read this with a plea;
Please don't design a Necropotence variant.






Yes, the effect is powerful, but it's so obvious.
When people think of powerful black enchantments, it's the first thing anyone thinks of.

I understand the appeal, really I do, but we can do so much better.
Something distinctive and original that won't either ruin standard for two years or won't fade away into obscurity.


We have the potential for greatness, to design something totally distinct that lives up to the legacy of the YMTC, um, legacy.

We can do it. You can help.

Sunday, April 14, 2013

Villain

There is no rest for the wicked.

Calave recalled the words the Guildmaster Lazav had told him once. He was being senselessly beaten by a pair of Boros officers. It was an odd time to become sentimental, looking death in the eyes. But Calave was an understanding man; he did not fear death.

Quite simply, the world needs villains.

Lazav would go on. The words echoing in his mind mirroring the echoes of his femur being broken in this basement chamber. Calave had been caught trying to steal evidence from a Boros holding facility. Someone had been arrested, and the Calave had been tasked with wiping his slate clean. He wasn't doing too well.

The world that is Ravnica exists in between the black and the white. There needs to be men and women capable and willing to make tough decisions for the good of us all.
Calave was a bit surprised by the turn of events. The Boros were zealous to be sure, but there was normally a procedure for this sort of thing. Sure someone could be expected to be roughed up, but you usually had to do something pretty heinous to be murdered in Boros custody. Calave had underestimated how high guild tensions were running these days because of that fat purple twit.
The officers handling him were out for his blood. It was bothersome, but Calave was going to die here.

There are too many moving pieces these days. The lines have been drawn in the sand. The Guilds fear showing weakness to one another, fear of showing compromise, so nothing gets done. That's what we are for; we compromise them.
We get things done.

A tingly numb feeling was beginning to cascade throughout Calave's body. He couldn't feel anything below his left knee and a glance confirmed that very little below there would have worked anymore anyway. If Calave still possessed the capacity to sigh, 
Not only would his higher ups be tasked with covering up his compromised position, but they would have to send a cleaner to remove the evidence, a wiper to change the minds of anyone involved, a mole would have to figure out where they would move the evidence to, and another attempt at the evidence would be made.
Life would be so much simpler if the Guilds actually made an effort at compromise, even if it wasn't public. They could keep up appearances, but it was no well-kept secret that all 10 pieces were necessary for the maintenance of this strange machine that Ravnica had become.

When the Guilds fail to look eye to eye, we see.
One of the soldiers backhanded Calave so harshly the vision in his remaining eye blurred as though looking through a particularly dirty window.

When communication breaks down, we speak.
A punch to Calave's jaw. What little feeling remained suggested that it was broken, hanging from his face like a faulty marionette.

When no one else makes is willing to do a bad thing for a good reason, we endure.
Calave fell forward. He brought himself to his knees, and then saw a blade spurt out of his chest. The numbness overcame him. His vision failed. His breathe halted.
Darkness.

And then a light.
Calave stared.
In the distance there was a light, obscured as through some sort of opaque lens.
A fish swam by, Calave figured they had ditched his body in an aqueduct or something similar.
Calave tensed, searching for feeling.
What luck, none of his limbs had been severed, this would make this simple.
He brought his hands before his face.
He counted the bones in his hand. Phalanges. Metacarpals. Hamate. Pistiform. Nothing appeared to be missing.
Calave stood up and undid a crick in his neck.



It was going to be a chore sneaking back in through the undoubtedly tighter security.
But such was the way of things.
There was no rest for the wicked.