Ask Ken, 08/11/2004
Do you think it’s a good idea for Wizards to let players decide which cards will tournament-legal and easily accessible for the next two years?
Do you think it’s a good idea for Wizards to let players decide which cards will tournament-legal and easily accessible for the next two years?
The only constants, from October of 1995 until the summer of 2002, were the specter of my parent’s divorce, and the game of Magic. The divorce would take me on a soul searching journey up and down the Eastern seaboard, across the seas, and into my heart and mind.
Cog Elemental has added some key rares since its initial Nuts and Bolts decklist, but the heart of the deck is still a pile of commons and uncommons. Heck, most of the variations I discussed last Friday are also fairly rare-light. One of the comments I’ve heard from several people online and in the Forums is that the deck can be built for far less than $50 total. Even still, on this penultimate day of my experiment, I want to retrace my steps and look at how to make a version of the deck that is truly”lite” (a phrase I coined on magicthegathering.com meaning”without rares”).
Chris: “Pay two life, discard that. I’ll gain two life with my Fountains.”
Anthony: “Whoa, whoa, whoa Huang! Give me a second to think here.”
Chris: “There’s nothing to think about. You can’t have the card.”
Anthony: “Let me think about it.”
Chris: (Getting more annoyed). “I deny!”
Anthony: “What?”
Chris: (Grabs the card out of Anthony’s hand, and throws it in Anthony’s graveyard) “I deny!”
Current scuttlebutt around the watercooler is that Wizards, with its first deployment of “official” rules, is attempting a foray into multiplayer tournaments. Will this destroy the sanctity of the casual player’s realm by throwing a few sharks into the fish pond? Or will it become a paradise for those estranged individuals who long for more social interaction in Magic?
Those of you who were around the old Magic Dojo site might remember a series I did at the end of 1999 called Rule of Law. With this introductory article, I hope to resume it here, picking up where I left off.
For the PTQ recently held in my neck of the woods, I decided to go with Big Red, primarily because I liked that it had game against the entire field, and in the words of teammate Chris Fox, “when in doubt, burn ‘em out.”
Kirk (sarcastically):”Well now, isn’t it convenient that you drew four Swords to Plowshares by turn 4?”
Me (surveying the game):”Just about as convenient as you drawing four Hypnotic Specters by turn 4, wouldn’t you say?”
Kirk (averting my gaze):”Um oh, um, well, I guess we’re both lucky.”
Me (driving the point home):”Yeah, right Kirk. (Derisive) Lucky.”
In his latest article on mtg.com, Paul Barclay introduced draft multiplayer rules and asked for feedback. Since I play a lot of multiplayer, I have some feedback. I’ll go through the rules as released, with the rule sections in Italics, and spout off about them. Then I’ll talk about the things these rules don’t cover, and other problems (and I’ll throw in some MD5 stats at the end).
All Suns’ Dawn is up for Banning
Bringer of the Black Dawn is up for Banning
Eternal Witness is up for Restriction
Change the minimum color requirement to twenty cards of each color.
Okay folks, we have to be honest here. Romeo’s out of ideas. No really, there are only so many times you can write about Centaur Glade, Johnny Damon’s hair, the model for Eternal Witness, Lindsay Lohan, and playing Magic with your brother who lives in Iceland. Therefore, your job is to read Chris’s latest ramblings and then chime in with ideas for Chris’s next article. In the meantime, enjoy a variety of budget decklists Chris has been working with on Magic Online.
Today, with the end of the experiment right around the corner, I thought I would outline a few of the more interesting ideas I’ve received either in the Forums, via e-mail, or online. This won’t be an exhaustive list, obviously, and I’m not going to pursue any of these directions in my deck. Hopefully, though, walking through them will inspire you in your own mad tinkering.