A few (I use the term loosely) years ago, I wrote a series of posts about the Magic card game from Wizards of the Coast. At this point, I really haven't played any since sometime shortly after writing those posts, something which makes me sad on one level, but it is what it is. You have to pick and choose what you make time for in life, and Magic just isn't in the cards at the moment. But that's beside the point...
For those of you haven't realized it, yet, this post is going to be an analogy. Maybe an extended metaphor. I'm telling a story to make a point.
Before I go on, I should point out that one of the things I liked to do was make working, even winning, decks out of cards other people believed were worthless. In fact, my signature deck was built around
because one of the guys in my gaming group dismissed the card as a curiosity and nothing you could use to build a deck around. And everyone agreed with him. So, well, not only did I build a deck around it, I built a champion deck around it.
Back when I was into tournament play, I was responsible for having two different deck types banned from our local tournaments in north Louisiana. The first deck was organized around this card:
Chains was a card I was immediately drawn to (for reasons I'm not going to try to explain, since it would take more time than it's worth to get the point across to people who don't understand the game) when the Legends expansion came out, though it was mostly deemed a useless card by everyone else. Once I was able to gather the cards I needed for the deck (actually a difficult process where the Legends expansion was concerned), I put it together and took it to a tournament.
Without going into detail, each opponent I played, once I got the combination of cards out that I needed, cried foul. The tournament judge had to come over each time and verify that what I was doing was not, in fact, cheating and that the cards were operating as designed. Each opponent I played got all pissy about losing to the deck I was playing and, basically, accused me of not playing fair. Basically, because I had put together a card combination that no one else had thought of and created a deck no one had a counter to, I had done something that wasn't fair. One player quit in the middle of our match and stomped out of the store vowing never to come back because the judge wouldn't side with him against my deck, and the final player I was to play, the match for the tournament win, forfeited without playing a single game. He had watched my last couple of matches, knew he couldn't win, and didn't want to play against the deck I had.
Of course, my deck was banned after that from future tournament play and, several weeks later, WotC restricted the use of Chains because it was too powerful. The card everyone thought was useless. And the dude who stormed out? He was back the next week and expressed to me his admiration for the deck. No one, however, ever suggested that my win be declared illegitimate due to the immediate banning of my deck or the later restriction of the card.
The other deck I had banned was a deck built around creatures called thallids. Again, I'm not going to get into the mechanics of the deck, but let's just say it was a slow build deck and the issue around it was that it caused long games. When you're trying to keep a tournament to a reasonable length of time, decks that cause long games are not looked upon favorably. And, yes, I built the deck because it was general consensus that you couldn't win a tournament with thallids.
One thing of interest about that tournament:
The guy I played the championship against also had a slow build deck, so our championship match took a long time to play. He had, however, gotten a lucky break in the second game and won a quick victory so that we were tied one to one going into the third game. My deck was such that, though, if you hadn't beaten me by turn four or five, there was no way you could, so we played on and on until I could get to a point where I could wipe him out. The spectators started getting antsy because the game was taking so long and started urging one of us to forfeit. The other guy refused and, being the rules lawyer that he was, everyone knew there was no point in trying to convince him to surrender even though it was painfully obvious that he was going to lose. Eventually. So everyone started trying to convince me to quit and let him win, the logic being that since everyone knew I was going to win, I could forfeit and claim, "I was going to win, anyway."
Yeah, that didn't do it for me, so we played until the bitter end, and my deck was banned from future tournaments. Don't worry; it would have been banned even if I had forfeited.
This is the part where I get to the point:
No one that I beat came back later protesting that their losses had been unfair because my decks ended up being banned. No one came back saying that the tournament outcomes should be re-decided because of any kind of unfair advantage that I'd had.
But, see, white supremacists have lost two wars, two very major wars, and here they are whining about how unfair it's all been that they're not being allowed to "win." They're like little cry baby spoil sports who can't take their losses and realize that no one else wants their white supremacist bullshit.
Or, to flip the analogy (because I can do that sort of thing), I didn't whine about how my decks were banned and keep bringing them to tournament after tournament demanding to be allowed to play with them. No, I went home and came up with new deck ideas.
A good example of how pissy and whiny they are happened this weekend (as I write this) in San Francisco. After being denied all of their tools of violence and ways to broadcast their violence, the white supremacist ninnies called their event off all together. No one barred them from holding their "rally," but when told they couldn't bring their guns and other weapons and paraphernalia, they called the whole thing off (more than once), and played the "Fine! I'll just go home, then, and never come back!" card. [Many of them have said that they want attempt to come back to San Francisco (like it's some kind of threat?).] And everyone shrugged and said, "Okay, go." But the fact that they chose to not hold their rally shows what their true intent was all along: to incite violence. Being barred from that, they had nothing to say.
But they're not going to come back next week and say, "You know, that was well played. We lost fair and square." No, they're going to whine about it and talk about how they were treated unfairly and barred from holding their rally, and their #fakepresident Trump is going to support them in their whining. It seems even Magic players are more mature, much more mature, than white supremacists.
About writing. And reading. And being published. Or not published. On working on being published. Tangents into the pop culture world to come. Especially about movies. And comic books. And movies from comic books.
Showing posts with label Legends. Show all posts
Showing posts with label Legends. Show all posts
Monday, September 4, 2017
The New Civil War (ongoing) and Magic
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Thursday, April 25, 2013
How To Be... a Werewolf
You're probably thinking right about now that the way to become a werewolf is pretty simple. All you need to do is go out and find one and let it bite or scratch you.
That would be incorrect.
Sure, plenty of books and movies depict it that way now, but that has newly been tacked onto the werewolf legend, probably due to its association with vampiric legends due to Dracula. Which is kind of interesting, because Stoker drew on werewolf legends and attached them to the vampire legends. Although it had been believed in Medieval Europe that you had to burn a werewolf corpse to keep it from rising from the dead as a vampire. So if you're looking to one day be a vampire, it appears that being a werewolf is a good start.
But, okay, if you can't become a werewolf from getting bitten, how do you become one? It appears that there are many paths to werewolfdom, and many of them are surprisingly easy to accomplish.
One of the best ways, because you can control it, is to simply wear a belt (or girdle) made of wolf hide. Putting on the belt would cause the transformation to take place, instantly and painlessly. Removing it would revert the wearer to human form. However, some sources said it wasn't quite that simple. Some said the strip of wolf skin, the wolf strap, had to come from the devil. Although you could still control the transformation, because the devil gave it to you, you could never rid yourself of the wolf strap.
Some legends say that you could become any animal at all by drinking rainwater from its footprint. Wereelephant, anyone? Or, you know, maybe find one of those stone dinosaur footprints and drink from that. Weretyrannosaur. One catch, I couldn't find anything that said how long these transformations would last, just that drinking the water would trigger them. I imagine they must wear off; otherwise, no one would have ever known they'd happened to begin with.
Other sources say that you can become a werewolf by sleeping outside in the light of a full summer's moon as long as the light is shining directly on your face. I suppose this must be part of where the full moon part of the transformation legend comes from. The sources implied that transformed human would return to normal at dawn. But these weren't permanent changes; you'd have to do the same thing any time you wanted to become a werewolf.
Still other legends claim that one would need to be cursed by the devil to become a werewolf. Or enter into an allegiance with him. Evidently, there was once a group of sorcerers that craved human flesh, so they entered an agreement with Satan to have wolf forms so that they could fill their craving. They were given straps so that they could control their transformations.
And other sources say that the werewolf has been cursed by God or Angels or, even, saints for committing terrible offenses. I'm not sure what constituted a terrible offense. But, then, still other sources say that werewolves are actually the servants of God in his battle against Satan. They are known as the Hounds of God and go down into Hell to battle demons and witches.
Oh, and some people are just born that way.
There you go. If you want to be a werewolf, you have a lot of options to choose from. Personally, I'd go with the wolf hide belt. Then, again, being a weredinosaur sounds pretty cool, too.
Notes:
1. During the Middle Ages, it was thought that werewolves did not have tails (you know, because people don't have tails), which was how you could tell a real wolf from a werewolf. To keep from being found out, werewolves would run with one of their hind legs extended behind them so that, from a distance, it would look as if they had tails.
2. In his book Fool Moon, Jim Butcher features werewolves. I appreciate that he didn't just go with the modern concept of were-ism being like a contagion. He incorporates many of the various werewolf legends into The Dresden Files, which I find a nice change of pace from most modern renditions.
EDIT:
This post is related to the post, How To Be... a Vampire
That would be incorrect.
Sure, plenty of books and movies depict it that way now, but that has newly been tacked onto the werewolf legend, probably due to its association with vampiric legends due to Dracula. Which is kind of interesting, because Stoker drew on werewolf legends and attached them to the vampire legends. Although it had been believed in Medieval Europe that you had to burn a werewolf corpse to keep it from rising from the dead as a vampire. So if you're looking to one day be a vampire, it appears that being a werewolf is a good start.
But, okay, if you can't become a werewolf from getting bitten, how do you become one? It appears that there are many paths to werewolfdom, and many of them are surprisingly easy to accomplish.
One of the best ways, because you can control it, is to simply wear a belt (or girdle) made of wolf hide. Putting on the belt would cause the transformation to take place, instantly and painlessly. Removing it would revert the wearer to human form. However, some sources said it wasn't quite that simple. Some said the strip of wolf skin, the wolf strap, had to come from the devil. Although you could still control the transformation, because the devil gave it to you, you could never rid yourself of the wolf strap.
Some legends say that you could become any animal at all by drinking rainwater from its footprint. Wereelephant, anyone? Or, you know, maybe find one of those stone dinosaur footprints and drink from that. Weretyrannosaur. One catch, I couldn't find anything that said how long these transformations would last, just that drinking the water would trigger them. I imagine they must wear off; otherwise, no one would have ever known they'd happened to begin with.
Other sources say that you can become a werewolf by sleeping outside in the light of a full summer's moon as long as the light is shining directly on your face. I suppose this must be part of where the full moon part of the transformation legend comes from. The sources implied that transformed human would return to normal at dawn. But these weren't permanent changes; you'd have to do the same thing any time you wanted to become a werewolf.
Still other legends claim that one would need to be cursed by the devil to become a werewolf. Or enter into an allegiance with him. Evidently, there was once a group of sorcerers that craved human flesh, so they entered an agreement with Satan to have wolf forms so that they could fill their craving. They were given straps so that they could control their transformations.
And other sources say that the werewolf has been cursed by God or Angels or, even, saints for committing terrible offenses. I'm not sure what constituted a terrible offense. But, then, still other sources say that werewolves are actually the servants of God in his battle against Satan. They are known as the Hounds of God and go down into Hell to battle demons and witches.
Oh, and some people are just born that way.
There you go. If you want to be a werewolf, you have a lot of options to choose from. Personally, I'd go with the wolf hide belt. Then, again, being a weredinosaur sounds pretty cool, too.
Notes:
1. During the Middle Ages, it was thought that werewolves did not have tails (you know, because people don't have tails), which was how you could tell a real wolf from a werewolf. To keep from being found out, werewolves would run with one of their hind legs extended behind them so that, from a distance, it would look as if they had tails.
2. In his book Fool Moon, Jim Butcher features werewolves. I appreciate that he didn't just go with the modern concept of were-ism being like a contagion. He incorporates many of the various werewolf legends into The Dresden Files, which I find a nice change of pace from most modern renditions.
EDIT:
This post is related to the post, How To Be... a Vampire
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Thursday, February 7, 2013
How To Win at Magic: Part 2a: Building the Deck
As I mentioned last time, the first thing you need to be able to win at Magic is Magic, but I guess that's really kind of obvious. Still, I felt like the point needed to be made. Basically, in a lot of ways, anything has the potential to be "the next big thing." Richard Garfield only developed Magic because he was trying to sell some other game. Rowling was just trying to make ends meet when she wrote Harry Potter. George Lucas thought Star Wars was going to be a flop because sci-fi had been out of fashion for over a decade and no one cared. Still, they all had a vision for what they wanted to achieve with their separate projects and worked to make those visions as close to reality as possible.
But, now that we have Magic, what do we do with it? [I suppose, really, some explanation as to what Magic is and how it works is probably in order, but that would be a whole other blog post and I still couldn't get all of it in, so I'm not doing that. Let's just say it's a card game (a CCG (collectible card game), as they used to be called; the first CCG, in fact) and leave it at that. If you want to know more about how it works, you can look it up.]
Building a Magic deck is a lot like writing. No, really, it is. Sure, it's nothing like writing in that there is no actual writing involved, but there is that level of construction that is very similar. You could say that the cards are like words and the colors like genres. So let's get some basics down. There are five colors of magic in Magic that each use a specific (basic) land type:
The basic building block of any deck is your land. You have to have land; it's where the power for your spells comes from, and you have to have the right mix of it to not get stuck not drawing any or drawing too much. This is rather like word balance in your story. There are some words that you just have to use, but you don't want to use the same words so much that your readers get tired of seeing it. For instance, don't start every paragraph with your characters name; that's like having too much land. The balance of your land mix is one of the most vital parts of making a deck.
Actually, this whole land mix, achieving the proper balance, could be analogous to any number of things in writing, so we'll just look at it as having your writing balanced properly for whatever it is you're doing.
I used to do a lot of helping people build decks, and the most prevalent issue was not enough land. There was this one kid that couldn't ever win a game, and I mean never, so he brought his deck to me for help (a black deck). For one thing, he played with about 80 cards (sometimes more), which was too many (but more on that in a moment), but he only had about 15 lands(swamps) in his deck. Land concentration is dependent upon the type of deck you're building, but, as an easy way of dealing with it, let's just say 1/3 of your deck needs to be land. He was playing with less that 20% land, so it was not surprising that he couldn't get any land into play and always lost. I upped his land count to about 22 and dropped his deck size to about 62, and, guess what, he won some games. However, the next time he came in, he brought his deck to me again and told me that it had "quit working" and wondered what had happened. Had he done anything to it? Only added in a few cards. So I took a look at it, and it was close to 100 cards, and he hadn't added any more land to it, so he was, basically, back down to that 20% land mix he'd had before. He was so stuck on using particular cards (devices) in his deck (writing) that he couldn't make it work. (I think this is not an uncommon problem for writers.)
Jumping back to deck size... the minimum deck size is 60 cards (except in some variations), and, generally speaking, you want to stick to something around that size. Your deck should be designed with a purpose, a selection of a few cards or card types that the deck works around with other cards to support that theme (you can think of those as your cast of characters, if you want). When you get too many cards in the deck, you can't depend upon getting to the cards you need quickly enough for the deck to do its job. There are, of course, exceptions in increasing deck size as long as what you're adding is still working toward your purpose and you continue to keep the deck balanced as you do it.
But let's say you want to break some rules. You're a writer, right? Who needs to follow rules? Oh, wait, no, we're playing Magic, so let's break some rules. One of the guys I worked with and I were discussing unique deck constructions one day, and I suggested making a landless deck. I bet even those of you that have never played Magic are thinking, "What?!?" at this point. Let me clarify: non-basic lands were okay, but many of those only give colorless power (mana), so it was going to be a stretch. So we talked it out, what specific cards would be needed, non-land sources of mana, cards that didn't require mana, that sort of thing. I helped him get a few of the cards that he needed, and he built the deck, and we tested it. He played it in the next tournament, and it was worth it for the shock value alone. People couldn't believe he had a landless deck. It was great even if he didn't win with it. Admittedly, it was a difficult deck to play, but it was a lot of fun because it was something different. So, yeah, sometimes, it's good to break with the conventions.
To recap, here are the steps to building a winning Magic deck:
1. Decide on your colors. (Choose a genre.)
2. Choose your theme. (This is like a plot.)
3. Balance!
4. Don't put in too many cards. (It clutters your plot and throws the balance off.) Likewise, put in enough to support your theme (or your plot).
And, now, we'll talk about the deck I became known for. Now, pay attention, this has all kinds of good lessons.
When we first started getting our cards, I was drawn to blue. Blue is about controlling what your opponent does, rather than simply pounding him until he's dead, and manipulating your own deck so that you can get cards faster. To put it simply. It was my first intention to focus on blue... BUT!
It was early '94 before we were really starting to get our cards, and, by that time, the first expansion, Arabian Nights, had come out. This card was in the set:
One of the guys in the group looked at the card and said something like, "well, it's okay, but you couldn't build a deck around it," and everyone seemed to agree with him. He tossed the card on the table, and everyone dismissed it. Except me. I knew exactly how to build a deck around it, and, so, I abandoned blue as my color of choice right then and there and picked up red and green instead.
Red/green is still my color combo of choice (Not that I really ever play anymore. I probably haven't built a deck in ten years or more.). It's what I became known for playing, and it was the red/green deck I built around the Kird Ape (or variations of it) that took me to being the top ranked player in north Louisiana throughout 1994. Not that I didn't play other things, too, but red/green was my standard. And I never quit playing with the Kird Ape despite the monkey boy, ape boy, and worse nicknames.
The point here is that you shouldn't listen to what other people say can't be done. Everything is worth trying. Even building a deck with no basic lands was worth trying. Some things just take a little bit of imagination and effort. If you believe in something, don't let people tell you it won't work. Figure out how to do it. You might also just discover something you didn't know you'd like.
For fun, here are a few of the other cards from the deck:
But, now that we have Magic, what do we do with it? [I suppose, really, some explanation as to what Magic is and how it works is probably in order, but that would be a whole other blog post and I still couldn't get all of it in, so I'm not doing that. Let's just say it's a card game (a CCG (collectible card game), as they used to be called; the first CCG, in fact) and leave it at that. If you want to know more about how it works, you can look it up.]
Building a Magic deck is a lot like writing. No, really, it is. Sure, it's nothing like writing in that there is no actual writing involved, but there is that level of construction that is very similar. You could say that the cards are like words and the colors like genres. So let's get some basics down. There are five colors of magic in Magic that each use a specific (basic) land type:
- white/plains -- life magic
- blue/islands -- mind magic
- black/swamps -- death magic
- red/mountains -- chaos magic
- green/forests -- nature magic
The basic building block of any deck is your land. You have to have land; it's where the power for your spells comes from, and you have to have the right mix of it to not get stuck not drawing any or drawing too much. This is rather like word balance in your story. There are some words that you just have to use, but you don't want to use the same words so much that your readers get tired of seeing it. For instance, don't start every paragraph with your characters name; that's like having too much land. The balance of your land mix is one of the most vital parts of making a deck.
Actually, this whole land mix, achieving the proper balance, could be analogous to any number of things in writing, so we'll just look at it as having your writing balanced properly for whatever it is you're doing.
I used to do a lot of helping people build decks, and the most prevalent issue was not enough land. There was this one kid that couldn't ever win a game, and I mean never, so he brought his deck to me for help (a black deck). For one thing, he played with about 80 cards (sometimes more), which was too many (but more on that in a moment), but he only had about 15 lands(swamps) in his deck. Land concentration is dependent upon the type of deck you're building, but, as an easy way of dealing with it, let's just say 1/3 of your deck needs to be land. He was playing with less that 20% land, so it was not surprising that he couldn't get any land into play and always lost. I upped his land count to about 22 and dropped his deck size to about 62, and, guess what, he won some games. However, the next time he came in, he brought his deck to me again and told me that it had "quit working" and wondered what had happened. Had he done anything to it? Only added in a few cards. So I took a look at it, and it was close to 100 cards, and he hadn't added any more land to it, so he was, basically, back down to that 20% land mix he'd had before. He was so stuck on using particular cards (devices) in his deck (writing) that he couldn't make it work. (I think this is not an uncommon problem for writers.)
Jumping back to deck size... the minimum deck size is 60 cards (except in some variations), and, generally speaking, you want to stick to something around that size. Your deck should be designed with a purpose, a selection of a few cards or card types that the deck works around with other cards to support that theme (you can think of those as your cast of characters, if you want). When you get too many cards in the deck, you can't depend upon getting to the cards you need quickly enough for the deck to do its job. There are, of course, exceptions in increasing deck size as long as what you're adding is still working toward your purpose and you continue to keep the deck balanced as you do it.
But let's say you want to break some rules. You're a writer, right? Who needs to follow rules? Oh, wait, no, we're playing Magic, so let's break some rules. One of the guys I worked with and I were discussing unique deck constructions one day, and I suggested making a landless deck. I bet even those of you that have never played Magic are thinking, "What?!?" at this point. Let me clarify: non-basic lands were okay, but many of those only give colorless power (mana), so it was going to be a stretch. So we talked it out, what specific cards would be needed, non-land sources of mana, cards that didn't require mana, that sort of thing. I helped him get a few of the cards that he needed, and he built the deck, and we tested it. He played it in the next tournament, and it was worth it for the shock value alone. People couldn't believe he had a landless deck. It was great even if he didn't win with it. Admittedly, it was a difficult deck to play, but it was a lot of fun because it was something different. So, yeah, sometimes, it's good to break with the conventions.
To recap, here are the steps to building a winning Magic deck:
1. Decide on your colors. (Choose a genre.)
2. Choose your theme. (This is like a plot.)
3. Balance!
4. Don't put in too many cards. (It clutters your plot and throws the balance off.) Likewise, put in enough to support your theme (or your plot).
And, now, we'll talk about the deck I became known for. Now, pay attention, this has all kinds of good lessons.
When we first started getting our cards, I was drawn to blue. Blue is about controlling what your opponent does, rather than simply pounding him until he's dead, and manipulating your own deck so that you can get cards faster. To put it simply. It was my first intention to focus on blue... BUT!
It was early '94 before we were really starting to get our cards, and, by that time, the first expansion, Arabian Nights, had come out. This card was in the set:
One of the guys in the group looked at the card and said something like, "well, it's okay, but you couldn't build a deck around it," and everyone seemed to agree with him. He tossed the card on the table, and everyone dismissed it. Except me. I knew exactly how to build a deck around it, and, so, I abandoned blue as my color of choice right then and there and picked up red and green instead.
Red/green is still my color combo of choice (Not that I really ever play anymore. I probably haven't built a deck in ten years or more.). It's what I became known for playing, and it was the red/green deck I built around the Kird Ape (or variations of it) that took me to being the top ranked player in north Louisiana throughout 1994. Not that I didn't play other things, too, but red/green was my standard. And I never quit playing with the Kird Ape despite the monkey boy, ape boy, and worse nicknames.
The point here is that you shouldn't listen to what other people say can't be done. Everything is worth trying. Even building a deck with no basic lands was worth trying. Some things just take a little bit of imagination and effort. If you believe in something, don't let people tell you it won't work. Figure out how to do it. You might also just discover something you didn't know you'd like.
For fun, here are a few of the other cards from the deck:
The Taiga helped make the Kird Ape even more powerful. With an ape and this land in the initial draw, you could drop a 2/3 creature on turn one.
Once Legends came out, Blood Lust went into the deck. Potentially, you could hit your opponent for 6 damage on the second turn with this.
The Elven Riders was just for fun. It was one of my signature cards that I included in pretty much every green deck I played.
Palladia is one of my favorite cards ever. He's expensive, and, mostly, he'd just sit in my hand if I drew him; however, I never lost a single game when I got him into play.
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Wednesday, January 30, 2013
How To Win at Magic: Part 1: The Harry Potter Effect
Back in 1993 a game came out that sort of changed everything about gaming. That game was called Magic.
There were really only two types of gaming back around 1990: RPG (role-playing (like D&D (get your minds out of the gutter))) and tabletopping (like Warhammer). That had been the status quo for a decade or so at that point. [Being a "gamer" meant something completely different back in 1990 than it does today (a good example of how terms change meaning), because video games had not yet had the explosion that MMOs such as Everquest and WoW would bring them.] To make this clear, prior to the release of Magic, my gamer buddies and I met several times a week to play many different games.
There was a night for D&D. There was another night for some other kind of role playing game which varied based on who was GMing and whatever game they wanted to be running. Other nights would be for Warhammer Fantasy Battle, the tabletop game we played. At least two nights of that a week in various formats. Sometimes, there were even board games like Risk and, every once in a while, poker. So, yeah, I was a pretty serious "gamer."
Mostly, the guys I gamed with had actual, real social skills. Many of the guys on the fringe, the guys we didn't play with on a regular basis, did not have social skills. As an example, on of those guys was called "Boogie" and that name had nothing to do with dancing. This was not a name that he was called behind his back. It was what he was known as, how he referred to himself, and he was in full knowledge of where the nickname came from, and he was fine with that. I only tell you that to confirm that some of those stereotypical views of "gamers" had a strong basis in reality.
Like I said, though, the guys I gamed with were mostly not like that, although they had all gone to the same high school as me, which meant that there was some amount of nerd in each of them just for the sake of the fact that you had to be smart to get into the school.
Mostly, we met at a particular friend's house, because, of all of us, he was the only one that was married and had a house. And a kid. This was probably the reason that only the socially adept were in our group, because, below a certain aptitude at communication and social graces, my friend's wife would not allow the person over to the house. Boogie was one of those people. He was allowed over one time to participate in a tabletop event, and my friend's wife very firmly let it be known after he had left that Boogie was not to come over again. We had another guy in the group that was only barely able to be there. The wife was always on the verge of kicking him out, because he had no control over his mouth.
There were some nights when we'd meet at the comic shop when those that were more like Boogie were allowed to be involved in whatever it was we were doing.
All of that is kind of beside the point, though. Mostly, it's just to show you how things were. We gamed. We played a lot of different games. We tried out new games. There were all kinds of things going on that we did, and we had different nights for the different things, so you could kind of pick and choose what nights you wanted to be involved. It was a lot of fun. Yes, I do miss those days.
Then came the fall of '93. One of the guys in our group took a trip out here to CA and brought Magic back with him because it hadn't yet made it to Louisiana. It changed everything. We were all, and I do mean all of us, fascinated by the game, and we all undertook it to get cards and put in a big group order through the mail to a CA retailer to get some. Seriously, it was well into '94 before the cards became available enough for any of the local stores to be able to stock the cards. Magic had the same effect on out little gaming world as Harry Potter had on the book world.
After Magic, everything was Magic. That's all we did. Often, we got together four or five nights a week to play. Once the local retailers were finally able to start stocking the cards (summer of '94 with the release of the Legends expansion), tournaments started happening, and everything became focused on that. Often, our evenings of playing were really only to refine our decks for the weekly tournament. [I was the top ranked player in north LA through '94 while we were tracking player stats. After that, Wizards of the Coast came up with their own ranking system, and we quit tracking it. It was a lot of hassle, and we had a lot of players in and out of the store by that point. (We were the biggest tournament location in north LA, so people would come from hours away to play every week.)] It was more than two years before we started filtering back into doing things that weren't Magic.
Harry Potter had pretty much the same impact on books and, well, kind of, everything. Harry Potter changed the landscape of popular culture and reading and movies and... like I said, everything. It was a, ready for it?, game changer.
The interesting thing to me about both of these phenomena is that neither creator created with the intention of "taking over the world." They made an excellent product, and it, the taking over the world, just happened. In fact, Richard Garfield, the creator of Magic, wasn't even trying to make/sell Magic. He had this other game, RoboRally, that he was trying to sell to WotC, but the guy at WotC told him what they really wanted was something portable. Garfield decided on a card game.
So... the first way to win at Magic: have a good idea and make it into the best product you can.
Here are some of my favorite cards from the Beta edition of Magic:
It's a great card, but it also went well with my whole elf thing from Warhammer (in which I played wood elves). No, I'm not going to explain how those things go together.
Not incredibly powerful but nice art and, again, elf.
The first Mox I ever pulled from a pack. The pack of cards cost $2.49; the Mox Emerald is currently worth over $500.00. I own this.
The most expensive card in Magic at up to $2000.00. Yes, I own this, too.
One of the best pieces of art from the initial series of cards.
Labels:
Black Lotus,
elves,
Everquest,
Harry Potter,
Legends,
Magic,
magic: the gathering,
Mox Emerald,
Richard Garfield,
Risk,
role playing,
RPG,
Serra Angel,
tabletop,
Warhammer,
Wizards of the Coast,
Wood Elf
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