Friday, May 3, 2024

Card Talk 9

Arni Metalbrow card art
Today is the ninth post in my Card Talk series.

Reminder how Card Talk works:
  • I go to Scryfall and select 'Random Card'
  • I present and blog about the card. I could discuss any aspect: the art, abilities, cost, set, impact on the game, and so on. Stream of consciousness.
Card Talk is a fun, uncurated way to look at Magic's cards, mechanics, history, art, sets, and so on. And of course it exposes some of my own preferences, biases, and memories of the game. 

Today's card is . . .

Solidarity
Hmmmm . . . Solidarity. A white common instant from Eighth Edition. 

This version of the card is foil. Foils are now commonplace in Magic packs; they used to be far less prevalent. As of this writing, the foil version of Solidarity goes for $2.93, while its non-foil counterpart sells for $0.25. Every Eighth Edition card had a foil variant, which were black-bordered to boot (Core sets had white borders until Magic 2010, so the black borders for a core set back in 2003 were a big deal).

White is often about defense. This instant buffs up the toughness of *all* creatures you control, enabling you to either 1) withstand an attack, or 2) survive an assault of your own. That makes sense and pairs well with the commonplace 'white weenie' deck: a deck that got many small creatures onto the battlefield. And in this expansion, 12 of white's 31 creatures had toughness greater than power to begin with; this card makes them even tougher.

Eighth Edition was released in July 2003—Magic's ten year anniversary year. To celebrate, they included at least one card from all prior non-reprint Magic expansions that had never been reprinted before. And this edition heralded a lot of changes, from cards included to rules tweaks to card frame changes. That last one is probably the biggest deal: the card frame was overhauled, and font and symbols changed (see below example of a card from Seventh and Eighth Edition, respectively)
The Card frame change upset a lot of people, but it did make the text easier to read. 

Saturday, April 27, 2024

Exploring Outlaws of Thunder Junction

Continuing the 'Exploring' series I started in this post, today I look at Outlaws of Thunder Junction (OTJ), released in April 2024. Quotes from cards or the rules are in italics below.

Mechanics
OTJ introduces the following key words, ability words, or card subtypes:
- Plot [x]: Relevant to 38 cards, this mechanic lets you pay a cost and keep the card in exile, to be played on a later turn for free. Some cards give benefits for plotting. Rules text: (You may pay [x] and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)


- Crime: Mentioned on 26 cards, 'commiting a crime' pays. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
- Spree: On 21 cards, this is a variant of kicker, giving multiple effects depending on how much you pay. (Choose one or more additional costs.)
- Saddle: On 17 cards, you can saddle a mount, which is a new creature subtype. Attacking with a saddled mount general gives some effect. Saddle [x] (Tap any number of other creatures you control with total power [x] or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)

- Outlaws: Mentioned on 15 cards, playing outlaws has its benefits. They are one or more of five creature subtypes. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)

Themes/Flavor
OTJ is set on a new plane. This is "Magic does the wild west." Combine Magic characters/fantasy archetypes with wild west motifs and you get the idea. Puns abound; personal favorites include 'bovine intervention' and 'holy cow':
They even play on Looney Tunes with a coyote and roadrunner:
The themes in the set are captured well by the mechanics: plotting, crimes, outlaws, sprees, and saddled creatures. Deserts (a subtype of land cards) or those that benefit from them are also featured:


Thoughts
Despite having only a few days to explore it, this set looks to be a winner. It is immersive and playful. The one thing I find odd is the juxtaposition of fantasy characters (especially popular Magic ones with developed backstories) and the wild west theme. It almost seems like Magic characters are doing cosplay. (I feel like Wizards could have released a spin-off, stand-alone version of this expansion based on historical characters/etc. That would have been really cool.) That aside, I look forward to exploring this further.

Friday, April 19, 2024

Exploring Murders at Karlov Manor

Sample Collector card art
Continuing the 'Exploring' series I started in this post, today I look at Murders at Karlov Manor (MKM), released in February 2024. Quotes from cards or the rules are in italics below.

Mechanics
MKM introduces the following key words, ability words, or card subtypes:
- Cloak: this mechanic instructs you to do this to other cards, putting them on the battlefield face-down as a creature. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward {2}. Turn it face up any time for its mana cost if it’s a creature card.)
- Collect Evidence [x]: this is usually an additional cost to cast a spell or use an ability, often granting additional powerful effects. (To collect evidence [x], exile cards with total mana value [x] or greater from your graveyard.)
- Disguise [cost]: like cloak, this mechanic results in face-down creatures on the battlefield. (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
- Suspect: some cards instruct you to 'suspect' a creature. That makes it suspected (It has menace and can’t block.). Some cards give greater effects if they target a suspected creature.
- Case cards: an enchantment subtype, this provides an initial effect, instructions to 'solve' the case, and the effect that happens when the case is solved (solving happens at the beginning of your end step).
Returning mechanics include:
- Investigate: this is a way to create an artifact token, called a Clue, that can be sacrificed for card draw. (Create a Clue token. It’s an artifact with “{2}, Sacrifice this artifact: Draw a card.”)
Themes/Flavor
MKM is set on the Ravnica plane—a popular setting that has featured in many Magic sets since Ravnica: City of Guilds was released in 2005. Ravnica is about two-color guilds, each with their own focus and synergy. This time, though, there is also an overarching theme of mystery and, with it, detectives (who, not surprisingly, trend toward investigating and solving cases). There are an astonishing 47 of them in this set.


Thoughts
Like The Lost Caverns of Ixalan, I find the mechanics in this set wordy/clunky (though LCI is worse). I don't care much for face-down cards, either. Thematically, though, the mechanics are fitting. The detective/mystery vibe is kinda fun, though I find it odd seeing 'monsters' in Sherlock Holmes garb (see top picture). Overall, the set is just not my cup of tea.

Tuesday, April 16, 2024

Exploring The Lost Caverns of Ixalan

Disturbed Slumber card art
Continuing the 'Exploring' series I started in the previous post, today I look at The Lost Caverns of Ixalan (LCI), released in November 2023. Quotes from cards or the rules are in italics below.

Mechanics
LCI introduces the following keywords or ability words:
- Craft with [x] [cost]: this is an ability on double-sided artifacts, enabling you to transform them. ([pay cost], Exile this artifact, Exile a [x] you control or a [x] card from your graveyard: Return this card transformed under its owner’s control. Craft only as a sorcery.)
- Descend [x]: if there are [x] or more permanent cards in your graveyard, [something good happens]. Other cards have abilities that trigger if you 'descended' in a given turn (You descended if a permanent card was put into your graveyard from anywhere.)
- Discover [x]: this allows you to fetch cards (or play them for free). (Exile cards from the top of your library until you exile a nonland card with mana value [x] or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
- Cave: this is a land subtype referenced on some other cards.
- Map tokens: these are artifacts you can sacrifice to explore (see below).

Returning mechanics include:
- Explore: (Reveal the top card of your library. Put that card into your hand if it’s a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
- Permanents transforming into lands: these are non-land permanents that transform into a powerful land when the stated condition is met

Themes/Flavor
Like the first Ixalan sets (XLN and RIX), LCI has vampires, merfolk, pirates, and dinosaurs. But this time, they fade into the background as cards or abilities involving gnomes (11 cards, mostly white), artifacts (63 cards, all colors), and milling/graveyards come to the fore. Other example cards below.



Thoughts
I wasn't enamored with this set. The mechanics seem clunky and/or wordy. It seemed odd to have the main tribes fade into the background. Thematically, exploration and discovery are cool, but I didn't like combining those with an artifact/mill theme (though I admit they make sense; maybe I'm just tired of these two in particular). I collected singles of interest for existing decks, and haven't seen these cards in standard outside of one or two.