Monday, March 30, 2020

On Rarity

Magic cards currently come in four rarities: common, uncommon, rare, and mythic rare (often shortened to 'mythic').  This post explores concepts related to rarity.

Initially, Magic had only three rarities (common/uncommon/rare).  Once they began their 15-card pack structure, you'd get 11 commons, 3 uncommons, and 1 rare in a pack.  When they added mythic rare (in 2008), every 8th or 9th pack would contain a mythic instead of the rare.  Fun.

As you'd expect, rare and mythic cards tend to be more powerful.  And since they're scarcer, they're also more expensive- though not always.  Some of the most valuable cards in a set can easily end up being rares (or even uncommons); it all comes down to which cards are seeing play in tournament-winning decks.

At first, Magic didn't list rarity on the card.  In fact, the idea was for players to have no idea!  The designers thought it would be fun for players to encounter cards they had never seen before when they played different opponents, and that included being familiar with which cards were rares/etc.  Of course, the Internet changed that in a hurry.  Players could easily research every card in a set, and would quickly learn which cards were the rares.

Wizards eventually made it easy and started printing the rarity on the card.  They do this two ways:
  • The color of the expansion symbol (from 1998)
  • A letter in the lower left corner (from 2014)
Here are some examples, all with cards from the past few years.  First up, cards from the Dominaria expansion.  Note that the expansion symbol is white (for common), silver (uncommon), gold (rare), and orange (mythic).  Also note the C, U, R, or M immediately after the set number (and above the paintbrush icon) in the lower left.  Both mechanisms convey the same information; the text was included to make it machine-readable.


Now, some cards from Theros Beyond Death.  Same deal here, except that the expansion symbol is black for the common; the others remain the same as above.



So in general, commons will have expansion symbols that are white or black, uncommons silver, rares gold, and mythics orange.

It's interesting to look at what percentage of rarities a given set contains, and how the percentages have changed over time.  Wikipedia provides the data for each set.  I ported the numbers into a spreadsheet, subtracted the basic lands, and produced charts for the core sets and expansions:


For the core sets, initially there were more rares in a set (41% of the cards) than anything.  Then, there were equal numbers (33%) of all rarities until mythics were introduced and the percentages settled into their current forms: roughly 42% common, 29% uncommon, 22% rare, and 7% mythic in a given set.  The expansions vary more widely, but have in recent years exhibited a similar breakdown.

In a future post, I'll look at ways to collect playsets (4 copies) of cards, and the rarity breakdown will be useful in relevant calculations.  Stay tuned!

Wednesday, March 25, 2020

Core Sets, Expansions and Blocks

a booster pack from Alpha, the first Magic set
Magic's first set (now referred to as 'Alpha') had 295 different cards (you can see them all here).  This first release was enjoyable enough, and provided thousands of card combination possibilities for deck building. But Magic is a collectible game: always expanding and giving new options. With that in mind, new Magic sets are released frequently.  Some are called 'core' sets, and others 'expansions.'  (They're functionally the same, but have slightly different purposes, as we'll discuss below.)  Either way, each set adds hundreds of cards to the pool of possibilities.  About 3-4 sets are released every year; as of this writing, Magic has over 100 sets.  Wow.

Today we're focusing on the 'normal' sets, as they're the mainstay of the game.  Supplemental products (and there are many) will be explained another time.

The Initial Sets (1993-6)

The first three years of Magic were hectic.  The game was insanely popular, and Wizards of the Coast had trouble keeping up with demand.  I don't know if there was a overarching plan, but sets were unrelated in theme and pumped out regularly.  Below is each release; click on the expansion name to see that set's card gallery.

1993 saw 4 sets:
  • Alpha (core set, 295 cards).
  • Beta (core set, 302 cards, a second printing of Alpha with a few more cards)
  • Unlimited (core set, 302 cards, now also called 2nd edition. This was effectively a reprint of Beta, with minor wording changes)
  • Arabian Nights (expansion, 78 new cards based on the famous stories of Aladdin and company)
1994 saw 5 sets:
  • Antiquities (expansion, 100 new cards, focused on artifacts)
  • Revised (core set, 306 cards, now also called 3rd edition. No new cards; 271 cards (89%) were reprints from Unlimited, 18 from Arabian Nights, and 17 from Antiquities)
  • Legends (expansion, 310 new cards, introduced legendary and multicolored cards)
  • The Dark (expansion, 119 new cards, expanded the concept of 'tribal' cards)
  • Fallen Empires (expansion, 187 new cards, introduced creature tokens and more tribal themes)
1995 saw 4 sets:
  • Fourth Edition (core set, 378 cards.  No new cards; 256 cards (68%) were reprints from Revised, 2 from Unlimited, 10 from Arabian Nights, 23 from Antiquities, 55 from Legends, and 32 from The Dark )
  • Ice Age (expansion, 383 cards, introduced snow lands and themes.  First expansion to include basic lands (making it 'stand-alone' playable) and reprints (21 cards from 4th Edition, 1 card from Unlimited))
  • Chronicles (compilation set, 125 cards, select reprints from Arabian Nights, Antiquities, Legends, and The Dark)
  • Homelands (expansion, 140 new cards, story-driven, used mechanics from Ice Age)
1996 saw 1 set before the block era began:
  • Alliances (expansion, 144 new cards, introduced alternate costs)
We can learn a few things from the initial years. First, note the differences between core sets and expansions:
  • The core sets were reprints (after Alpha), mostly from previous core sets, but with some extras from expansions thrown in.  The expansions, on the other hand, featured entirely new cards (until Ice Age), and often centered around a theme.  
  • Initially, the core sets had no set symbol or specific theme. Expansions, though, had a set symbol to help players identify their origin, and an accompanying story arc (more on this another time).  See the below examples: Animate Wall (from a core set) lacks a set symbol; Akron Legionnaire has the Legends set symbol (on the right side, in the center).

Second, note the difference in set sizes.  Sets could be anywhere from 78 cards (Arabian Nights) to 383 (Ice Age).  Generally, core sets were bigger.

After this, we moved into the 'block' era.

Blocks (1996-2018)

The MTG Wiki explains the concept of blocks well:
A block is a group of sequential expansion sets with shared mechanics, flavor, and rotation schedule. Blocks have ranged in size from two to four sets, and were usually named for the first set they contain. A large expansion led off each block to establish its world and mechanical themes, which were explored further in the block's remaining set or sets, which have varied in size.
For 22 years, the block format would dominate the game: Wizards would release three expansions in block format interspersed with a mix of other sets.  The 'block' years were broken down as follows:

The first 11 years (1996-2007) saw 11 blocks, all with three sets apiece:
(Between Ravnica and Time Spiral was a one-off set, Cold Snap, that was retroactively included with Ice Age and Alliances to make the first-ever block.)
Two smaller blocks (2007-8) with only two sets each temporarily broke the pattern:
Then it was back to three-set blocks (2008-2015):
Then back to two-set blocks for a short time (2015-2018):
During these years, new core sets (now with set symbols) would be released regularly, but at varying frequencies. Core sets initially contained nothing but reprints from earlier sets and were tailored towards beginners. Fifth Edition through Tenth Edition came every two years:
Then, Wizards changed it up.  They started producing core sets annually, naming them for the year after they'd be released, and including many brand new cards:
Then another change: they dropped the core sets altogether . . . at least, for a few years.

Current Pattern (2018-present)

Wizards went away from three-set blocks and dropped the core sets in 2015 (explaining why here), then went away from two-set blocks and brought back core sets in 2018 (discussed here). In a nutshell, they made the changes (and then changed again) because they were having problems keeping things fresh and designing exciting possibilities.  Today, they do only large sets (similar in size to the first set in the old three-set block paradigm), with core sets (now so named) annually:

2018:
2019:
2020:
In the current pattern, the sets can be stand-alone or linked.  Guilds of Ravnica, Ravnica Allegiance, and War of the Spark are linked, and considered by some to be an unofficial block.  But Dominaria, Throne of Eldraine, and Theros: Beyond Death are not.  The freedom allows Wizards to continue exploring a theme or abandon it after one set, based on any number of factors.

Reflections

New sets keep Magic fresh and healthy. And expensive . . . but there's no need to buy every one.  I've dipped in and out of the game as sets catch my fancy.  In the last few years, for example, I ignored War of the Spark (I didn't like the focus on planeswalkers) and Theros: Beyond Death but went all in with Throne of Eldraine and the Core Sets.  That's one thing so great about Magic: you can enjoy or ignore the sets as you please.

Just because a set is new doesn't mean the cards it contains are all original.  From the above, we see that Magic was reprinting cards in new sets from the very early days, and that trend continues to present.  Nowadays, all sets (core sets, expansions, etc.) will have reprints.  How many and from which sets will vary, of course, but it's now expected and accepted.  Sometimes, the same card even shows up in consecutive sets!  This is because Magic is catering to different audiences- ones who like to draft, ones who like new cards, and more.  Basically, sets need to accommodate multiple layers of game experience.  More on this in a future post.

Expect Magic to keep changing its release patterns.  As lead designer Mark Rosewater says in one of the above articles,
Magic is, at its core, a game about change. I believe the reason that Magic is as healthy as it is (and has lasted as long as it has) stems from the fact that R&D accepts that Magic is an ever-evolving system. We don't fight change but rather allow it to be a tool that lets the game constantly reinvent itself. We use this as an opportunity to keep making Magic better and better.
And I think they do a good job of it.

For more information on sets, the MTG Wiki lists all sets with expansion symbol.  Regular Wikipedia shows the number of cards per set and other information.

Saturday, March 21, 2020

Creature Types and Tribes

Creatures are a key part of Magic, as they alone can attack or block.  In most decks, they are the workhorse that will win (or lose) you the game. This article looks specifically at the creature types and tribes.

Creature Types

A creature card in Magic first shows its main type (creature) followed by a long dash and subtype(s), or "creature type(s)":
 In the above examples, Air Elemental is an elemental.  Centaur Courser is two creature types: centaur and warrior.

There are a lot of creature types in Magic; the comprehensive rules lists them all (list current as of March 2020):
Advisor, Aetherborn, Ally, Angel, Antelope, Ape, Archer, Archon, Army, Artificer, Assassin, Assembly-Worker, Atog, Aurochs, Avatar, Azra, Badger, Barbarian, Basilisk, Bat, Bear, Beast, Beeble, Berserker, Bird, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Caribou, Carrier, Cat, Centaur, Cephalid, Chimera, Citizen, Cleric, Cockatrice, Construct, Coward, Crab, Crocodile, Cyclops, Dauthi, Demigod, Demon, Deserter, Devil, Dinosaur, Djinn, Dragon, Drake, Dreadnought, Drone, Druid, Dryad, Dwarf, Efreet, Egg, Elder, Eldrazi, Elemental, Elephant, Elf, Elk, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Frog, Fungus, Gargoyle, Germ, Giant, Gnome, Goat, Goblin, God, Golem, Gorgon, Graveborn, Gremlin, Griffin, Hag, Harpy, Hellion, Hippo, Hippogriff, Homarid, Homunculus, Horror, Horse, Hound, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Insect, Jackal, Jellyfish, Juggernaut, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Lamia, Lammasu, Leech, Leviathan, Lhurgoyf, Licid, Lizard, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Mole, Monger, Mongoose, Monk, Monkey, Moonfolk, Mouse, Mutant, Myr, Mystic, Naga, Nautilus, Nephilim, Nightmare, Nightstalker, Ninja, Noble, Noggle, Nomad, Nymph, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Pangolin, Peasant, Pegasus, Pentavite, Pest, Phelddagrif, Phoenix, Pilot, Pincher, Pirate, Plant, Praetor, Prism, Processor, Rabbit, Rat, Rebel, Reflection, Rhino, Rigger, Rogue, Sable, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scion, Scorpion, Scout, Sculpture, Serf, Serpent, Servo, Shade, Shaman, Shapeshifter, Sheep, Siren, Skeleton, Slith, Sliver, Slug, Snake, Soldier, Soltari, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Surrakar, Survivor, Tentacle, Tetravite, Thalakos, Thopter, Thrull, Treefolk, Trilobite, Triskelavite, Troll, Turtle, Unicorn, Vampire, Vedalken, Viashino, Volver, Wall, Warlock, Warrior, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera.
Whew! Note: some of these types occur rather frequently; others are extremely unusual, or featured in only one expansion or block. And creature types can change- some can be added (or removed) as Wizards dictates (see this post for an example- the "Hound" creature type is now called "Dog").

Creature types matter because some cards mention them specifically.  Here's a sample from the most recent core set:

Bishop of Wings says "whenever an Angel enters the battlefield under your control, you gain 4 life."  The terminology may be intuitive, but spelling it out, this is really saying "whenever a creature with a creature type Angel enters the battlefield . . ."
Creeping Trailblazer says "Other Elementals you control get +1/+0."  This means "Other creatures you control with the creature type Elemental get +1/+0."  You get the idea.

Tribes

Decks that focus on creature types are informally called 'tribal' decks, as players view creatures that share a creature type as a tribe.  Tribal decks work by including:
  • many creature cards of the same creature type 
  • abilities or spells that affect, are based on, or are enhanced by those types of creatures
Most tribes center on one or two colors. Let's look at the Vampire tribe as an example.

The Ixalan expansions featured several tribes, including Vampires, Merfolk, Dinosaurs, and Pirates.  Vampires were white and/or black.  Look at the below cards:



Do you see the tribal theme?  The creatures are more than just Vampires: they have some ability that helps other vampires, or damages your opponent based on the number of vampires you control, or helps you get more vampires onto the battlefield, or makes your vampires stronger, etc.

Tribal decks are a lot of fun- they're one of my favorite deck types.

Wednesday, March 18, 2020

Color Combinations and Names

In the last post, we introduced the colors of Magic.  Each has its own strengths and weaknesses, and so it's common for people to build decks using two or more colors.  Doing that well can increase your deck's potency and flexibility.  Today, we'll look at these color combinations and their names.

Again, the colors in the game, arranged in a wheel this time:
The five colors, from the official site
At a high level, this official article discusses what each color 'wants:'
  • W wants peace
  • U wants perfection
  • B wants power
  • R wants freedom
  • G wants acceptance
And this (unofficial) article takes it a step further, claiming the colors represent humanity.
These differences explain why some colors are considered allies (or 'friendly'), and some enemies. In the above color wheel, adjacent colors on the wheel are allies, and those opposite enemies.  Green is allied with white and red, and enemies with blue and black, for example.

Now, don't misunderstand: there are no limits to how you build your deck.  You can include one through five colors, allied or enemy combinations, or whatever you want.  But you should understand these terms, as you'll hear them from Wizards of the Coast and/or the player community.

There are many multi-colored cards in Magic, and in 2005, the Ravnica block expansions introduced ten guilds, each a unique two-color combination.  The "Azorius" guild was W/U, "Dimir" U/B, and eight others rounded them out.  In 2008, the Alara block expansions centered around five three-colored friendly 'shards', which also got names.  In like fashion, the 2014 Tarkir block of sets introduced names for the remaining five three-colored wedges.  These are shown completely in the below chart, and include four-color combinations (which take their names from these cards, originally in Ravnica).
image from here
This information is presented here in wheel format, with more explanation for each combination.

Over time, these names would would go beyond the expansions in which they were featured.  Today, all decks are labeled based on these names.  So if you build a blue/red deck, you'd call it "Izzet," followed by a description (based on the mechanic, card, or strategy the deck is based on).  For this reason, it's important to know these terms.

Tuesday, March 17, 2020

The Colors of Magic

Magic uses a resource, called mana, that comes in five colors: white, blue, black, red, green.  The concept of color is a key part of the game, and we'll explore it today.
the five colors of Magic
You play Magic cards by paying their cost, which is always in the top right of the card and presented as type(s) and color(s) of mana.  One symbol requires one mana of that color. Sometimes numbers are present; these represent an amount of generic mana (mana of any color) you must pay. Four examples:


The costs are:
  • Rustwing Falcon: one white mana
  • Shivan Dragon: four generic and two red mana
  • Omnath, Locus of the Roil: one generic, one green, one blue, and one red mana
  • Arcane Encyclopedia: three generic mana
The mana symbol(s) in a card's cost determines its color.  Therefore,
  • Rustwing Falcon is white
  • Shivan Dragon is red
  • Omnath, Locus of the Roil is three colors: green, blue, and red
  • Arcane Encyclopedia is colorless
A card's color is determined only by the printed colors, not the colors you used to pay for them.  (If you paid two red mana and four green to play Shivan Dragon, for example, it's still a red card.)  And color matters.*

Since including mana symbols in text is difficult, and spelling out the color each time wasteful, the colors are abbreviated as follows in print: {W}, {U}, {B}, {R}, {G}.  The blue is the only non-intuitive one here; since blue and black both start with 'b' (followed by 'l'), blue is referred to by '{U}.'  Using the above examples, we could simplify them to:
  • Rustwing Falcon: {W}
  • Shivan Dragon: {4}{R}{R}
  • Omnath, Locus of the Roil: {1}{G}{U}{R}
  • Arcane Encyclopedia: {3}
In Magic, each color has strengths, tendencies, and weaknesses.  There are keywords, abilities, creature types, and "flavors" of spells that tend to appear more in one color than others.  The below (unofficial) 'color wheel' gives some indication of where each color's strength lies:
image from here
White likes to gain life.  Blue likes to control things. Black likes to destroy.  Red is aggressive and does lots of damage.  Green has big creatures.  A Magic product insert mentions color strengths in a different way:
  • White
    • summon lots of small creatures
    • lock down your opponent's creatures
    • enhance creatures in combat
  • Blue
    • rule the skies with flying creatures
    • trick your opponent with superior knowledge
    • counter your opponent's spells
  • Black
    • destroy creatures
    • force your opponent to discard cards
    • steal life from your opponent
  • Red
    • hurl flames at creatures and players
    • rush with aggressive creatures
    • steal your opponent's creatures temporarily
  • Green
    • trample over your opponent with huge creatures
    • ramp up your mana production
    • destroy artifacts and enchantments
Creature types tend to align to certain colors as well: white has angels and soldiers, blue merfolk and flying creatures, black vampires and demons, red dragons and goblins, green elves and beasts.  These are generalities and woefully incomplete, but give you an idea.

When you build a deck, generally people choose one or two colors to build around.  It's possible to use all five, of course, but strategically difficult: you generate mana through lands, and can play only one land per turn.  Playing more colors lowers the probability of having the type/quantity of land(s) you need for the cards in your hand.  Fewer colors is a safer (and simpler) option.

As you get familiar with the game, you'll learn each color's "typical" cards and abilities, which will aid you greatly in both deck construction and strategy when battling opponents.  You'll come to realize, for example, that if you're playing against a white deck, that person won't have any ability to counter the spells you have (as they could with blue), but they may have cards to gain life,  build/strengthen an army of creatures, and/or destroy certain cards (like tapped creatures, artifacts and enchantments).  Look at the white cards in Core Set 2020 as an example.  Do the same now for the blue, black, red, and green cards in this set.  What are the strengths of each?  What type of card or ability do you see repeat?  This article from the official site gives you some common mechanics for each color.

Not all cards have color.  Most artifacts (like the last card in the above example) are colorless.  And a few years ago, they introduced a mana symbol specifically for colorless mana:
image from here
This is not generic mana, it is colorless.  You can pay a generic mana cost using colored or colorless mana, but any card with a colorless mana symbol in its casting cost requires the same:

But, to date, these colorless cards are rare.

Next time, we'll look at color combinations and names associated with them.

* There's also a concept called 'color identity,' used in Commander, that I discuss here.

Saturday, March 14, 2020

The evolution of terminology

Magic has been around a long time.  Though the game's core remains the same, the terminology used to present it has changed over the years.  And that's a good thing.  Today, we'll look at keywords, a concept important to Magic (see the rules page for more).

If you've played Magic for a while, or looked at older cards, you'll note that some keywords have come about only after their abilities were seen on cards commonly enough that a keyword was warranted.  One example is Vigilance (italicized here and below for emphasis).

By default, creatures tap to attack.  But some have Vigilance, which means "attacking doesn't cause this creature to tap."  Let's look at a very old card, Serra Angel, that's been reprinted many times over the years.  Here are four printings:


The first (upper left) was made before Vigilance was a keyword.  A newcomer had to know only what Flying meant, and that was defined in every basic rulebook.  "Attacking does not cause Serra Angel to tap" was something unusual and so it was written out. Over the years, though, a lot of creatures were given this ability.  So Wizards decided to give it a keyword, and they called it Vigilance.  In core set expansions, which are (or were) geared towards newcomers, they listed the keyword but then defined it (see upper right and lower left, from Core Sets Magic 2014 and Magic 2015, respectively).  Sometimes they even defined 'traditional' keywords like Flying (see lower left).  But note a later printing (lower right)- it lists only Flying and vigilance, with no explanation.  The reader is expected to know (or know where to find out).

Looking at where Magic started and where it is today, I believe they've done a good job retaining the core mechanics of the game while polishing the terminology used in it.  The original Serra Angel hasn't changed in function, just in presentation.  It's valuable life lesson: presentation, elegance, consistency, and clarity matter.  We should seek to improve in each area whenever we can, even if it means creating or evolving terminology to do so.