Thursday, March 31, 2022

Up to One

Browse card art (or: me looking through the comprehensive rules)
Magic designers have had decades to tighten up card wording. And they've done a good job overall. Tight wording plus obeying the rules of the game can lead to some weird wording at times. Today's post focuses on "up to one."


This is clunky wording, isn't it? Why not say "one?" For Air-Cult Elemental, why can't it read "When Air-Cult Elemental enters the battlefield, return one other target creature to its owner's hand"? The answer is in the targeting rules.

Last year, I looked a bit at targets. That is an important concept to understand. Today's focus is similar; the reason they use the phrase "up to one" is to enhance a given card's usability. Relevant parts from the official rules:

An excerpt from 601.2: To cast a spell, a player follows the steps listed below, in order. A player must be legally allowed to cast the spell to begin this process (see rule 601.3). If a player is unable to comply with the requirements of a step listed below while performing that step, the casting of the spell is illegal; the game returns to the moment before the casting of that spell was proposed.

I'll skip posting the steps, save for 601.2c: The player announces their choice of an appropriate object or player for each target the spell requires.

Requires is the key word here, and the reason behind "up to one." This wording gives players the option of choosing one or zero targets for the given effect or ability. That matters because they couldn't cast the spell if it couldn't meet the targeting requirement. Take Kogla (one of the above examples): his ability says he fights "up to one" target creature you don't control. If instead it read "one," your opponent must have a creature in play for you to be able to cast Kogla. The "up to one" verbiage negates that requirement, enabling you to play Kogla regardless of your opponent's board state.

That is for casting spells- putting them on the stack in the first place. What about abilities or effects on cards already on the battlefield (or the stack)? What if there are no targets in that case (like in 'blink' decks, that I discuss here)? 

An excerpt from 603.3d: If a choice is required when the triggered ability goes on the stack but no legal choices can be made for it, or if a rule or a continuous effect otherwise makes the ability illegal, the ability is simply removed from the stack.

Look again at Kogla. He has a second triggered ability: "Whenever Kogla attacks, destroy target artifact or enchantment defending player controls." But since Kogla must be already on the battlefield for him to be able to attack, 603.3d applies. Whenever he attacks, his ability goes on the stack, and then simply removed if there are no legal targets. 

Similarly, take Disenchant:

This is a spell, so it needs a legal target (from rule 601.2) to be cast (placed on the stack). You cannot cast it if your opponent has no such cards on the battlefield. But once on the stack, if the targeted artifact or enchantment is removed by some other spell, ability, or effect, Naturalize does not go back to your hand- it 'fizzles' (from rule 603.3d) and is placed in your graveyard.

This is a nuance that can be easy to misunderstand. "Up to one" is clunky wording but used for a reason. Now, some other cards use "may" in place of this- "when ____ enters the battlefield, you may destroy target _______." Wild Celebrants is an example:

In this case, "may" means the same thing. It could instead read "When Wild Celebrants enters the battlefield, destroy up to one target artifact." 

Saturday, March 26, 2022

Vanguard


Continuing to look at different Magic formats, today I look at Vanguard- a format released in 1997-99.

Vanguard is like regular Magic save for one thing: each player plays as a hero, called a 'Vanguard'- represented by an oversized card featuring a hero from Magic's lore. This card:
  • modifies your starting/maximum hand size and starting life total
  • grants you some benefit
  • is not part of the game (and so cannot be affected by spells/etc.)
Two examples:

With Gerrard, your starting life remains 20, but your hand size (starting & max) is only 3 (vs. the typical 7). But what a benefit: you get to draw an additional card each turn.
With Ertai, your starting life is 24, your hand size (starting & max) is 6, and your creatures have hexproof (using the modern keyword for her stated ability).

Does the concept sound familiar? It should- it's reminiscent of Commander. Though the latter doesn't give you any starting hand size or life total benefit (or detriment), and affects how your deck is constructed (in terms of permitted colors to include), it could give you some powerful benefit (but generally only if it's on the battlefield). And a Commander can be affected by spells and effects. So there are clear differences, but the core concept of picking a hero to lead you is the same.

Vanguard was released in four sets of 8 heroes each. See the official site for a full list

I've never played Vanguard. I would love to, but since this is so old, finding these is difficult (read: expensive). I've heard that some Vanguard cards or concepts have come up in recent years (see this article and Ral's Vanguard), but it would be cool to see a release focus on this.

Saturday, March 19, 2022

Star City Gold Collection

If you're a new Magic player, or want to pick up a bunch of cards for cheap, or just want to have some randomized fun without breaking the bank, where do you turn? There are many options, but today I'll focus on one: the Star City Games Gold collection.

This collection is 1000 random cards, featuring a variety of rarities (at least 25 rares) from a variety of sets (from Revised through current day). It has 25 foils, too, that can be any rarity.

You take a risk buying random collections like this. You never know:
  • the condition of the cards
  • if they'll include dozens of copies of any one card
  • if they'll include anything of value, or just pure junk
For this reason, I bought from Star City Games (through Amazon), which is a reputable seller. Their collection is reasonably priced ($19.99). Similarly-sized collections can go for up to $50. How does it hold up?

I was pleased. The cards were from a pleasing variety of sets (about half from 2017-onward, I think). The card condition was good (though I received a damaged box, that's not SCG's fault, and Amazon compensated me for that). There weren't many duplicates (2 copies of a few cards; that's it). The cards are solid; you won't receive *amazing* cards, but you shouldn't expect to for the value. The ultimate question is "is this worth $20?" It is. I look forward to using these cards in a forthcoming game night of drafting fun.

You can view and buy a box of this product here or on Amazon.

Sunday, March 6, 2022

Pauper

Sage of Lat-Nam Card Art

Continuing (from this January post) to look at different Magic formats, today I look at pauper.

Magic can get expensive. What about those players who enjoy the game but don't want to spend a crazy amount of money? Enter the pauper format. 

Pauper is just like 'normal' Magic (60-card decks, no more than 4 copies of a given non-basic-land card, and 20 starting life) except for one thing: the cards in your deck must have been printed at a common rarity at some point in Magic's history (any point- this is an eternal format; sets never rotate in or out). This is an official format; Wizards has a banned list for pauper cards deemed too powerful in this format.

Pauper decks are cheaper to buy and less powerful. Dialing down the speed and effectiveness of decks can be a boon to those overwhelmed by (and/or unable to compete with) the popular decks in other formats like vintage, modern, or standard. Pauper levels the playing field, making Magic accessible to all. And that's a good thing.

Every format has its own meta (the type/range of decks which tend to do well in a format). And format staples like this list here. These sites were recommended by a facebook group, and can aid anyone interested in exploring this format: