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.

Sunday, April 7, 2024

Exploring Wilds of Eldraine

Archive Dragon card art
I've decided to start a new series this year. "Exploring [set]" will look at recent Magic releases and reflect on their mechanics and themes. I make no attempt to be exhaustive. First up: Wilds of Eldraine (WOE), released in September 2023.

Mechanics
WOE introduces the following keywords or ability words:
- Bargain: [something good happens] if you choose to sacrifice an artifact, enchantment, or token as you cast this spell. See Candy Grapple as an example.
- Celebration: [something good happens] as long as two or more nonland permanents entered the battlefield under your control this turn. See Gallant Pie-Wielder as an example.
- Roles: cursed, monster, royal, wicked, sorceror, young hero. These are enchantments that are played on creatures and grant abilities as they indicate (see below token cards). They are created by some cards in WOE (see Cursed Courtier as an example).


Returning are adventures: cards that are 'two in one,' in a sense, that can be played for their one ability (on the left) and then cast later as a creature. See Mosswood Dreadknight as an example.
Themes/Flavor
Like the first Eldraine-based set, WOE reminds us of fairy tales. The first time around, it was more about knights (think King Arthur). This time, it is about faeries, rats, and sweets. A full 24 cards are faeries in this set (mostly blue/black), 18 cards are or mention rats (mostly black/red), and a number are related to sweets/food in name or mechanic. Examples below.




Thoughts
I loved the first Eldraine set. WOE is okay. I enjoy the punning and light themes ("Tough Cookie" and "Mintstrosity" are personal favorites). Faeries and Rats are cool. The mechanics aren't as great; I generally prefer keywords (which this set lacks, outside of evergeen ones) to ability words, and I really dislike the Role concept, because it is hard to follow without token cards and/or playing online. Anything that seems geared towards digital worries me; paper Magic is where the game should center.

Ultimately, I enjoy a few cards from this and play a few decks, but I think the mechanics could have been better.