Showing posts with label Magic: the Gathering. Show all posts
Showing posts with label Magic: the Gathering. Show all posts

Friday, September 25, 2015

Knight of the Card Table: Battle for Zendikar Prerelease Primer

Knight of the Card Table: Battle for Zendikar Prerelease Primer



Welcome to my new semi-regular article series I'm calling Knight of the Card Table, covering all things tabletop, card and board games alike! I'm starting off heavy duty with the first in a three part series, all revolving around the release of the first Magic: the Gathering set coming out in the new standard rotation. Battle for Zendikar is set to release in one week; which means tonight is officially the last FNM of the old standard, and that means it's Prerelease Weekend! Let's get started...

Tourism is the prime resource of Zendikar,
just look at these happy visitors!

There's been a veritable hurricane of information surrounding this return to Zendikar ever since its announcement back on March 9, but there's some parts that are more important heading into this weekend's festivities. Sure enough, Wizards has written their own primer, and even treated the fine folks of Ars Technica to a private prerelease earlier this week. As if the change to the standard rotation - which I mentioned last in my Magic Origins article in July - weren't enough, the format of the prerelease is changing as well, if only slightly. Until now the prerelease packs have consisted of five booster packs, one of five dated promo cards and seeded card pack tied to the theme or color grouping of a rather unusable box, along with a spindown counter and literature, or some similar iteration to this load out. The prerelease packs this time around are nixing that seeded pack altogether in favor of a sixth booster pack; there's still a foil promo card, but instead of one of five, it could be any rare or mythic rare from Battle for Zendikar; the spindown stays and the literature's been simplified a bit; and it all comes packed in a reusable deck box! (The last time they did the closest to this, was for the Dragon's Maze prerelease.)

With a box like this, opening one may feel like opening a hedron itself...

Next up, we need to talk briefly on some new and returning mechanics. Stepping up to bat we have Awaken, Converge, and Ingest. And back for another swing are favored abilities like Rally, an ability trigger with its roots in Zendikar's Ally creature class; and Landfall which returns unfettered straight from the first Zendikar block. Both of these returning abilities will require keen eyes for when cards enter or act on the field. Finally, be sure to keep a watchful eye out for Devoid cards, they'll make big plays for being colorless inspire of their casting costs. For more help, I highly recommend Wizards own prerelease primer, their article on the sealed deck format, and this article on the mechanics in Battle for Zendikar.

Last on the slab is of course something everyone's been waiting for since the last time we visited Zendikar, full art basic lands. This will be the first chance everyone will be able to get their hands on some brand new, fresh printed full art lands that haven't been sitting in someone's drawer for the last 6 to 16 years, planswalkers rejoice! So if you've been envious of an opponent's deck full of Zendikar land and unwilling to shell out almost $1.50+ per card, know that we are literally t-minus one week and counting until that playing field is leveled and full art basics are affordable agin. As an added bonus...sort of, WotC has decided to up the ante to another level by adding in an extra chase factor to the BFZ release: the 25 Zendikar Expeditions cards. These full art, foiled, chase versions of the shock and pain lands are being inserted into booster packs at a ratio of nearly 1 card per case of boosters packs. Now, boosters are sold in 36 pack boxes, which then ship to stores in cases of 6 booster boxes. Wizards has said that these cards will be slightly less rare than pulling a premium foil mythic rare, so this places the ratio of these cards at just less than 1:3240 cards or 1:216 boosters. This was definitely a boost in preorder sales for M:tG, indeed my LGS is nearly sold out. It could be possible to see some of these make their debut this weekend as well.

Take a peak at the beautiful chase bounty...
For some, it may be as close as they get...

But have no fear readers! I have a release article planned, complete with product as I have per the Core releases. Until then, have a look-see at Magic's Battle for Zendikar Card Image Gallery, and be sure to head back on Tuesday for my Prerelease Recap and Setup for Release Day! Good luck this weekend everyone; shuffle well, and tap strong! For Zendikar!

Saturday, July 18, 2015

Magic: the Gathering Magic Origins Release Day


Greetings to all my fellow gamers out there! Yes, I've been away for some time (again) and it's long-overdue for my triumphant return from convalescence. So without even further delay, here's my brief coverage of Magic: the Gathering Magic Origins Release Day!

I've been playing for almost 20 years and all I've got is this final Core Set.

I hope everyone had a great PreRelease last weekend and enjoyed their LGS' festivities and getting their hands-on preview before getting to today's actual release. For those of you lucky to have played at Friday Night Magic last night I hope that went just as well, along with the use of the newest addition the multiverse. With all of the cards fully leaked in advance of the PreRelease, we now find ourselves (finally!) at today. In review of the product, overall, the cards themselves of this set seem to have a slightly higher quality than the M15 Core Set in my opinion, from the printing quality to the feel of the cards themselves. Maybe I just had somewhat higher hopes for this set in that arena, as I'm sure Wizards hadn't changed much, if at all. And while the graphic styling and representation of this set left me wanting initially, its grown on me. Especially after seeing the packaging of the boosters themselves, and the details within the Fat Pack, the opposing duality of using white and black is pretty smart for the context of what they aimed to achieve. But most people choose to hold their excitement for the first release of the next block, and don't get too worked up over the Core Sets.

I, however, do get excited...

Magic Origins has quite a lot going on around it. Probably the most interesting thing to note regarding this release is the fact that Origins is the absolute last Core Set to ever be printed by Wizards of the Coast. Can they print another one eventually? Sure, but that isn't the case right now, with all fingers pointing to "not going to happen." So as it stands right now there will not be a Core released in 2016, and likely will not ever be one again. Core Sets (formerly base sets, until circa 2003 (Eighth Edition)) have been around since the game's inception in 1993 with Limited Edition Alpha; these sets were released inconsistently, between a few months apart to as much as 26 months apart through Tenth Edition, then annually every July beginning with Magic 2010. All told, this marks the 18th Core Set to be released, when including both the LE Alpha, LE Beta, Unlimited, and Revised sets individually though they were all released over the span of just 10 months between 1993 and 1994. For the last decade, the Core Set's purpose has been to work by and large in conjunction with the block rotating out of standard play. This sounds a bit weird until you consider that the core's themselves include reprinted cards for the majority of the set, with a very few new cards being introduced for the first time; so certain cards from the soon-to-be rotating block become reprinted in the core so that some of the staple cards can remain in standard for a little longer. There's actually a lot of changes happening in and around this last Core Set, probably due to the finality of this release. For anyone that's been hesitant to get into (or back into, for those former players set in their old-school ways) this seems to me to be the perfect time to be jumping back in, so I'll touch just on a couple of the important ones.

Don't let this confuse you too much,
Donald Duck's nephews eventually got much better names.

First and foremost is that we are right up against the biggest change being made: the release schedule and rotation of sets in standard. To the casual MtG player, this doesn't mean much outside of when and how the sets are going to come out from now on - not including the supplemental releases such as Commander or Modern Masters. But for the standard tournament player and frequent FNM regular, this change is probably the biggest. This set marks the beginning to the change of rotation in standard that MaRo talked about in his Metamorphosis article last August. For those living under a rock for nearly the last year, this means huge HUGE things coming in a very short time now; we were warned a while back and now that the happenings are on the horizon it's time we are all fully braced to accept this change. That article does a great job explaining in vast detail what the rotation is changing to and why but, basically when Battle for Zendikar comes out in October, M15 is out along with the whole Theros block. This has been typical for standard up to this point. Following the next two sets to be released Khans of Tarkir and Fate Reforged will drop out of standard, then Dragons of Tarkir and Magic Origins will drop following the next two sets being released. And on it will continue into the foreseeable future. Standard will only have at most 6 sets in rotation (exactly three 2-set blocks) and no set being in standard longer than 18 months; as opposed to the current 8 sets maximum (two 3-set blocks and two cores at most) with a set staying in standard as long as 24 months. And the sets are being released at a more-consistent pacing throughout the year. (October, January, April, July)

Wait a second, what did I just say? "Three 2-set blocks" in standard... Aren't blocks three sets each? Well until now, that has been the case but will not any longer. After some hard realizations from the development team at WotC, they've decided to cut the sizes down on the blocks. Typically the blocks have followed a large-small-large, or large-large-small release pattern, but something somewhere failed and was not well-received. So along with doing out with the reprint-heavy Core Set, Wizards is also losing one set out of each block from here on (mostly) and treating blocks as two-set releases; one large and one small. I personally don't feel this is going to have too large of an effect on gameplay or standard, outside of the shorter lifespan a set has in standard.

Every spark can start a fire...

The last point I want to touch on is that the storytelling is shifting. But this has a more back-end context to gameplay than a full-on effect, and there are far more moving parts and details than what I can summarize in my article; so I'll divert back to Jenna Helland's A New Era article for the full info. As I mentioned, this is the perfect time for a new or returning player to get into the game, especially if they want to follow along with the story just as much as the metagame, or just the game in general. The extra content should be more accessible, and this stronger emphasis on story should better drive the content of the game itself, it's a win-win. And if I had to guess, one should probably get used to seeing these Double-Sided Planeswalkers - I have a feeling they may be around for a while as opposed to a one-off gimmick. Though I have been known to be wrong before in my speculation.

And only you can help prevent-- TOO HOT, OW OW! Stupid bear.

So I think this is a great place to wrap up my slightly long-winded return to posting. I have much more on deck, and fulfilling of past promises as well. I'm off to crack some packs in the meantime. Take care, shuffle well, and tap that mana strong!


=Opaque=

(All Planeswalker and Magic-branded imagery is courtesy of Magic: the Gathering and Wizards of the Coast, New Rotation GIF courtesy of Mark Rosewater and Wizards of the Coast, booster box and fat pack photo taken by William Beckwith)

Tuesday, February 3, 2015

Tabletop Gaming in the Digital Age



"As the goblins retreat, you notice a naked sixty-seven year old man
with no weapons lying in the grass shivering..."

Life certainly has it’s ways of getting in your way, which is exactly what has happened these past couple months, but after a necessary hiatus to make sure I didn’t end up unemployed and in a looney bin, it’s good to be back!! I’ll get back to a few of my intended article in the coming weeks, but right now I’d like to touch on the the digital environment for gaming. I’m not talking about video games here, at least not initially. What I am talking about are the iconic physical games of geekdom, like Magic: the Gathering and especially Dungeons & Dragons and various other RPGs.


But how will I shuffle the deck?


Getting it out of the way quickly as it has the most established footing in the digital landscape, Magic: the Gathering actually has a couple of avenues for players to try out, aside from multiple other formats created by outside software developers. The newer of the two, Duels of the Planeswalkers is available on multiple platforms and at the very least is a good way to better learn the mechanics if you’re starting out. There’s some story to it as well, and some animations for flavor, but it gets you going quicker than it takes to shuffle a deck of 60 sleeved cards for the first time. Currently, there are versions available on iOS, Android, PlayStation 3, XBox 360 and XBox One, and Windows through Steam. Also, Wizards of the Coast offers Magic: the Gathering Online, (MTGO) which went through several iterations and revisions before landing on the platform available today, and essentially offers a full availability of play formats that can simply be played in real life. One bonus WOTC offers is the option to redeem a full digital collection of a set for a factory set of printed cards of that set, so long as you are redeeming within four years of that set’s release. This however does not go the other way, turning printed cards into digital ones, at least not currently. Basically, you choose how you want to spend your money; I’ve heard both sides’ arguments (some more aggressive than others), but I for one will stick to the printed format. MTGO is also currently only available for Windows, and I’m a Mac.



What once was, but was not meant to be...

Now to get to the nitty-gritty, what I was really intending this article for. During the redesign of Dungeons & Dragons for the Fifth Edition, it was announced there was going to be digital support for D&D by way of an app. Trapdoor Technologies was working with WOTC to create DungeonScape - an app geared towards casual and seasoned RPGers alike, offering several tools for game and character creation, inventories and tracking, and more; nearly eliminating (but not quite) the need for all the books, paper, dice, and other accouterment characteristic of a typical gaming session. Alas, the project was doomed to be dropped by WotC, mid-Beta, on October 29, 2014. A little more than a month later, Trapdoor would open their Kickstarter for backing, and under a new name - Codename: Morningstar - which also would not come to be, as the project was not funded; pulling in a mere 17% pledged of their $425k need. Trapdoor does intend to release the app “iOS v.1.0 quickly” with other modules and Android and web support “to follow;” however, they cannot commit to a release schedule though their statements are ambiguous to the completion of the project. Also, they are using Pathfinder PRG versus D&D Source, which while adaptable for use with D&D, is at least less attractive to seasoned players.


...maybe someday we can see this sort of integration?

Recently, I discovered Roll20, a web-based “virtual tabletop” platform that allows adventurers and DMs to play online from all corners of the globe supposing everyone has an internet connection. Great, but that’s not the best part. One user went so far as to take the web platform, and create a setup to enhance his game sessions by way of projecting his maps onto a table, to scale. It’s clear that this person is not the first person to adapt this concept, (especially if you just watched Trapdoor’s Morningstar videos) but it’s still interesting to see technology being exploited for what’s typically in need of more physical representation. There’s a cost to balance out depending on one’s needs and resources; miniatures and prop/environment elements can get pretty costly over time especially if you want to customize anything, or you could soak that money into higher tech components like a digital projector and durable game mats.



"You see a map is cast on the ground about you,
from a mysterious bright celestial light above you.
This light commands you to to call it from faint markings
you can barely make out - TOSHIBA."  

I myself am all for the adaptation of technology to enhance gameplay, until it takes away from the game. Recently, I was invited to join an adventure of D&D and arrived to the stipulation from the DM that all smart devices/phones were not allowed in the play area; that they needed to be silenced, and there would be breaks that could allow one to check in on any updates or missed calls/texts. Knowing full-well what a distraction our technology can be, this was a welcome requirement from the DM. It also begs the conversation; do our computers and smart devices and other technology have a place in the RPG environment, or do they only belong in their own landscape of use, if at all? There appear to be pros and cons across the board, where it might just come down to personal preferences.


"We are entering the cave of our imagination."
"'I don't have much of an imagination,
can you put it up on screen?'"

What do you think; are you for the integration of our smart devices and technology to enhance the RPG experience, or are you more of a traditionalist and prefer technology to stay out of the way? Leave your comments and questions below, and be sure to come back next week for a two part D&D review (The Rise of Tiamat and Dungeon Master’s Guide) and preview of the next expansion product, Princes of the Apocalypse.


Until next time, roll true fellow adventurers!

Wednesday, August 20, 2014

Border Jumping - A Design Review of Core M15's New Card Frame


Border Jumping - A Design Review of Core M15's New Card Frame 

Welcome gamers and geeks from all corners and backgrounds! Today, lets take a look at the recently released new Modern card frame update for Magic: the Gathering that was announced this January and premiered with this summer's release of this season's M15 Core. While this topic has been touched on other sites since the announcement of the change, some to the chagrin of the author writing their article, I'm going to take a more in depth look at the elements that stand out, my opinion on why WOTC made the change, and what it means to gameplay both in the current season and speculating on the future of the game - if at all.

1.21 jiggawatts2! My "insurance cards" from my M15 Game Day deck,
both versions were featured in the build. 

First and foremost what stands out in this major change to the Wizards cornerstone; the font. Wizards last changed the font to create Magic's "Modern" border in 2003 with the release of the 8th Edition Core Set, so we were over due for an update with the game's 20 year history. Originally when the game released, the cards were titled using Goudy Medieval in the header while MPlantin was used in the text box. The problems with Goudy were done away with by the many updates to the previous-Modern, which utilized Matrix Bold for all of the title text in every core and expansion moving forward to date, including several updates along the way. Now, Wizards debuts their own proprietary font developed in-house for use specifically with the Magic brand, "Beleren." Adapted as an updated appearance from Matrix Bold, this font looks sharp, literally! Ligatures and extensions on the letters have been created in sharp lines and angles with little flourish, creating an almost neo-mystical feel that has been missing from gameplay until now. Aside from the much needed update, this is the first step against counterfeiting WOTC is taking to protect their product (and subsequently, the Magic community) moving forward. I really cannot stress the importance of the moves taken by Wizards here to guard against the counterfeit market. While I myself have not been burned by purchasing a bad card, I know plenty that have, and this has been a HUGE issue ever since the secondary market has existed. (Especially in recent years since the Matrix font family went to the free market) Counterfeiting literally steals money from the uninformed consumer that didn't know better. There are cards already printed that are worth hundreds, even thousands of dollars; and if you don't know how to spot a fake card...well, there's a reason the phrase "there's a sucker born every minute" exists. By using a proprietary font that cannot be bought or found on the market currently, (yes, admittedly I have gone searching for said font for my own personal, non-counterfeit purposes, and while I’ve come close it just doesn’t quite hit the mark) Wizards protects the high-value property in the first way to ID a fake. Moving forward, this new font safeguards against would-be counterfeit cards entering the market, plus it looks certified badass!

Planeswalker Jace Beleren lends his namesake to the
newly designed proprietary font that is being
utilized on the new card frame moving forward.

Moving on to the rare and mythic rare cards, we find our second update in the redesign; the foil stamp. While Wizards has been utilizing foil alternate printing for chase cards since Urza's Legacy released in February 1999. (Or if you wanna be technical, the prerelease foil promo of Lightning Dragon for Urza's Saga, Oct '98.) These two rarities obviously carry a higher value for trades and sales, so it makes sense that they should be extra-protected from those looking to exploit and steal from within the community, right? Stamp these high value puppies with a little bit of holographic foil in the center at the bottom of the card and you can be pretty sure you're holding the real deal. While posing no real change to the gameplay itself, this little bit of flash can be a nice touch to winning; just as you tap that rare/mythic rare to deal the final blow, the foil catches a reflection off the lights above, and adding insult to injury blinds your opponent! Maybe not, but we can dream.

"Take a look at my FOIL (Foil)…You can call me Queen Bee!"
(Note the new stamp in the bottom center of the card on the right) 

Probably the biggest update all around is the card frame as a whole. While still retaining the black edge border the cards have enjoyed continually since the release of Ravnica: City of Guilds in October 2005, (cards released in the 9th Edition Core Set that July had a white edge border) this new card frame features a few new updates of itself. First, the border and frame are thinner than the previous modern. But why? Essentially it comes down to esthetics and real estate; they needed to continue to have the easiest way to be able to identify the color of a card, while they wanted to place more emphasis on the cards' art and text. To create this emphasis while keeping identity intact meant reducing the colored framing and the edge border width, allowing the art and text box to be made larger. Second, the base of the border rounds "behind" the text box. Again, this is not only an esthetic choice which adds a new design element to the cards as a whole, but also increases real estate at the base of the cards; allowing Wizards to add a second line to the text here and even increase the font size for legibility. This way, instead of a long line of tiny text that stretches from corner to corner of the card frame, we can now easily see the card collector number (along with the addition of the single letter M/R/U/C rarity ID) over the three-letter set code, two-letter language and the illustrator's name all in the card's lower left corner, and the copyright info in the lower right corner. Also worthy of note is the addition of a “designer credit” that is featured inside the text box for cards that the developers at WOTC reached out abroad to create. (Such as with Waste Not “Designed by the Magic community” or the hilarious and offbeat Hot Soup “Designed by James Ernest”) These last detail updates don’t really affect gameplay as it does the collector, aside from the better separation offered the Power/Toughness pane – which now gets to stand out against the black edge border instead of the similarly colored shade of the card frame it was once contained within.

There's starving imps in Dominaria who don't have any soup, so don't spill it!

These three update groups make some pretty big strides in updating the look of the cards overall as well as gameplay; but why did Wizards do it, and why now? As I mentioned above, the border was overdue for an update from the previous update (which also could have been considered overdue at the time, given that that post-8th ed. border had been in development for three years by the time it was released). With this in mind the "when" was important as well, so when better to introduce a new border than with the new Core release? Though it’s true the Planeswalker card type was introduced during the Lorwyn expansion October 2007, it makes more sense to debut a set of redesign elements at the release of the Core which generally sees more new players coming in than at the expansion releases. (Never mind that I started playing when Ice Age released…and now I just dated myself!) Also, as previously stated are the anti-counterfeiting measures taken for all cards and especially the higher value/rarity cards. Now, what does this do to the future of the game, right? While a good question, mum’s been the word from WOTC on any changes to the current landscape of the game. What we should keep in mind is, while following the debut of what came to be known as the Modern frame in 2003, and the new formats of play being created for competitive players differentiating what would be seen in the formats; these formats weren’t created essentially because of the new frame, but rather because of the change in power levels of the cards and certain mechanics – or more so, cards that stated obsolete rules. The Modern format merely allows a player to build a deck using any card that’s been printed so long as it has been printed with a Modern (post 8th ed.) card frame, a good example here is Swords to Plowshares which recently saw a modern printing with Conspiracy; short of printings in preconstructed collectors product, this card hasn’t been run in any set release since June 1995’s Ice Age. Standard won't likely change anymore than it already does with each release, and the end of rotation that comes every play year following the Core Game Day - just before the first release of the new expansion block comes out.

Come, son of Jor-El! Kneel before-- wait, that's not right…
But these improvements are!

So there we have it in a very large nutshell. Ultimately, while often received with friction from the audience, design changes are inevitable and necessary for the evolution and continued development of the game. People will whine and complain to their heart’s content until they get used to the change or move on. For my money, since these changes do very little to change gameplay I’ll be one that sticks around – hell, I’ve been around this long anyway! – and I’ll enjoy hearing the comments, remarks, and conversations spurred while everyone adapts in the mean time. Thanks to Gatherer and WOTC for the images, paired up and edited by yours truly.

Next week I’ll be switching gears to another topic of high geekery; reviewing the new printed releases of the books for Dungeons & Dragons: 5th Edition. Until then, shuffle well and trade fairly my friends.

-Opaque



Sunday, August 10, 2014

Magic the Gathering M15 Game Day Recap


Hunt Bigger Game… as they say
As a longtime casual player of Magic: the Gathering – I’m talking roughly 16 years here – I decided to take the leap toward competitive play for the first time last season. Basically, as a former coworker put it to me, “what do you have to lose?” Well, it turns out a lot when you’re playing against guys who easily soak a couple hundred bucks worth of cards into a deck for Standard play (that’s last season’s core and expansion, plus the current season’s core and expansion only, I’m not even talking about Modern or Legacy – which is even MORE expensive unless you already own the cards) to top out while following the metagame. These are the things you learn first when you make the change from casual play to competitive. And you have to adapt or die. Literally, because the goal of the game is to reduce your opponent’s life total to zero. ZING!

So why do it, right? Because “kitchen play” only gets you so far in understanding the game. But when you step into your LGS (that’s Local Game Store) for the first time to register and play Friday Night Magic (or FNM) with hopes and dreams of bringing your A-game and best deck, to beat these new people and win that prize promo card (and maybe a little store credit or cash prize as well), while have great conversations about the game you love, you find out quick you know exactly squat when it comes to seasoned competitive players. Terminology and slang you may not have heard before, ever. And these guys’ expensive cards doing things you either a) weren’t aware of, or b) weren’t prepared for. It’s an eye opening, maybe even disappointing experience. And you love every minute of it because you’re learning again, and realizing that kitchen table strategy needs some retooling if you want to go places. You see posters all over saying “Pro Tour,” “Grand Prix,” and “Game Day.” Well let’s take it one step at a time, champ. Let’s start with the recent Game Day for M15.

So, now, what are these competitive events? Simply put it’s where the money is. You show up, you pay to play in a Swiss-style tournament that will end in a Top 8 bracket whose overall winner takes the prize. Game Day is held roughly four weeks after a Core or expansion block release date, and you play your best deck against other players in an arbitrary number of rounds earning points to stack the participants in a hierarchy, with the top 8 highest point earners making the bracket. Get it? Simple. The higher level of the store you play at, the better the prize support is; my LGS was offering a booster box of M15 cards and store credit payout from the entry fees to 1st place and a Fat Pack to 2nd, with 1st place also getting the exclusive playmat labeled “Champion” for today’s Game Day. Everyone who showed up got a full art Reclamation Sage card, and each of the Top 8 also got a foil full art Chief Engineer. If you’re following me so far and haven’t even played an FNM yet, I’d be willing to bet you want to now and are likely making arrangements to make sure you are next week!
Sweet, Glorious Freebies!


Now, since I’ve only been playing competitively for a year (barely, actually, once I look at when I registered my DCI number) I won’t begin to claim I know everything there is to know. Many friends and family members call me just to ask me rules questions all the time. But in fact I’ll tell you that the experience I’ve had this last season has me practically learning the game all over again. And that’s a perfectly fine place for me to be. Overall, the M15 Game Day was a fun experience, as was each one I have been to so far, even if I didn’t win. That doesn’t mean I didn’t enjoy playing and seeing the new strategies. I highly recommend these events after getting at least a few FNM’s under your belt – really they are the simplest transition from casual to competitive, I really don’t suggest just jumping into the next PTQ or GPT (that’s Pro Tour Qualifier and Grand Prix Trial) because we want to keep people playing the game. And losing at that level with no experience crushes one’s soul to the point of walking away permanently, I’ve seen it happen.

Here’s a good place to stop, I think! Come back on Tuesday where I’ll take a look at the new design of M15’s card frame elements compared to the previous Modern border, and let me know in the comments what you think and what you’d like to hear more on Magic: the Gathering in the future!

In the mean time, shuffle well and have fun!

=Opaque=