Pattern Recognition #8 - Bears

Features Opinion Pattern Recognition

berryjon

17 November 2016

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Pattern Recognition #8 - Bears

Hello, and welcome back to Pattern Recognition, TappedOut's premiere - and so far only - opinion piece. Where it's my Opinion! I'm berryjon, and by the time you're reading this, the spoilers for Commander 2016 should have already started. Except this is being written at least a month previous.

No, I'm not going to be talking about Commander. I've been pushing the boundaries of more abstract concepts for long enough, and I think it's time to head back to basics, and examine a certain card that's been with the game from the start. One that has been vital to the development of a whole card type, and gets reprinted even to this day.

And if you ever see one, you've probably ignored it and moved on, not knowing just how vital it has been.

No, I'm not going to be talking about Basic Lands either. Even I couldn't do anything with that subject.

Today's subject will be Bears. No, not Bears. There's only 19 of them, and I don't want to write a play-by-play description of those, let alone read it. Rather, I want to talk about the 'Bear' as a concept. You see, back in Alpha, there was this little card called Grizzly Bears. There's nothing special about it. It's a 2/2 for . No abilities. Completely vanilla. Not even French Vanilla.

Wait, let me explain those for the new people.

A Vanilla creature has no abilities. It's just a casting cost, a creature type, a power and a toughness. That's it. Simple as can be. A French Vanilla creature has all that, and one or two evergreen static abilities, like Flying or First Strike.

So what's the point behind Bears? Well, it's not like the bad old days where Wizards would deliberately print bad cards because they expected no one would ever see an entire set. No, Bears exist because they are the baseline by which all other creatures are measured.

That's right. Balduvian Bears, Barbary Apes, Bear Cub, Cylian Elf, Falkenrath Reaver, Forest Bear, Fresh Volunteers, Glory Seeker, Grizzly Bears, Gutter Skulk, Knight Errant, Runeclaw Bear, Silvercoat Lion, Traveling Philosopher, and Walking Corpse. These are the creatures by which all other creatures are weighted and measured. That's the importance of Bears.

Let me break this down for you all. Wizards has long fought with their own design to evaluate the power and usefulness of creatures in the game when compared to non-creatures. To give you a sense of about how far down into the game the problem is, creatures tend not to be good enough for Legacy and Vintage - that being, simply attacking and reducing your opponent's life total to zero isn't fast or good enough. Even in Modern, Around 2008 and 2009, MaRo and company finally decided that a Concentrated Effort needed to be made to make creatures more relevant.

So, to do that, they increased the number of creatures in each set, gave them more and interesting abilities, and tried to price their casting cost just a little bit better. You see, the cost of creatures had to be better when compared to non-creatures, and not as an investment over time. And the biggest thing they had to compete against was creature removal.

Compare something like Terror with Murder, and the incremental slowing of Black's targeted removal. Or, as I've mentioned previously, the loss of Lightning Bolt to Shock.

I'm not going to talk about removal, just pointing out one of the factors involved in trying to make creatures better.

So then, why would a 2/2 for 2 be considered baseline? Well, it represents a good simple baseline from which you can upgrade or downgrade the creature, or to switch numbers around. And it's easy to remember because everything is a two! For example, Blade of the Sixth Pride represents a creature that is effectively equal to the Bear, but also different.

Before I can start talking about what Bears really mean, I want to make a side trip here. I've said that the Grizzly Bears are the baseline, but what exactly happens when you move up in casting cost?

So, let's have a look, shall we? I mean, I still have to pad out my article some. ;)

Let's start with a Gatherer search of all Green Creatures that have no abilities. It took me a little bit to figure out how to get Gatherer to bend over for that, and I had to eventually just say to look for all Green creatures who had rules that have no vowels in it. Thanks English!

I've already mentioned all the vanilla creatures with a casting cost of . So, let's step up to . Here, we get three creatures, the Elvish Warrior, a 3/2, the Kalonian Tusker, a 3/3, and the Swordwise Centaur, a 2/3. You would think that the Kalonian Tusker is the odd-creature out, but you have to realize that it's also an Uncommon card when compared to the Common others.

Wizards operates under the design idea that "Rarity affect Balance". I think they're wrong, but now is not the time or place to talk about that. What you guys should know is that in Wizards Design and Development, having a Vanilla Uncommon be stronger than a Vanilla Common at the same casting cost is a legitimate decision.

So let's step it up to . I just want to emphasize that this casting cost is not the same, functionally, as . Even though the general exchange is two colourless for one coloured, the exchange rate breaks down pretty quickly. The former gives us Gnarled Mass and Trained Armodon, two creatures with the same power and toughness as the Kalonian Tusker, but now they are both at common, rather than uncommon. The latter casting cost gives us a few more options due to being the lesser of the three options that is a converted casting cost of three. - Alpine Grizzly is a 4/2, Centaur Courser is a 3/3, Colossodon Yearling comes in at 2/4, the very old school Elvish Ranger is a 4/1 of all things, the Gorilla Warrior is another step back from the norm at 3/2, while the Nessian Courser is a functional reprint of the Centaur Courser.

Taking this up to , we get the Leatherback Baloth, a 4/5 which breaks down the pattern.

I could go higher, but there's not much to work with. After this point, there's not enough to make general predictions about the scaling of vanilla creatures. So let's work with what we do have. The sense I get is that each increment of gives a creature an additional 1 power or 1 toughness. A full should give the creature 2 additional power or toughness, or 1 point into each.

And the best part? It makes sense. There's an elegance and simplicity to how the numbers interact, one that Wizards should be rightly proud of. And from this base, we can start to calculate the costs of certain Evergreen abilities. For example, War Mammoth, a creature concurrent to Trained Armodon, adds Trample for the cost of . Or in Blue, going from Horned Turtle to Azure Drake gets you Flying and 1 Power for the cost of .

But this should also be a warning. Not every colour treats abilities as having the same cost. Flying appears in both Blue and White, but Blue will get it cheaper than White for the most part. Deathtouch, shared between Green and Black, tends to be cheaper in Black. Though I have to admit that my sample size is far smaller as this ability has only recently (from my historical perspective) been added to Black.

Moving around the Colour Pie, let's look at the other colours. I won't be as detailed with them, but I do want to touch on them as Green tends to be the cornerstone when it comes to creatures.

White creatures keep to the same general scheme of power and toughness advancement, however they do tend away from a more balanced approach to power and toughness. Blade of the Sixth Pride, Devilthorn Fox and Dromoka Warrior all favour power while Indominable Ancients and Yoked Ox all go the opposite direction with Toughness.

Blue's vanilla creatures tend toward being less cost-effective than their counterparts in other colours as part of Blue's colour identity of less creatures and more instants and sorceries. Look at Curio Vendor for example when compared to Grizzly Bears. They have fewer creatures overall, and because of that, they also have fewer vanilla creatures to develop a baseline from. What I can tell you is that they tend toward higher toughness, in what I can only conclude is an attempt to act as a defensive bulwark against attacking creatures while the deck does its thing. Like with Maritime Guard.

Black's selection of creatures plays out as a combination of Green and White. They take Greens general effectiveness - though not as well as Green itself, and White's distribution of power or toughness. Weirdly enough though, Black only has 33 Vanilla creatures across its history where Blue gets 45! After thinking about this some, I can only conclude that this is in part due to Black's 'Everything must have a use, or be made into a use' pragmatism. For Black, creatures that exist without something they can do are little more than fodder for other creatures or effects that can do something.

Red, on the other hand, gives no pretense to what their creatures do. With 50 examples of Vanilla creatures, there are only three whose toughness is higher than their power - Hurloon Minotaur and its effective reprints, Pensive Minotaur and Riot Devils. To Red, Vanilla creatures are just cheaper versions of another creature, but one that is without some ability. And Red is always looking for cost-cutting measures where their aggression is concerned.

Normally, I wouldn't touch on Artifact Creatures, but these few examples can show how the aforementioned exchange rate of coloured to colourless mana breaks down. Field Creeper seems likes a good example of taking a half-step down from the Bears, being a 2/1 for , while Venser's Sliver gives us a 3/3 for . The rest ... don't really fit. Phyrexian Hulk only costs more, but loses the Sliver creature type and gets +2/+1.

When giving all these cards an overview, I wanted to point out a couple of themes. First is that Green is efficient. As creatures get bigger - and not just through larger numbers, Green's creatures are cheaper than the equivalent to others. Something that costs would only cost . White gets it second best, tied with Red, while losing out on Green's balanced approach. Black doesn't care, and Blue only wants these creatures to throw in the way of attackers while more important spells are being cast.

In a way, we are looking at a microcosm of each color, stripped of all conceit and deceit. And once you start to step away from the basics, adding in combat abilities from Flying to First Strike, the colours become more and more defined until you get into the card-specific abilities to finalize the distinctions.

And yet, we're looking at a narrow selection of all creatures, true. But when we start to plot out these creatures and when they were introduced to the game, we can glean some indication of the power of such creatures. The Bears were seen as the corner stone of this entire process. And vanilla creatures have a purpose. Not only to they serve as that stone, they are also vitally important for the limited formats. being able to pas out your creatures with late-pick selections because the creatures with abilities have already been taken isn't a bad thing. And Kaladesh even gives them more purpose than as an extra body with the Crew mechanic.

But Magic is not a game about ability-less creatures. Creatures have abilities, and through that, they affect the game. Vanilla creatures are only good for attacking or blocking most of the time. Sure, there are exceptions - such as the aforementioned Crew, or as sacrifice fodder, or for counting their Tribe for Coat of Arms. But they are not meant to be a primary thing. They are meant to supplement. To give the players an idea of what is a good choice for trading in combat or not.

Bears exist, and will continue to exist in the game. Creatures will get bigger, all the way to Fusion Elemental, and can go smaller to Memnite. But the point is, that there are certain balances of cost, power and toughness that must be held to for the balance of the game to be maintained. Yes, variations can and will happen, it's only natural. Yet when that centerline is pushed too far in one direction, the entire game suffers as the whole balancing act between creatures and everything else falters. It's a fine balancing act, and on the whole, it's been against creatures. Yes, there have been times when they were viable and powerful, and modern magic over the past decade or so has been working very hard to re-balance things, but the long history of the game has made creatures second-class cards.

And the 2/2 for 2 is where Wizards has chosen to make their stand.

Besides, it's not like Muraganda Petroglyphs is a real card now, is it? I mean, it's not like I could built a deck around it, could I?


Keeping it Simple, Silly

Modern berryjon

SCORE: 27 | 14 COMMENTS | 2147 VIEWS | IN 9 FOLDERS


Could I?

This article is a follow-up to Pattern Recognition #7 - Tribal The next article in this series is Pattern Recognition #9 - Winning and Losing

jandrobard says... #1

Ctrl+F searching for "Time Spiral". No results found. That's new.

It's nice to get reminded of the basic math behind the game's simplest and most neglected creatures, especially when it can be so complicated.

November 17, 2016 7:50 p.m.

TheRedGoat says... #2

Actually, I would wonder why red has always lacked a true "bear" until the printing of Falkenrath Reaver. Was it really so out of color before that they couldn't at least have a creature that starts out being normally proportioned and some ability shuffles it around.

November 18, 2016 12:43 a.m.

berryjon says... #3

jandrobard: I know. It's weird. Which is why I finished off with the deck I did - Muraganda Petroglyphs, which also runs Blade of the Sixth Pride.

TheRedGoat: Red and Green were, for the longest time, in contention for 'better' creatures - the position where White is now. Green got efficient, smaller creatures with a few larger 'bomb' cards, like Scaled Wurm, while Red monopolized the mid-range vanilla creatures. Both got good 1 drops, but the difference between, say, Llanowar Elves and Raging Goblin shows how the two colours treat their creatures.

November 18, 2016 1:03 a.m.

Gattison says... #4

I had my beer in my hand the whole time, just waiting to take that "Time Spiral sip...."

Not sure if I'm relieved or disappointed (since it's the middle of the day). At the least the article was great as always. Thank-you again, berryjon, Master of Articles.

November 18, 2016 11:12 a.m.

berryjon says... #5

Well, I'm in the process of double-checking next week's article. I'll make certain to include something there!

November 18, 2016 6:54 p.m.

"I think they're wrong" hallelujah man. This has been my biggest complaint about MtG since the day I started.

I remember when they introduced Mythic Rare and tried to assure us that they would be "something that feels very special and unique" and "not just be a list of each set's most powerful tournament-level cards".

Sure, some Mythics have found their way to the junk-rare box, but on the whole, when they design a card, the rarity definitely plays in to how strong they make it. There's just no way cards like Phyrexian Obliterator or Vengevine would have ever been printed at Rare. Had they designed Vengevine at Rare, even had Mythic never existed, it would be lacking Haste, or be a 3/2 or some such.

Anywho, that little rant aside, great article again man. It was a good read. :)

November 19, 2016 12:45 a.m.

berryjon says... #7

Tyrant-Thanatos: Rarity as a balance factor works if and only if you assume that there will be a limited supply of cards in any given area. To the point where no one would have a complete copy of any given set. Except by the time Revised came around, they knew the opposite was true. People would find out, and they would get the cards they wanted.

So, seeing Bears affected by rarity just makes me annoyed and disappointed.

November 19, 2016 1:01 a.m.

Yeah, I agree. Given limited supply, it does work to an extent. And in a sense, it affects how Limited formats work, except that it means that a lucky pull could potentially steal entire games.

What surprises and annoys me is that WotC refuses to change this design philosophy whatsoever, even knowing that their game has grown far, far beyond the point at which anyone can get any cards they want/need for their builds, regardless of rarity.

November 19, 2016 1:07 a.m.

TheRedGoat says... #9

@Tyrant-Thanatos So could you maybe explain how the heck Nephalia Moondrakes is considered a rare worthy card? Cause that's been eating away at my brain since it got leaked and I still can't figure that cards use even in limited.

November 19, 2016 1:48 a.m.

Junk rares do exist. I even mentioned it in regards to Mythics. Exceptions will always exist.

November 19, 2016 1:56 a.m.

berryjon says... #11

TheRedGoat: Just be glad that you live in an era where Wizards no longer deliberately prints bad cards to put into packs. Pyramids, Shahrazad, Obelisk of Undoing...

November 19, 2016 2:14 a.m.

Winterblast says... #12

Funny you mention Shahrazad among the bad cards...I've actually had a devastating casual deck built around that card some 10 years ago. It worked on the ruling back then, that cards that were removed from the game in the sub-game remain exiled when returning to the main game. It was just Shahrazad and stuff like Leyline of the Void and Tormod's Crypt combined with discard and land destruction. At some point we had sub-games within sub-games, leaving everyone without a library when returning to the main game after a really really long time, haha.

As for the bear concept: I remember when I started playing, this idea was explicitly explained in a 5th edition rulebook. The balance of P/T and casting cost based on 2 mana for 2/2 indeed took at least a double page in the book. Newer players won't read these sort of design explanations in the folders added in the starter decks anymore...but when I started playing it helped a lot with understanding how the game actually works and why.

November 21, 2016 4:40 a.m.

TheRedMage says... #13

I think in your discussion of vanilla p/t you forget to mention a fairly important aspect - that being power creep.

Creatures are slowly becoming better and better as years go by. Alpha had Scathe Zombies and Gray Ogre, now we get Walking Corpse and Falkenrath Reaver. Does being an uncommon factor into the extra point of stats that Kalonian Tusker gets? Probably. But Tusker is also a much more recent card than either Elvish Warrior or Gnarled Mass, which explains why it's more pushed. A more apt comparison for Gnarled Mass would be Watchwolf - uncommon, from the same period, but also in two colors. Mass saw constructed play in its time if I recall correctly. These days even 3/3 for 2 is not good enough for standard without significant upside or good synergy.

Re: Rarity as a balancing factor. I think it's actually perfectly fine for rarity to to be used that way because it allows to point different cards at different formats. I agree with you that in a world in which people routinely use websites to acquire their cards rarity is a non-factor when it comes to constructed formats. That is fine. Maybe 5% or 10% of all cards in a format are intended for constructed play, and those that would completely warp a limited deck or be useless because o how much synergy they require should be put at rare or mythic which largely keeps them out of most drafts and sealed pools and keeps the limited environment balanced.

Basically I think the rarity symbol on a card is irrelevant unless you are viewing the card in the context of Limited play. And in draft, it makes perfect sense for uncommons to be a bit more pushed - it's a way to set the average power level of decks. Cards that are aimed at constructed play often have a power level that is problematic for limited, so putting them at rares or mythics make sense. You don't want every other draft deck to have a titan in it.

November 21, 2016 4:48 p.m.

berryjon says... #14

TheRedMage: Actually, I did comment about Power Creep, but not in that frame. Let me quote myself:


Around 2008 and 2009, MaRo and company finally decided that a Concentrated Effort needed to be made to make creatures more relevant.

So, to do that, they increased the number of creatures in each set, gave them more and interesting abilities, and tried to price their casting cost just a little bit better. You see, the cost of creatures had to be better when compared to non-creatures, and not as an investment over time. And the biggest thing they had to compete against was creature removal.


Creatures themselves are getting more powerful and cheaper, and this has been going on for seven years now. It's also important to note that vanilla creatures are drying out, save for the obligatory instance at common in each set. Even French Vanilla isn't seeing much use outside of , and even then you move past common, and you can full expect creatures with special abilities everywhere.

I don't disagree with your comments, but I think we're approaching them from different angles. And I appreciate your input, thank you.

November 21, 2016 4:58 p.m.

TheRedMage

"Basically I think the rarity symbol on a card is irrelevant unless you are viewing the card in the context of Limited play."

The problem is it's not. The rarity symbol impacts the supply of the card, which influences the economics of constructed heavily. While constructed staples printed at Common have, in the past, occasionally held value (I'm looking at you Serum Visions) this tends to be the exception, and not the rule. Even constructed-playable Commons and Uncommons often hold significantly lower values than that of Rares and Mythics, unless they're beyond "playable" and more like "mandatory".

It's all about Supply and Demand. Rarity tanks the supply, and Power boosts the Demand. So when Rarity = Power, Rarity = Money. This creates a huge entry barrier into competitive constructed play for anybody who doesn't already own a significant collection, and new players are vital to the growth a prosperity of the game.

This is especially important given how widespread alternative means of entertainment have become since Magic started. Not to sound stingy, but these days you could buy 2-3 whole videogames that could last you hundreds of hours each, for the same price that you would spend on a single standard deck. That's going to push a LOT of potential players away, and it surely does.

November 21, 2016 5:57 p.m. Edited.

TheRedMage says... #16

Maybe. But I don't think secondary market considerations should influence card design - not heavily at least. I'd rather magic stay expensive if it means it stays awesome.

November 21, 2016 9:37 p.m.

I don't feel like making competitive staples more accessible would detract from the game's "awesomeness" though, tbh. In fact, I think it would boost it quite a bit.

As someone who literally can't go to an LGS and meet people and play socially because the singular LGS in town is closed every single second that I'm not at work, I feel that increased accessibility would increase interest, and bring in an influx of new players, which would help LGSs as well, and promote the possibility of additional ones as the market grows.

It genuinely hurts to think that my entire collection sits and stagnates in my closet while I play Magic online through programs like Cockatrice, simply because there isn't enough interest to facilitate any use of my cards.

November 22, 2016 1:49 a.m.

Winterblast says... #18

I see what you mean Tyrant-Thanatos, although what you describe only happened with the eternal formats in my area. Around 10 years ago we were some people playing Legacy and/or Vintage, not many people but at least some. I paused for a while and started playing again earlier this year. Went to the nearest Magic Shop and asked around if someone wanted to buy cards, especially high priced ones - because no one played Vintage anymore. They were all like uh oh Moxes, Workshops, even amazed to see dual lands...and I was equally amazed to see no one was playing Legacy anymore either, only standard and modern.

I found out that I can use most cards for commander, which is frequently played here, but it was a hard decision for me to sell all the stuff that I wouldn't be playing anymore.

November 22, 2016 3:22 a.m.

TheRedMage says... #19

@Tyrant-Thanatos, I am sorry but it would. Printing this sort of cards at, say, uncommon, would destroy the draft environment. Cards that have the power level of an Inferno Titan are good for standard, but are extremely toxic for limited, as the tools to deal with that sort of card are not easy to come by. Printing that at mythic means there aren't as many of those cards floating around in limited events.

There is also another issue - and please bear with me, because I am going to digress a bit, and since this has little to do with the article I would suggest that we continue at least the economy part of this conversation elsewhere if you want to continue it at all.

The total value of the cards in an average standard-legal pack after it gets opened doesn't fluctuate that much, it's usually on the order of 2.00-2.50 $ (and yes, there are outliers, but it never gets that far from there. This is the nature of how economy works. If demand rises, at a certain point the price reaches a point where it's advantageous for stores to crack packs for singles and sell those singles, which increases supply to match the increased demand, which lowers the price back below the "crack pack for value" threshold. The price of singles is largely set with this mechanism.

Let's say we start printing tournament level cards at uncommon (and similar considerations go for rare, although not as extreme). This would result in one of the swingiest and least fun draft environment since the times of Mirage, so this set would be undraftable, and the decision to sell an undraftable product in booster packs seems foolhardy at best, but let's go with it. That means the needs for standard are met by opening less packs: In Kaladesh, for example, on average, you roughly open a copy of a given uncommon every 27 packs that you open, and a copy of a given mythic every 120 packs. This means the demand for packs would be about four times lower, which in turn means less product sold, less money circulating into the game as a whole and less resources that can be devoted to R&D to make this game as great as it is.

The current standard format is the cheapest we have seen in years. This has been achieved by adding the Masterpieces - extremely valuable non-standard-legal cards that appear in standard-legal packs. These cards essentially say "the value of the cards in a pack is more or less set, but we can adjust how much of that value is standard-legal. If only 90% of that value is standard-legal, standard will only be 90% as expensive." That sounds like a much better way to go about it.

And yes, this is obviously an oversimplification, but it's a useful one. If you want to read more about this there was an interesting article by SaffronOlive that goes into more detail.

@Winterblast: I think that what is harming Legacy and Vintage specifically is only tangentially related. Wizards has a list of carts (the reserved list)that they promised they wouldn't reprint. This happened around 20 years ago, but they keep their promise to this day. As this list includes many Legacy and Vintage staples, as long as they keep their promise Wizards has no way of controlling the price of these formats. They can keep modern in check with strategic reprints in supplemental product, but they can't do the same for eternal formats. They are kind of between a rock and a hard place - they either go back on their word or let Legacy and Vintage go unsupported. So far they have gone with the latter, and I agree that it sucks.

If you are interested in playing Vintage, the place to go is Magic Online. Wizards is not bound by the reserved list for digital printing, so you can buy $20 Volcanic Islands and $100 Black Lotuses. The online vintage community is not huge, but at least it exists.

November 22, 2016 2:43 p.m.

Winterblast says... #20

TheRedMage I know the problem with the reserved list but it's not only that. What I meant is that the useful new cards for the older formats are also often very expensive because they come at mythic rarity and have sometimes only appeared in one set.

I don't really understand why printing some better cards at lower rarity would ruin the experience in limted. In fact, I don't play limited because the overall power level is too boring imo...a bit more really good stuff in boosters would absolutely take that feeling away because in a draft you mostly get a choice of cards of which you usually wouldn't consider 90% when building a deck. It works well with legacy cubes, so why do people think it wouldn't be fun if the average booster delivered the same playing value?

November 22, 2016 3:02 p.m.

Just to keep this short, I'm fully aware if what printing cards of that calibur at lower rarities would do to draft. That's why I said "making them more accessible". There are other ways to go about that, without affecting limited.

It just seems to me like every solution to this that WotC tries, they limit so severely that it does nothing to the accessibility of staple cards. I'll admit to knowing little of Standard (really not my bag), but the Modern Masters and Eternal Masters sets MSRP high, and run in limited prints. I do like the Masterpiece concept, but we only have one set so far with them, I don't see it having much impact on the entry barrier for quite a while.

November 22, 2016 3:11 p.m.

TheRedMage says... #22

@Winterblast: Personally I find that one of the appeal of drafts is exactly that you get to play with cards that would never make it into a constructed deck. You explore a more vast portion of a set, so to speak.

That said, the problem with that approach is that the format becomes even swingier and variance driven. Did I get to have a couple of the standard-tier uncommons? Ok, we got there. Did I not, or maybe I did but I didn't draw them? Perfect, my deck can never beat an opponent that draws one of those now. It works in cubes because every card is powerful, but normal standards set can't work that way - and as for why that doesn't work, Mark Rosewater wrote an article and then another article.

November 22, 2016 3:17 p.m. Edited.

TheRedMage says... #23

@Tyrant-Thanatos: It's hard to make this consideration out of formats thats that are as rapidly evolving as standard is though. The existence of valuable cards is ultimately a good thing - it makes shops more willing to invest in the game as they can accrue a larger profit that way. Thus the game reaches more players and prospers.

The Masters set are having a positive influence. It's just that it's hard to shake things up too suddenly - you want stores and collectors to feel like they can buy copies of valuable card and know that their value might decrease, but it's not going to crash and burn. Making standard cheaper will eventually make modern cheaper too, it's just going to take a few years.

November 22, 2016 4:45 p.m.

@TheRedMage, I agree, to some extent. It will take a while, it's true. I'm just somewhat disappointed it took this long to even initiate a strategy to make to game more affordable.

I love Magic, and I love playing it socially with friends, but I've hit a wall where I either have to intentionally dumb down my decks, or somehow convince my friends to spend ridiculous amounts of money in order to maintain a fun variety of decks that can actually compete with mine.

This is why we've turned to sources like Cockatrice, but it's just not the same as physically sitting down together and enjoying a game, laughing and joking and throwing cheetos and such. I remember having loads of fun doing things like Emperor, but I'd have to find a way to defang the decks I have, or they would dominate and suck all the fun out.

I don't even know where I'm going with this now, but I guess my point is that anything aside from non-format kitchen table $20 decks seems excludingly expensive.

November 22, 2016 5:11 p.m.

TheRedMage says... #25

Have you considered trying to introduce your group to Pauper? It's a format with an established metagame, it can be played competitively, it's skill-intensive, allows you to do some pretty powerful stuff (Gush, Preordain, Mulldrifter, Fireblast and Timberwatch Elf are all legal in this format) and decks usually run between 20 and 40$.

I will admit that I come from a vantage point where both me and my usual competition will have spent however much money is necessary to have an established deck in the format, so these dynamics of casual play are somewhat alien to me. But if you want that sort of competitive-like experience - i.e. everybody has one of the best decks in the format and tries to learn all their in and outs - maybe you can look into the cheapest format of them all.

November 22, 2016 7:06 p.m.

berryjon says... #26

I updated the associated deck a bit to make it more aggro-y.

November 23, 2016 1:29 a.m.

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