Tag Archives: Innistrad

Magic the Gathering Retrospective: Origins to Eldrich Moon

Note: This is part 3 of a 5 part series.

Part 1 | Part 2

Introduction

This is the time in Magic the Gathering history when the game was supposed to change forever. They made an announcement that there would be no more core sets. Admittedly, I don’t always have my finger on the pulse of various communities, but I never heard a huge outcry during the announcement. Granted, as a collector, I mourned the loss of those sets, but I’m not sure that many others did.

Aside from that, they reduced the number of sets for each block from 3 sets to 2. In response to this announcement, I did hear quite a bit of murmuring from the crowd. Perhaps it was a bridge too far so soon after the abolition of core sets. As we’ve discussed several times, some portions of the nerd community have become resistant to change. Furthermore, they are quite vocal about it.

Actual quotes from Star Wars fans after every new movie.

Magic the Gathering Origins and Competitive Play

In the previous two articles, I’ve included the core set with the block. I change that here for two reasons. First, with the core sets being discontinued, WotC assured us that there wouldn’t necessarily be “blocks” of sets anymore, even though there were for the next six cycles. Second, since Origins was supposed to be the “last” core set, they promised something innovative for the set.

As with most of WotC’s promises, this wasn’t entirely true. While there were some new things in the set that I will talk about briefly, at it’s heart, Origins was a core set. I think in my article about it, I called Origins the “corest of core sets”. I don’t blame them. Core sets existed for a reason. If you’re going to have core sets, then it should fulfill that purpose. Just don’t promise that you’re going out with a bang and then offer a slightly exaggerated whimper.

Okay, enough of my own “Grumpy Cat” impression. As I said, there are things that I enjoyed about the set. Before I get to those, I will just write a quick note about competitive. I’m not a competitive player by any stretch of the imagination. I don’t aspire to be one either. I do enjoy watching Magic, though, and this set was very kind to competitive players.

Plus, as an added bonus, it gave us the earworm, “I ain’t no Hangerback girl”. Just me? I can live with that.

My Thoughts on MtG Origins

Finally, we get to my positives from the set. Not to give too much away, but they’re what you have come to expect from a filthy casual such as myself. I might be mistaken here, but it’s the first time that I noticed that WotC made the story front and center in the game. I know that there has always been lore. It’s one of the things that we love about Magic. But, this is the first time that I saw them pushing that story on their web page and through the cards. That story focused around five main Planeswalkers and their journey through Magic history.

Speaking of those Planeswalkers, they lived up to the promise of “something different”. None of them start off as Planeswalkers. Instead, they are cast as younger versions of themselves. Then, through a mechanic associated with their color identity, they “gain their spark” and flip to become a Planeswalker. There has been at least one other flip Planewalker since, but this was like nothing that I have ever seen in the game before this set. I don’t know if they have plans to do so, but I would love to see more cards like this in the future.

Of course, I have to stick to my roots and use our friend Jace as the example.

Battle for Zendikar/Oath of the Gatewatch

I have to admit that I was surprised when they announced this group of sets. While the first Zendikar block might have been popular at the time, the only thing that I ever heard from players was how much they hated the Annihilator mechanic. Wizards of the Coast even publicly admitted that Annihilator might have been a mistake. I think I wrote in my previous article that we haven’t been back to Mirrodin, mostly likely because of infect. But, now, we’re back in Zendikar with an even less interactive mechanic? Okay. Let’s do this.

Yes, the Eldrazi are back. No, they don’t have Annihilator. Most of them don’t have Annihilator. Okay, none of them have Annihilator, but Ulamog is hungry and he wants to eat your deck. In keeping with the colorless theme, this set has colorless colored cards. Yeah, I know. For a game that prides itself on its adherence to logic, that might be a tough circle to square. Hear me out on this one, though. I mentioned earlier that WotC was choosing to incorporate lore more into the game. The Eldrazi are colorless creatures that consume all in their path. Zendikar is a rich source of resources. It makes sense that as the Eldrazi consume Zendikar’s resources, there would be those that were in the process of being converted.

This card has two colors, but is still colorless! Madness!

Maybe I thought too much thought into that. I’m sure that I put too much thought into it. Okay, I’m positive that I thought about that way too much. But, it was a fun train of thought for me and who knows? Maybe I’m on to something.

Back to the sets themselves. You can’t just have colorless spaghetti monsters (Actually, she’s not even here. More on her in the next section. Spoiler Alert.) destroying all in their paths. Well, you could, but that’s not much of a narrative. In addition to the old mechanic of landfall to symbolize the land itself fighting back, there’s also a mechanic called converge that pumps the ability of cards based on the different types of mana used to cast them. Multicolored v. colorless. Great flavor win!

Shadows Over Innistrad/Eldritch Moon

If it was a surprise that we returned to Zendikar, it was a relief to go back to Innistrad. I said several times in my previous article that Innistrad was right in my wheelhouse. If you haven’t read that article, I will summarize here. Having grown up with fantasy and fantasy horror, Innistrad reminded me of times playing the D&D campaign Ravenloft with friends as a teenager. The addition of flip cards, the lore win of graveyard interaction, and a strong story overall cemented Innistrad as one of my favorite blocks. I’m glad to be back.

Okay, but what are those shadows over Innistrad? Who knows? Who cares? It’s probably just witches or giant bats or something like that. It’s certainly not a giant spaghetti monster that has come to consume this plane that we all love. To be honest, I had no idea during the first set that there would be Eldrazi on Innistrad. I mean, I did find it odd that Emrakul was missing from Zendikar, but I wasn’t paying full attention to the story at the time. I was just happy to be back on Innistrad.

It appears that there may have been clues if I had been paying attention.

You got Eldrazi in my zombies! You got zombies in my Eldrazi! Two disgusting things that go great together? I admit that it was a complete surprise when the reveal of Eldritch moon showed that much of the madness on the plane was courtesy of Emrakul’s influence. I wasn’t sure how the crossover might work and felt skeptical that it would be any good. I’m happy to have been proven wrong. While not as strong as the other Innistrad sets, in my opinion, Eldritch Moon delivered enough fun to be a solid filler set if nothing else.

The Verdict

The “new era of Magic the Gathering” as ushered in by the end of core sets and the switch from 3 set blocks to a less rigid construct for sets got off to a mostly successful start. While Origins was, at its heart, just another core set, it did introduce some cool new things into the game. My favorite from the set was the flip Planeswalkers. I hold out hope that we will see more, but to this day they are unique to Origins. Kudos to WotC for keeping things unique.

I never got to play the original Zendikar. I wasn’t even able to collect it as boxes were pushing 300 dollars at the time that I was trying to put together sets. It was nice to be able to see some of what I missed without having to deal with the annoying Annihilator mechanic. I’m not as much of a fan of the Eldrazi as maybe Chris is, but I’ve developed a soft spot since these sets for the big lugs.

Emrakul, in particular, has a goofy triggered ability that I enjoy.

The revisit to Innistrad wasn’t as much fun as the first. Guess you really can’t go home again. The Eldrazi only partly played a role in making the Innistrad not as fun. I actually enjoyed the story and some of the weird creatures that came as a result. It was just too much of a good thing perhaps. That’s what I fear from a Return to Return to Ravnica. This will be the third time on the plane in just over a decade of time. What could they possibly have that will make it worth it? I suppose time will tell.

3 down, 2 to go. Next time, we visit the 3 newer planes introduced recently; Kaladesh, Amonkhet, and Ixalan. After that, it is Dominaria and Return to Ravnica to finish the series. I hope you all have been enjoying reading this as much as I’ve been writing it. See you in a couple of days.

Magic the Gathering Retrospective: Scars of Mirrodin to Avacyn Restored

Note: This is part 1 of a 5 part series.

Introduction

Why Scars of Mirrodin? Chris and I are going to talk about Magic’s return to return to Ravnica on the podcast this week. After their most recent revisit to their old home, it’s clear that the R&D guys at WotC are feeling nostalgic. This nostalgia has inspired me to take a look back at my history with the game. While I have been playing the game since the beginning, it is only since Scars of Mirrodin that I’ve been actively engaged in the game.

Plus, Mirrodin introduced poison to the game and that’s everyone’s favorite mechanic. Am I right? Guys? Guys?

Okay, that’s not entirely true. Return to Ravnica was my actual reintroduction into the game. I then worked backwards to fill in my collection with older sets. It wasn’t until the Zendikar block that boxes became prohibitively expensive, so I stopped at Mirrodin. This article started as a Top 10 list since Mirrodin. Then I was going to rank all of the sets.

Why isn’t this a ranking? I decided not to do either because; (a) that’s a lot of sets and (b) more importantly, rankings are stupid. There’s plenty from all sets that I both enjoy and don’t. Besides, I started this web page to be a different voice from everything else out there. Instead, I’m just going to tell my Magic the Gathering story and how it has evolved over the last 5 years or so. Hopefully it succeeds and that you enjoy.

Scars of Mirrodin Block

Core Set 2011: We know them. We love them. Okay, maybe that’s a bit of a stretch, but Wizards did try to kill them after Origins and now they’re back. Someone somewhere has a soft spot for the dependable and comfortable core sets. This one was neat because it had the Titan cycle (Primeval Titan is my favorite) in it and all of those cards are awesome.

Even this guy who doesn’t see much play is pretty awesome in cube drafts.

Scars of Mirrodin: These sets are a very different style that I’m used to in a Magic the Gathering set. In addition to being more colorless focused because of the artifacts, poison and phyrexian mana are included. Most mechanics tweak the rules a bit, but they work fully within the confines of the game. Occasionally, a mechanic might add a new twist to the game. Both poison and phyrexian mana break the game in fundamental ways.

Mirrodin Beseiged: Being the smallest and middle of the three sets, there isn’t much memorable, as least for me. One card did jump out at me as I was looking through the binder, though. I pulled more than one of Phyrexian Rebirth and got obsessed with trying to build a token deck around that card. It never happened, but maybe I have a new project for the coming weeks.

The lore nerd in me alone is excited to write a story for that artwork.

New Phyrexia: This is it. All hope is gone. The fight is over. Mirrodin has lost and the Phyrexians have remade it in their image as New Phyrexia. This is reflected in the cycle of Praetors (here I’m true to my blue roots and want to build around Jin-Gitaxias, Core Augur) in this set, incredibly powerful creatures that are the envy of all Commander players, yours truly included.

Innistrad Block

Core Set 2012: 2011 gave us Titans, appropriately named big dummies that could be used to make your opponent miserable. 2012 brought us Mages, 2/1 creatures with a mana activated abilities. I mean, I guess that’s just as cool as 6/6 creatures who can ramp 2 lands per turn. Not really, but they also gave us the Empires cards. I used them to make a deck that made Chris miserable for a game a few months ago.

Because I’m the happiest playing MtG when I can durdle my opponent into a stupor.

Innistrad: Okay, this is more like it. While Mirrodin was cool and it added some interesting things to the game, it was a bit too alien for me. As a fan of fantasy and horror who played several campaigns through the D&D setting Ravenloft, Innistrad speaks deeply to me. Vampires and Werewolves, and Ghosts, oh my!

Dark Ascension: I was so focused on sharing my excitement for the set that renewed my love for Gothic themes in fantasy settings that I forgot one of the best parts of the Innistrad block. Double sided cards! Sure, you have the Legacy meta defining Delver of Secrets. But, what about Loyal/Unhallowed Cathar that changes color identity when it flips?

Don’t forget about this thing, either! It’s a weapon that turns into a demon!

Avacyn Restored: Forget for a moment that I can’t pronounce Avacyn. Look, I’ve heard it pronounced Ah-va-sin many times by many different sources. My brain still wants to make it Ah-vah-kin for some reason. What’s that got to do with anything? Nothing, I just needed to get that off my chest. In addition to the titular angel, Avacyn, Angel of Hope, there are three others that play a pivotal role in the lore. Also, the Planeswalkers (Tibalt, the Fiend-Blooded and Tamiyo, the Moon Sage) are the first ones that I noticed that aren’t the usual five.

The Verdict

Mirrodin changed Magic the Gathering in several ways. I have heard the argument more than once that they were game breaking and not at all in the spirit of making the game more fun. While I won’t either agree nor disagree fully with that sentiment, I will leave you with this. We haven’t been back to Mirrodin in any way, shape, or form, so that might tell you something. Heck, they even took us back to Zendikar and people hated Eldrazi more than they hated the Phyrexians.

Innistrad restored some of the balance of the game, lore wise. Instead of weird and alien creatures trying to subjugate other weird and alien creatures, we had vampires, angels, werewolves, spirits, and demons. It was a much more familiar setting and one with which I was far more comfortable. I can’t say that I would have quit Magic if Innistrad hadn’t been more traditional, but I do know that my joy in the game would be greatly diminished.

Make sure that you don’t miss the next part when I will discuss the Theros and Tarkir blocks. You may have noticed that I skipped the Return to Ravnica block. That’s because I’m saving that one for last since it connects so well with the next sets coming out and they are the reason for this look back in order to move forward.