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A long time ago in a multiverse far, far away...

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One could safely assume that the co-founder of a semi-popular Magic the Gathering blog might also enjoy other various fantasy offerings.  Most of us are at least partially familiar with Lord of the Rings, Star Trek and other "geeky" franchises.  But for me, the far and away favorite has always been Star Wars.  The reason for this I can almost entirely contribute to the Customizable Card Game that once thrived alongside Magic the Gathering.  As a semi-pro player who had a deep understanding of the game as well as the flavor I can now look back and compare this game to Magic the Gathering.  A full analysis of the two games would take more time than you're willing to spend I'm sure so what I'd like to do is to take a look at a few simple card types, mechanics and flavor nuggets that I think worked well in that game and could work just as well in Magic.

Objectives - I know, I know.. what the heck is Reinhart smoking!  Prop 19 didn't even pass and I'm pretty sure he lives in Washington State anyway!  Stick with me here.  These purple cards look like they're straight out of the mid-ninties (because they are) but I do think there is something that can be gleaned from them for Magic the Gathering.  These two cards are actually the front and back side of a single rare card.  You start with the side that has a 0 in the top right corner and if you do what the objective states, you flip the card.  In this particular objective you're trying to capture your opponent's "Luke".  Once you've done that you flip the card and you usually have to do one more thing before you are graced with an awesome effect or ability (on this particular card you just end up winning the game).  Everyone loves an alternate win condition, right?!

I know we've already seen quests in Zendikar but I think these new Magic "objectives" could be so much more.  In Star Wars CCG, these objectives turned your deck into a completely different type of instrument.  It let you start the game with certain things in play, the often hindered you in the process but then gave great rewards for pulling off the objective.  I'd like to see something similar to the quests in Zendikar, only more powerful!  I'd like to see them completely mess with the game by giving you a totally different win condition and/or completely altering the battlefield.  In SW:CCG, you didn't HAVE to play with one of these objectives, in fact, most people didnt.  But when one or both players were aiming for alternate win conditions it always kept our games fresh.  Wizards throws us a half-hearted bone once in a while with cards like Near Death Experience but I think an objective more along the lines of what Star Wars used to offer would be much more exciting.

Starting Effects - The leylines are some of the coolest cards in Magic the Gathering, no?  Well why not print a few more cards like them!  Star Wars CCG allowed players to use one "Starting Interrupt" (Instant/Sorcery) or one "Started Effect" (Enchantment).  Most players did so but others did not because the cards in your deck were your life total.  It all depended on your particular build.  Magic could employ the same system by forcing you to "lose five life and start with this on the battlefield".  This would make decks even more diverse by helping themed decks get of to a decent start for a particular price.

Named Weapons and Equipment - Nothing felt quite as gratifying as deploying a jedi (or Dark Jedi!) to the table along with their own, named lightsaber.  Perhaps Magic could do the same but on a smaller scale.  Perhaps one could employ an "Elvish Bow" that is restricted to the elf creature type.  Or a goblin grenade that works on it's own but is even more deadly if you control a goblin.  I also think that planeswalker equipment could work as well!  Anything that adds to the depth and flavor of Magic the Gathering is a step in the right direction as far as I'm concerned.

More Flavor, More Story, More Continuity - Leaf and I often argue about Magic flavor.  I always want more and more whilst he tends to put the game first and thinks of the multiverse as more of a bonus than any real reason to play Magic.  The thing is, deep, quality, fantasy makes people spend money.  Magic has all the makings to become a great fantasy property.  I'd like to see more legendary creatures and more "named" locations, weapons and sorceries.  The game should be completely tied to a backbone of story and flavor so that players can find meaning in each game and on every card.  It may seem like a silly notion to those of you who play professionally but from a business perspective you can't overlook the power of fantasy franchises done right.

What say you?  Does Magic the Gathering give you enough flavor or are you yearning for more?  Do you know of any mechanics from other CCG's that might work in Magic the Gathering?  Is Reinhart ever going to stop talking about his "glory days" playing SW:CCG on the "pro" circuit? (his friend's basement)  Answers to these questions and more can be found in the comments sections below!  We'd love to hear from you.

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