A staggering amount of Magic content is published each day each day on a plethora of content sites, blogs, podcasts, and discussion forums. No matter how honest an effort you make, it's easy to fall behind and miss incredible articles because there just isn't enough time to read everything.
To that end, we've collected some of the best articles of the week covering a broad range of topics. If you're looking for articles, these are the ones you don't want to miss!
On Drafting Through DGR
Putting her skill at Limited to work, Melissa has begun to break down the complexities in the Return to Ravnica Block Draft format. With the Pro Tour just under two weeks away, you can be sure her observations are coming from testing and exploring the format herself.
TCGplayer.com: Melissa DeTora (@AllWeDoIsWinMTG) - Hidden Gems in DGR Block Draft
Because you will likely be in three colors, the format is a lot slower and mana fixing is more important. In previous drafts, many players would not take Guildgates very highly, and at times they would even table. Now, players are prioritizing Guildgates over most playable cards. This means that if you want Guildgates, you need to take them early. A slower format means that cards that were once unplayable in the previous sets will now see play with in the full block draft. Today I'm going to discuss some of the cards that got better in Dragon's Maze draft but were never really playable before.
On the Lessons for Cheaters
Magic has been growing for some time, and the only way it continues is by keeping the new players who try the game. But young players often lack the wisdom to perceive their decisions, and ensuring result. What should we do when those that need to learn most are also more likely to engage in the worst kind of behavior possible, cheating?
ChannelFireball.com: Jon Corpora (@feb31st) - Primitive Justice
Right on cue, you hear shouting from the other room, so you go in, and there’s Brady—a 50-year old regular that spends hundreds of dollars on product every week yet can never find two match wins to rub together—making a huge scene about not coming back if the store’s going to allow cheaters. Not only is he causing a commotion, but he’s getting the rest of the regulars 20-and-up worked into a lather, yelling—yelling!—about refusing to come back if this kid isn’t banned.
A quick glance at Gus shows him in the middle of all of this, softly sobbing and glancing around for an exit: windows, doors, a vent, whatever. It doesn’t matter; the kid just wants out. In this moment it’s pretty clear that this is a pretty standard example of a young child with no real-world experience that made a decision that he clearly didn’t realize would impact anything but himself. Because that’s the key to narcissism: it’s not malicious. They aren’t cheating to see you lose, they’re just cheating to see themselves win.
On the Flavors of Flavor
John Dale Beety, among other individuals in the community, provide freelance writing support for card names and flavor text for Magic sets. With his unique wit and insight, he breaks down the taste of the flavors in Dragon's Maze, both good and bad.
StarCityGames.com: John Dale Beety (@jdbeety) - Masters Of The Maze: A Dragon's Maze Flavor Review
Le Multicolore
For those gold cards that are neither guild champions nor Fuse keyworded. "Multicolore" is also a variant of the Louis Vuitton Monogram design created by Takashi Murakami for those who are into either luxury goods or contemporary Japanese art.
On Unlimited Powers Used for Good
What would you change about the cards you find in Magic? How would you use your power? Developers, like Sam Stoddard, carry this power in the creation process, and must constantly check their own and others' desired against the greater good of the game itself.
DailyMTG.com: Sam Stoddard (@SamStod) - Balancing for Fun
One of the first things I had to wrap my head around when I became a developer was that the numbers we were working on were all mutable. When you look at a printed Magic card, sometimes you might say to yourself "I wish that cost just one mana less" or "I wish that it drew three cards instead of two." Well, that is the somewhat unique super power that the Magic development team has. We get to lock those numbers in. We get to try out different things and get an idea of what the best numbers are. Sometimes, the original stabs that design takes are correct, and sometimes there are numbers that work better with the card. It's more than just adding or subtracting mana; sometimes we get to double the mana for triple the effect, and that is just what makes the card the version we want in a set. Sometimes we remove mana and add a condition or drawback. Other times, we blow up all of the numbers on the card and find something that fits a similar role, but does so in a way we think will be more important for the set.
On Making Dragon's Maze for Someone Else
Keeping the complexity of Magic in check is a difficult duty. But when the design of a set forces complexity, what then? It's a problem former Magic developer Zac Hill helped handle, and he shares how he did it in an eloquent way only he could provide.
DailyMTG.com: Zac Hill (@zdch) - Crafting the Maze
It's tempting, of course, to say, "Well, not everything can be for new players—what about the loyal fan base that's been with you forever?" There's some merit to that. But I'm not sure the set even succeeded along that axis, really. Innistrad proved you can create some truly great game play without having to use fifteen million words to do it. Meanwhile, cards like Cyclopean Giant, Plated Pegasus, and Glass Asp certainly contained references that I got, but I wasn't really sure why it was cool that I was getting them. "Ooh—two Cyclopean Mummys stapled together inside a Cyclopean Tomb! I remember now! What's better than three sucky cards? One sucky card that's a combination of all three!"
On What Strength of Card Really Means
For a creature to make an impact in Standard, it needs to be powerful in its own right, carry ability or utility that make it indispensable, and have a purpose that meets a need precisely. Nick Vigabool quantified what some of that all means, and turned his tables on Dragon's Maze to see what's really possible in the coming months.
GatheringMagic.com: Nick Vigabool (@MrVigabool) - Dragon's Maze Creature Set Review
On Pure, Unadulterated Fun
The Prerelease may be the first time we can actually use the newest cards in the game, but it's also one of the few times players of every walk of Magic will enjoy gaming together. Rich Castle's video series, Inside the Deck, captured exactly what made the Prerelease for Dragon's Maze so unique.
GatheringMagic.com: Inside the Deck // Rich Castle (@richardfcastle) - Dragon's Maze Prerelease
If you have suggestions for next week's recap you can send them through to us on Twitter, or share throughout the week in the comments below.