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 Scott Kirschner
Scott Kirschner is the artist behind Crystalline Sliver, Forbid, Goblin Recruiter, and more. He is one of James Arnold's art heroes. This week, you get to find out why. James got a chance to talk to the Philadelphia native about his experience in the industry, and in particular with Magic. What makes Kirschner's art so timeless and classic? Read on to find out.
GatheringMagic.com: James Arnold (@thatguyjames2)- Art Heroes: Scott Kirschner
I recently had a chance to talk to another Art Hero of mine: Scott Kirschner. Scott’s work dates back to the early days of Magic. His work is genuine, edgy (literally), and emotionally intense. He paints with color, but also with stories, ideas, and symbols. In my opinion, his work stands up better because it was done with heart—and with the intent to speak to the human experience, regardless of the fact that it’s fantasy art.
On Poison
Even the Vorthos-iest among us have other passions. Mike's is Poison. If there's a way to poison you to death in a given format , you can bet that Mike's going to find a way to make it work. Mike's most recent project? Green-Red infect featuring Assault Strobe and Ghor-Clan Rampager. How did his experiments go? There's only one way to find out.
GatheringMagic.com: Mike Linnemann (@VorthosMike) - R/G Infect: The Little Engine that Couldn't
I’m an avid infect fan. It’s my Modern deck of choice, and I have to rewrite my “One Deck, Three Formats” article sometime in the near future. I just love that every card in my hand brings fear to my opponent. Counterspells don’t make me nervous, but a Might of Old Krosa will kill me if I don’t have something to stop it. Any deck that makes me excited about every top-deck is one I want to play. I ran track, and that visceral feeling of wind in my hair is what I’m looking for in my deck. Then again, I ran hurdles and hit more than my share of them. Ahem.
This past weekend’s announcement of bringing the Onslaught fetch lands back to Standard and Modern in Khans of Tarkir has me thinking about a few cards I tested for my infect deck in the past. Most notably, with the addition of red, Assault Strobe allows for turn-two wins, Ghor-Clan Rampager gives evasion and pump in one spell that’s uncounterable, and finally, Flesh // Blood allows for a second-main-phase wins with Blood after attacking, when your pump spells last until end of turn...
Yeah, that’s a filthy win condition.
I tried to make R/G infect work in the past, and again, I tried to make it work. It didn’t work again, but iteration is a necessity in deck-building. Both decks are attempts with some testing, and I encourage you to submit comments and inclusions!
On Khans and Creative
Khans of Tarkir means a lot of things for Magic. Not only does it mean the end of three-set blocks; John Dale Beety also points out that it marks a change in the structure and staffing of Magic's creative team. Are these changes good or bad? It's hard to say, but they certainly have consequences. Join John to learn more about the consequences of Khans.
StarCityGames.com: John Dale Beety (@jdbeety) - Khans and Consequences
The fetchlands originally printed in Onslaught Block are back.
There's lots to talk about with these early glimpses of the plane of Tarkir, but first I'm going to get a little meta. There wasthis other announcement by Mark Rosewater on 25 August, and while others have discussed some of the consequences, I want to focus specifically on the consequences for the Creative side of Magic R&D.
On One-Drops
How much does Magic change when one-drops are all you've got? What stays the same? Glenn Jones takes this week to share his experiences in designing and playing with the one-drop Cube - a cube packed with cards that are countered by Mental Misstep. What lessons can be learned about Magic and Cube design when you design your games in such a restrictive manner? Let Glenn Jones show you the ropes.
StarCityGames.com: Glenn Jones (@SecludedGlenn) - One-Drops in Three Dimensions
I was inspired to build the one-drop cube while musing about various custom cube concepts. I very much enjoy cube, but the aspect I find most interesting is the actual building of the cube--creating an inner metagame, evaluating power levels, and correctly deciphering the relevant resource exchanges are all interesting to balance.
For most people cubes fall into two camps: powered and unpowered. While we're all aware of what these labels mean, what might not be as readily apparent is what they are: rule sets. Limitations. Restrictions. The cubes created under these labels operate differently from one another, and within those differences lie opportunities to create, to innovate, and to explore cards in different ways.
On Slow Play
Most players should be able to agree that finishing your matches is a good thing. When two players sit down to play a match of Magic, it's usually with the unspoken understanding that someone will win and someone will lose. Sometimes, that's doesn't happen. Sometimes players get unintentional draws. Usually, that's because one or both players were playing too slowly. Josh Silvestri and Marina Fagundes are tired of slow play and they want to give players and judges both the tools to avoid these unfortunate situations. So what is slow play; How can you identify it; what can you do about it when it happens? For answers to these questions and more, check out the full article:
ChannelFireball.com: Josh Silvestri and Marina Kay Fagundes - It's Time to Stamp Out Slow Play
Slow play is one of the least called penalties in Magic. Despite everyone agreeing that slow play is a serious issue at competitive-level play, it remains one of the penalties that’s awkward to talk about with players and other judges. For the most part we’ve eliminated the stigma but slow play is given a huge degree of latitude. Why is this?
From our experiences, it comes down to two primary reasons:
1) Judges have no useful guidelines in place other than the all-encompassing, “When you get bored.” Since many judges aren’t competitive players, many have no real sense of how long players should and shouldn’t take. Obviously once you watch enough of a format, you’ll learn it, but that’s no substitute for actually playing with a deck like Pod or Storm.
2) Judges are loathe to get into arguments and slow play almost inevitably ends in one. The DQs I’ve been a part of have gone more smoothly than slow-play calls. In essence, calling a player on slow play is often interpreted as, "the judge just called me stupid." There’s just no other way to explain the sheer anger I’m confronted with as the result of the equivalent of a simple poke.
My goal with this article is not to address the second point, as I honestly don’t know a sure-fire answer to it. If anyone else does, they should share the secret. Judges far kinder than us have gotten reamed for calling the same penalty. So let’s focus on the first point and draw up some useful guidelines.
On Planeswalking to Khans
Get a sneak peek at the warring world of Khans of Tarkir. From the inspirations and designs of the clans and characters to the story and environment, Magic creative is giving you a look behind the curtain into the worldbuilding that went into Magic's newest set. Get ready to head to this new and exciting plane with the Planeswalker's Guide to Khans of Tarkir.
DailyMTG.com: Magic Creative Team - Planeswalker's Guide to Khans of Tarkir, Part 1
Dragons once thrived on the plane of Tarkir. They spawned from mighty elemental storms, filled the sky with their destructive breath, and terrorized the five ancient warrior clans. But the dragons met their fate long ago. For many years, the clans fought a war against the dragons for their own survival, hoping for some way to gain an advantage in the struggle. At a crucial turning point more than a thousand years ago, the dragon tempests stopped coming, and no new dragons were spawned. Their numbers thinned, and the tide of the war changed.
On Symmetry
Magic is full of symmetrical effects that are beneficial or detrimental to both players. This week Reid Duke takes a look at Some of unfair things that happen when you manage to break that symmetry. From Heartbeat of Spring to Innocent Blood, this is your introduction to how to take advantage of seemingly symmetric effects.
DailyMTG.com: Reid Duke (@ReidDuke) - Symmetric Effects
In the gaming world and in Magic, gaining an advantage means gaining an edge relative to your opponent. Last week, we discussed card advantage. How you can make plays—either by earning more cards or by destroying opposing cards—that will lead to getting ahead of your opponent in resources.
A game of Magic is a struggle to set yourself apart from, and ahead of, your opponent. With that in mind, there exists an entire category of cards which seem, at first glance, nearly impossible to use effectively. These are cards that feature symmetric effects. A symmetric effect impacts both players the same way, so it's difficult to glean an advantage from one under ordinary circumstances.
Nevertheless, some of the most powerful cards in Magic feature symmetric effects—including the preview card I have at the end of the article. If you have the creativity and the vision to find a use for them, you can wield weapons other players cannot. A proper understanding of symmetric effects will give you an advantage in both deck building and gameplay.
If you have suggestions for next week's recap you can mention us on Twitter, or share throughout the week in the comments below.