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  • published the article Lich's Mirror
    ..
    Posted in: Lich's Mirror
  • published the article viper's Great Big MTG Tutorial, Lesson 1 (draft)
    EDIT: props to therestless for some good advice and pointing out some things I'd forgotten


    I really like teaching people how to play Magic. And recently, I've found myself doing so quite often. So it occurred to me: teaching someone how to play is quite hard, because of the game's extreme complexity and the reliance of big chunks of the game on other big chunks, which in turn rely on different chunks again. I've got a reasonably pattern of tuition set out by now, but I want to do it right every time, because there's nothing better than a bad learning experience at turning someone off the game. So, I decided to write this tutorial, both as a script for me and as useful reading for new players. Yes, I know the Basic Rulebook exists. It's pretty good, too. However, I have three objections to it. Firstly, it's official Wizards produce, and therefore has more than a little product placement in it. Secondly, some concepts are presented in (what I consider) the wrong order. Thirdly, something that I've written myself will be far more useful to me as an aid.

    This version is a fairly rough draft, written up in Notepad (hence the lack of formatting). Eventually, I want to have this nicely set out and put in a binder, with A4 sleeves alternating with card sleeves to hold the example cards. If anyone can be bothered to read through the whole thing (it might be too long for the first lesson, come to think of it), I would greatly appreciate any feedback on how to improve it (or on any typos I might have missed).



    Lesson 1: The Very Basics
    ================


    Wizards of the Coast never gets tired of boasting that Magic: The Gathering is the world's oldest, biggest and most popular trading card game. And spin it how you like, it's true. In other words, good choice! Magic may not be the simplest game to learn, but this complexity is part of what makes it so long-lasting, not to mention enjoyable.

    Before we dive in, however, a warning: you are probably itching to get started playing games. This lesson won't actually tell you how to do that. Instead, it covers most of the basic concepts underlying the game, without which you wouldn't have the first clue about how to play. Next lesson will cover actual gameplay, so be patient. It's worth it.

    Getting in Character
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    "In the Magic game, you play the role of a planeswalker—a powerful wizard who fights other planeswalkers for glory, knowledge, and conquest. Your deck of cards represents all the weapons in your arsenal. It contains the spells you know and the creatures you can summon to fight for you."

    Thus runs the official blurb. Basically, a planeswalker is someone with the ability to travel between worlds, and use the magic they have learned on their travels. They can do this for good or evil, to save a world or find priceless treasure. Your motivations are your own. And how, you ask, do you do all this with cards? Well...

    Playing the Game
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    In essence, the goal of a game of Magic is to win. What a surprise. Most of the time, you'll achieve this by 'killing' your opponent (reducing their life total to zero). However, you could also destroy their mind (empty their library of cards), or do something so incredible, glorious or downright cruel that your opponent has no choice but to capitulate (use one of the various cards that let you win the game on the spot). And sometimes, your opponent's own greed could bring about their demise (some cards make you LOSE the game on the spot if you aren't careful).

    To play, you need two things: a deck, and some way of recording life. The minimum deck size is 60 cards, but there is no maximum. The only rule is that you have to be able to shuffle it. In most formats (a format is a type of play that all players agree on beforehand, governing what cards may be used and how to put your deck together, and occasionally adding new rules. Most official tournaments are based around a single format), both players start the game with 20 life. However, some multiplayer and casual formats make you start with more.

    The Five Colors of Mana
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    To cast your spells and summon your armies requires huge amounts of magical energy, or mana. This mana is split into five fundamental colors, representing five philosophies and sets of ambitions:

    -White: the color of virtue, order, selflessness and righteousness. A white-aligned planeswalker can be a crusader against evil, sacrificing everything to protect a place, people or ideal. However, he or she could also be a xenophobic zealot, ruling with an iron fist and exacting justice on friend and foe alike.
    Themes: efficient weenies (small creatures); protection and prevention; mass and symmetrical effects; stalling; removal
    Common creature types: Soldier, Knight, Cat, Cleric, Angel

    -Blue: the color of knowledge, artifice, subtlety and manipulation. A planeswalker fed by blue mana could be an eccentric scientist, constantly researching new gadgets, spells and potions to add to his or her arsenal. Alternatively, he or she could be a callous trickster, bending everything and everyone to his or her will through deceit or magical might.
    Themes: card advantage; countering spells; artifacts; manipulation of permanents; big, clunky creatures
    Common creature types: Wizard, Merfolk, Leviathan, Vedalken, Fish

    -Black: the color of power, greed, cruelty and selfishness. Many planeswalkers draw upon black mana to gain great power, knowledge or riches, often at a greater price, or to commit foul deeds. However, some black planeswalkers can almost be fair to those they come into contact with, as long as they help them achieve their own goals, and thus have more in common with some white-aligned planeswalkers than they would like to admit.
    Themes: reanimation; creature destruction; paying with creatures and life in lieu of mana; discarding cards; searching for cards
    Common creature types: Zombie, Vampire, Horror, Demon, Spirit

    -Red: the color of free will, rage, randomness and brutality. Most red planeswalkers are free sprits, wandering the planes at their whim, and not always respecting local laws and customs. There are also those who stir up great armies to fight for them, not necessarily for a greater cause, and often just for the sheer joy of battle and pillaging.
    Themes: fragile but fast creatures; direct damage; random effects; swarms of creatures; hurting yourself as much as you hurt your opponent
    Common creature types: Goblin, Elemental, Warrior, Dragon, Barbarian

    -Green: the color of nature, spiritualism, savagery and empathy. Green-aligned planeswalkers are mainly neutral entities, wandering the multiverse in search of a place worth their attentions, or simply a good hunt. However, a few take a more active part in the affairs of others, whether to defend, nourish or destroy.
    Themes: large creatures relative to their cost; mana acceleration; making creatures bigger; graveyard recursion; tokens and counters
    Common creature types: Elf, Beast, Shaman, Treefolk, Wurm

    These five colors can also be combined, and each combination has its own personality traits. For example, a red- and black-aligned planeswalker might be nihilistic, bringing destruction wherever he or she roams, and a green-white-blue planeswalker could be a caring, doting protector of the people, whose attentions sometimes border on the neurotic. These alignments are of course flexible, and colors mean different things in different places. You'll find out plenty more yourself.

    Zones of Play
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    The game takes place in several zones. Each of these zones has different rules associated with it and different things that end up there.

    -Library: this is what your deck is called while you're playing. It is your repository of stored knowledge, spells and other goodies. Every card starts off in your library.
    -Hand: most of the time, cards make the transition from your library to play via your hand. Your hand represents the spells, monsters and so forth that you can cast or summon right away. You draw cards from your library on a regular basis. Your hand is also normally the only zone you can play cards from.
    -Stack: the stack is a strange place, hidden in the æther. Spells you cast and creatures you summon must make the perilous trip through this zone before they can have an effect on the game.
    -Battlefield: this is where most of the action takes place. From the lands you draw your mana from to the epic clashes between armies of creatures, the majority of important stuff takes place on the battlefield.
    -The corpses of fallen fighters mingle here with broken artifacts, forgotten or burned-out spells, and ruined landscapes. Everything normally goes to the graveyard when it dies, and instants and sorceries travel there once they've done their job.
    -Exile: things that end up here are often gone for good. While there are numerous ways of zombifying or reviving dead creatures and remembering spells, a card sent into exile is very tricky indeed to get back. However, some cards sent to exile have ways to get them back built into the effect that sent them there in the first place.

    There are a couple of other zones, but they don't have impact on normal Magic, so we'll return to them later.

    Card Types
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    As you might have gathered by now, there are quite a few different kinds of card that you have at your disposal. These cards are grouped into seven main types, plus Tribal.

    -Land: most of the time, the mana you need for your magic is drawn from the very landscape around you. Lands represent these stores of mana in-game. Each color of mana is associated with a basic type of land: white mana is produced by Plains, blue by Islands, black by Swamps, red by Mountains, and green by Forests. Beyond these five types of basic land, there are lots of other lands which do all sorts of things besides adding mana. Some of them don't even add mana at all!

    [example cards: any two basic lands, any dual land of any kind, Urza's Factory, Any land from the Kami or Zen rare cycles (although Zen's are better for this), Dark Depths]

    -Creature: these are the bread and butter of most decks. Creatures of all shapes and sizes can attack players to reduce their life, as well as stopping your opponent's creatures from doing the same to you. Many creatures can also perform all sorts of other shenanigans, even if their prowess in combat isn't exactly top-notch.

    [example cards: Nessian Courser/Fomori Nomad/Blade of the Sixth Pride, Hellkite Overlord/Dragon Tyrant, Skirk Fire Marshall/Siege-Gang Commander/Goblin Sharpshooter, Black Knight, Arcanis]

    -Artifact: most planeswalkers have a handy array of weapons, tools and magical items to assist them. Most artifacts have abilities that can be used to help you or hinder your opponent. Some are equipment that can be given to your creatures to aid them in combat or, more rarely, let them do other things outside it. There are even some creatures who are entirely artificial, or sentient beings who have chosen to augment themselves with metal.

    [example cards: Staff of Domination, Mirari, Loxodon Warhammer, Skullclamp, Clockwork Dragon, Ethersworn Canonist/Master Transmuter]

    -Enchantment: some spells have lasting effects on the world, or on a particular creature, player or other object. These are enchantments. They can be as intangible as a peculiar feeling, fearsome as a choking fog, or real as a creature who suddenly grows to ten times its size. Enchantments often have global, continuous effects. There are also auras, which grant a bonus or penalty to a particular object or player.

    [example cards: Dread of Night/Antagonism/Bad Moon/Barren Glory, Necrogen Mists/Lethal Vapors, Mythic Proportions, Glorious Anthem/Gaea's Anthem, Mire Blight/Frozen Solid/any other reasonably flavorful negative aura]

    -Instants and Sorceries: these two card types makeup your arsenal of one-use-only spells. Whether they grant you knowledge, make a pact with a powerful demon, fry an irritating creature on the other side of the board, or any of a myriad other things, instants and sorceries can be vital to winning the fight. Unlike the other card types instants and sorceries do something once, then immediately go to the graveyard. However, there is very little that can't be accomplished with the right instant or sorcery. Also, you're probably wondering: why are these two types lumped together like this? The answer is that they are almost the same. The only major difference is that instants can be cast at a lot of moments when sorceries cannot. More on that next lesson.

    [example cards: Inspiration/Rush of Knowledge/Compulsive Research, Promise of Power, Incinerate, Dark Banishing/Hideous End/Unmake, Shieldmate's Blessing/Mending Hands, an Ultimatum]

    -Planeswalker: you and your opponent are not alone in the multiverse. There are powerful allies whom you can call upon in times of need. Other planeswalkers may ally themselves to your cause. Depending on the actions you make them perform and how well you look after them, their loyalty to you will increase or decrease, and a more loyal planeswalker is more willing to perform greater and more difficult tasks for you in the future.

    [example cards: any two+ planeswalkers]

    -Tribal: a type that exist mainly for semantic reasons. Tribal is added to noncreature cards in order to give them creature types. Why not give them creature types anyway, and not bother with this weird type? As I say, semantics. Just take it from me that it works better within the established rules framework this way.

    [example cards: any two+ tribal cards]


    Together, lands, creatures, artifacts, enchantments and planeswalkers are known as permanents (because they stick around on the battlefield).

    Parts of a Card
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    [N.B.: this should be illustrated with close reference to actual cards]

    A note on semantics: until now, I have been using the word 'spell' in the loose, fantasy sense. However, the word has a very specific meaning within Magic. Strictly speaking, it refers to any object on the stack. Creatures are not actually 'summoned', they are cast as spells just like instants and sorceries (and everything else except lands, for that matter). From now on, the words 'spell' and 'cast' will be used with their proper in-game meanings ('summon' hasn't had a meaning since 1999).

    -Name: a card's name. Fairly self-explanatory, really.

    -Mana cost: The vast majority of nonland cards have a bunch of symbols in the top-right corner. This represents how much mana you need to spend in order to cast the spell. The pictograms represent the five colors of mana - white mana is represented by a sun, blue by a water drop, black by a skull, red by a fireball, and green by a tree. The background circles for these symbols are also colored in case you forget. The numbers, meanwhile, represent 'colorless' mana. Some cards produce colorless mana, but most of the time you will still be spending colored mana to pay this part of a spell's cost. Basically, the colorless mana requirement can be paid using any mana in any combination of colors. For example, a cost of {5} could be paid with {2}{W}{W}{R}, {W}{U}{B}{R}{G}, {5}, or any other combination you care to think of.

    Some cards have an {X} in their mana cost. The value of X is entirely up to you. Usually, the more you pay for {X}, the more powerful the spell is.

    Some mana symbols appear as two normal colored mana symbols mashed together. These are known as 'hybrid' mana symbols. A hybrid mana symbol counts as one mana symbol of both of its colors, but can be paid for with one mana of either of its colors. For example, a cost of {W/B}{W/B}{W/B} can be paid for with {W}{W}{W}, {B}{B}{B}, {W}{W}{B} or {W}{B}{B}. Some hybrid mana symbols have a colorless half. These work as you would expect: for example, a cost of {2/U} can be paid with two mana in any combination of colors (and colorless), or with one blue mana (although you could pay two blue mana for it if you really wanted to).

    Some cards cost 0. This means that they are free. However, a few cards have no mana cost at all. They are not free. Their mana cost simply cannot be paid. You'll have to find other ways of casting them.

    A lot of cards refer to something called 'converted mana cost'. A card's CMC is the amount of mana in its printed mana cost. For example, the CMC of a card with a mana cost of {2}{R}{R} is 4, and the CMC of a card with a mana cost of {W/U}B is 2. While a card's actual mana cost can be altered by various effects, its CMC cannot, and is always the same (with one exception, which you'll read in a second).

    There are three quirks that you should know about when it comes to CMC calculation:

    1. For CMC purposes, hybrid mana symbols are treated as having a value equal to the highest payment possible for them. So {R/G} is 1, but {2/B} is 2.
    2. A card with no mana cost has a CMC of 0.
    3. An X is a mana cost is usually treated as 0 for CMC purposes. However, an X in the mana cost of a spell on the stack is treated as whatever value was chosen for it when the spell was cast. So a card costing {X}{R} usually has a CMC of 1, but if it is on the stack and you paid {5}{R} for it, its CMC is 6 as long as it remains on the stack.

    [example cards: any card with no colorless requirement, any card with no colored requirement, any multicolored card with a colorless requirement, any card costing {W}{U}{B}{R}{G}, a card with an X in its mana cost, any hybrid card, an ARB hybrid card, a card with a mana cost of 0, a card with no mana cost]

    -Background: the only useful thing about a card's background is that it shows you what color the card is (unless the card is multicolored, in which case the background is always gold). The color of a card is almost always the same as the colors of mana in its mana cost. The few exceptions to this rule tend to specifically say so. This is also a good time to bring up an important point: for any rule, there are usually cards that provide an exception. This occurs so often that I won't bother saying it any more, but you can take it for granted that when I say 'always' I really mean 'always...unless a card specifically states otherwise'. One of the Golden Rules of Magic is that if a card contradicts the rules, the card wins.
    [example cards: any monocolored, nonartifact card, any hybrid card, Transguild Courier]

    -Art: ooh, pretty!

    -Type Line: Three things are displayed on a card's type line: its supertypes, types and subtypes. I have already run through the types above. Supertypes are adjectives (other than tribal) that precede the card's type(s). The only supertype that has an inherent meaning is 'legendary'. Legendary permanents represent single figures in the Magic universe: zillions of s exist, but there is only one . Two legendary cards with the same name can't coexist on the battlefield. If such a situation ever arises, the resulting paradox puts both cards into their owners' graveyards.

    [example cards: any easily recognisable, common-as-much creature (Eager Cadet, Ravenous Rats, etc); any named legendary creature (ones without titles following commas are best, such as Nicol Bolas and Heartless Hidetsugu)]

    Subtypes appear after a dash. The most common subtypes you'll encounter are creature types. Every creature (bar one) has at least one, and most have two. These describe the creature's race, occupation, state of being, and so forth, but have no inherent meaning. An important set of subtypes that do have inherent meaning are the basic land types: Plains, Island, Swamp, Mountain and Forest. A card with one of these subtypes inherently has the ability to add mana of the corresponding color to its controller's mana pool. Aura and Equipment are also important subtypes with their own meanings, but I'll get to those in a later lesson.

    [example cards: a few creatures with juicy types, a basic land, a Shockland]

    -Expansion Symbol: this is the strange little thing at the right of the bar in the middle of the card. It has no effect on gameplay, but two things can be gleaned from it. Firstly, the shape of the symbol tells you the edition that the card is from. For example, cards from the 10th Edition Core Set have an X, and cards from the Time Spiral expansion have an hourglass. Secondly, the color of the symbol tells you how rare the card is. Black expansion symbols are found on common cards, silver means the card is uncommon, a gold-symboled card is rare, and an orange symbol denotes a mythic rare. You might also come across purple expansion symbols. They were used in the Time Spiral expansion to denote cards that had been reprinted exactly from a previous appearance.

    [example cards: a 10E card, a TSP card, a card of each rarity, a timeshifted card]

    -Text box: This is where of a card's abilities and effects go.

    -Flavor text. Some cards have text in italics inside their text box. If it's in brackets, it is reminder text, just giving you a nudge in the right direction when it comes to using the card. If it isn't it's flavor text. This has no impact on the game. Rather, it is a little titbit that gives an insight into a plane, place or character, or simply a good laugh.

    [example cards: a card whose text box is full of rules text, a card with no rules text and lots of flavor text, a card with both, Gorilla Titan]

    -Power/Toughness Box: A very important bit of info that appears on creatures. Power (on the left) determines how much damage a creature can deal in combat, and toughness determines how much it can take in return. More on this next lesson.

    [example cards: any creatures, but ones with interesting P/Ts are best. Go go Char Rumbler!]

    -Loyalty Box: This number shows how loyal a planeswalker is to you initially. Of course, this is liable to change. More on planeswalkers next lesson.

    -Small Print: Artist credit, collector number, and legal stuff. Nothing to see here.



    A Very Important Symbol
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    You might have noticed a funny symbol in some cards' text boxes by now. It looks like an arrow curved to the right. This is the 'tap' symbol, one of the most important concepts in Magic. This symbol instructs you to tap the card it's printed on. All that means is to turn it sideways. "Big deal", I hear you say. However, here's the clever bit: you can't turn a card sideways if it's already sideways. Hence, you can't tap a card that's already tapped. Thus, tapping 'uses up' a card in the short-term. Lands (usually) tap to add mana, creatures tap to attack, and all sorts of things tap to use their abilities, so it comes up a lot.

    There is also the untap symbol, which works in reverse, as you can imagine. However, this doesn't occur nearly as much.



    And that's all for the first lesson! Next time, if your brain hasn't exploded yet, come the details of how to actually play.
    Posted in: viper's Great Big MTG Tutorial, Lesson 1 (draft)
  • published the article The Hard Life of the TF2 Scripter

    For those of you who are unaware of recent trends in FPSs, Team Fortress 2 has complete thrashed its predecessor in the popularity stakes, beaten only by the nigh-eternal Counter Strike and its Source version in the long-term player figures. This popularity comes hand-in-hand with a thriving competitive scene. And of course, when you go pro, the most miniscule, unmeasurable advantage is coveted. Thus, scripts. My title image today is the main section of a keyboard according to The Competitive Team Fortress 2 Configuration, which is apparently de rigeur for the best players out there. Some of this might seem a little incomprehensible (in my case, the focus on interp is baffling, because I can't for the life of me figure out why you'd want it at more than 0), but in any case, it is clear that competitive TF2 is technical stuff, and scripts (also known as macros) help those player to achieve this technical precision.

    Now, VALVᴱ is beginning to subscribe to this crazy new idea called 'continuing customer service', which means that TF2 is continually getting new content, all completely free (did I mention that I <3 VALVᴱ? Although they can be pretty crap at hitting deadlines, it must be said, and hitting that superscript E is already starting to annoy me). Recently, a lot of these updates have been rolled out in consultation with top US and European clans. A lot of this has actually undermined the usefulness of two of the most popular and powerful scripts - auto-reload, and pistol autofire, since the game now performs these functions automatically.

    I think the TF2 community breathed a collective sight of relief about this latter change. You see, TF2's pistols (the secondary weapon for both the engineer and scout, although the engineer has a whopping 200 ammo in reserve compared to a scout's 36 (and a 12-round clip)) originally fired as fast as you hammered the mouse - holding down the mouse would result in a considerably slower firing speed than giving yourself RSI. And then users of a simple script designed to simulate repeatedly clicking the mouse when you were holding it down noticed an interesting thing: they were actually firing faster than they ever had manually. Indeed, faster than it was actually possible to fire manually, due to the simple mechanics of mice.

    All of a sudden, people were calling foul. This was a clear advantage gained from using a script that not only took the 'skill' out of the activity, but actually gave better performance than was physically possible without the script. The regular community quickly split into three camps: those who used scripts, those who used scripts that they felt didn't give an 'unfair' advantage, and those who opposed scripts on principle. So the change of pistol firing to make it always fire at its fastest speed (slower, I note, than was previously possible under the script) when the mouse button is held down was little short of a godsend.

    As you may have guessed by now, I fell (and still fall) into the first of the above categories. Given how easily accessible and obviously intentional scriptwriting is, and that the auto-pistol was not exploiting a glitch so much as it was bypassing a mechanical limitation, I found it incredible that some people could oppose it on principle.

    Anyway, I have digressed too far from my original topic. I cannot code in any real language to save my life. However, I saw the potential usefulness of knowing TF2's extremely simple scripting language, and mastered it in a day or two (trust me, this is not impressive. When I say simple, I mean simple. More on this later). I originally wrote a few scripts for public release on FPSBanana. However, this soon became tiresome, and I retreated to the safety of my own configs, writing less polished and more arcane scripts for my own use. These lean heavily upon each other, and therefore cannot be released individually, and I am not so arrogant as to presume that anyone else would remotely like my preferred configuration, so I have no desire to release them as a pack either. However, in my time scripting, I have found myself repeatedly frustrated by the bareness of the language. To that end, I prevent, in a place as completely inappropriate as MTGSalvation, viper's Top 3 TF2 Scripting Bugbears:



    3. No Conditionals

    This is another rather controversial element (the TF2 crowd loves nothing better than a good scandal). Putting it simply, I would love a scripting command that checked for a certain condition before proceeding with an appropriate action based on that condition. Obviously, I'm not talking about something like
    If crosshair=hitbox[head] "+attack; -attack"

    That is what's known as cheating, kids (albeit in an extremely primitive manner). But simple things like what class you are and what weapon you have out would hurt nobody, but make scripting that much easier. For example, here is a scripters' resource I wrote which loads scripts based on what weapon you are using:

    Alias wsl12 "slot1; wait; bind q wsl21; wait; bind mwheelup wsl31; wait; bind mwheeldown wsl21; wait; bind 1 wsl12; wait; bind 2 wsl21; wait; bind 3 wsl31; wait; [slot 1 script]"
    alias wsl13 "slot1; wait; bind q wsl31; wait; bind mwheelup wsl31; wait; bind mwheeldown wsl21; wait; bind 1 wsl13; wait; bind 2 wsl21; wait; bind 3 wsl31; wait; [slot 1 script]"
    alias wsl21 "slot2; wait; bind q wsl12; wait; bind mwheelup wsl12; wait; bind mwheeldown wsl32; wait; bind 1 wsl12; wait; bind 2 wsl21; wait; bind 3 wsl32; wait; [slot 2 script]"
    alias wsl23 "slot2; wait; bind q wsl32; wait; bind mwheelup wsl12; wait; bind mwheeldown wsl32; wait; bind 1 wsl12; wait; bind 2 wsl23; wait; bind 3 wsl32; wait; [slot 2 script]"
    alias wsl31 "slot3; wait; bind q wsl13; wait; bind mwheelup wsl23; wait; bind mwheeldown wsl13; wait; bind 1 wsl13; wait; bind 2 wsl23; wait; bind 3 wsl31; wait; [slot 3 script]"
    alias wsl32 "slot3; wait; bind q wsl23; wait; bind mwheelup wsl23; wait; bind mwheeldown wsl13; wait; bind 1 wsl13; wait; bind 2 wsl23; wait; bind 3 wsl32; wait; [slot 3 script]"
    wsl12


    Ugly bugger, isn't it? And the worst thing is that it only covers weapon switching made by default means - other scripts that switch weapons have this puppy in tatters in a flash. A simple conditional clause could make a foolproof version of this that takes all of a minute to write. However, I suspect that there would be too much opposition from people crying that this is an inevitable slippery slope leading to easy, sanctioned aimbotting. Uh huh.


    2. No Timing

    Well, the title is not strictly true. There is a method of introducing timing into your scripts, namely the 'wait' command. However, this is as much a problem as it is an aid, for two reasons:

    1. This command does not wait milliseconds, as would be logical. Instead, it waits frames. You know, those things whose rate per second fluctuates so wildly? Yeah. This isn't an absolute nail in the coffin because of the fps_max command, which caps you frames per second at the level of your choice (most people go for 60). However, although you can set the maximum frames per second, your minimum is entirely in the hands of your graphics card...and your CPU...and your RAM...and your monitor...and your internet connection...and the server...need I go on? The upshot of this is that any script which relies upon precise timing has to be tailored to each individual, and then only works with any degree of consistency if you can guarantee a reasonable FPS.
    2. A little cvar (client variable) exists called sv_allow_wait. When set to 0 by a server's owner, all 'wait' commands trying to be executed by players connected to that server will be disregarded. So people scared about people 'cheating' with scripts can break them. Hmph.

    However, the most annoying part of this is neither of these. It is the fact that it is impossible to create a simple script that turns you round by a set angle. The movement and speed commands are parsed in game units, a constant value. So you're trying to multiply a constant by a value that changes almost continuously. And once again, opposition from the ignorant will most likely can any move to change this should it even arise.


    1. Conflict

    Scripts you want to run are placed into your config files. In a pleasing and rare concession to scripters, the config.cfg and autoexec.cfg files are supplemented by .cfg files which load when the relevant joinclass commmand is executed in-game. This means that your Soldier scripts will always be loaded when you become a Soldier, no shenanigans necessary (in stark contrast to weapons). That doesn't mean, of course, that there are no problems. Oh no. The great big clanger here is that your bound keys don't feel the need to reset themselves when you change class. This means that, unless you aren't careful, you could find yourself doing some very stupid things, like trying to zoom in as a Sniper and shooting the ground instead (if you had a rocket-jump script bound to RMB from playing a Soldier, as a lot of people do). This means that you either have to write out and copy/paste a long list of 'default 'binds' at the top of every class config (which is tiresome and probably not foolproof), or force load a secondary config file whenever you change class (which causes a crapload of inexplicable lag). Worse, there are lots of things that you can't realistically reset, and can cause all sorts of fun little coding artefacts and conflicts. Too many times have I pored through a script, baffled at what is making it lock up, and eventually found some insignificant line in another script on another config that is causing a highly creative and completely counterproductive conflict. While this doesn't actually prevent you from doing things, the sheer amount of time it has made me waste makes it easily rank as my number one.


    So there you have it. My self-absorbed little rant about something only a couple of hundred people in the world actually care about, and even worse, I didn't fill it with my customary images. Those of you still reading, you have my sincerest apologies. Oh yes, and these:


    More actual Magic stuff soon! My half-finished draft report from 2 months ago is looking a little sad by now, but I hope to get it done soon.

    Posted in: The Hard Life of the TF2 Scripter
  • published the article Old news to any Brits, I'm sure
    Clarkson made a Chuck Norris joke. Excellent. (And yes, that episode just aired here. Sigh.)
    Posted in: Old news to any Brits, I'm sure
  • published the article Ummm...Snap?
    My friend just pulled off the most epic win in an EDH game. It was my Nemata, Grove Guardian against his Mentos, the Freshmaker, and I thought I had it in the bag. I had Nemata, Doubling Season, Patron of the Orochi, Mana Reflection, Keeper of Progenitus, Beastmaster Ascension and a very, very large army of newly created Saprolings that would each swing for about 8 next turn. And an Eternal Witness. I had previously swung with the Witness and Patron in order to trigger Nature's Will (necessary!), but for some reason he hadn't killed the Witness with his lone blocker, an Arcanis, though he knew full well I don't run instant speed pump (and the Ascension wasn't active). I scratched my head, but he only smiled at me knowingly. Then, on what should have been his last turn, he cast Time Warp. I shrugged - my army could hold off anything he threw at me. Then he dropped Rite of Replication. Kicked. On my Witness. Think about that for a second.





    Right. If you haven't figured it out, here's what happened. Rite resolves. He gets 5 Witness tokens. Each of their CIP abilities triggers. Rite goes to the yard. Each CIP ability then goes on stack. He targets Time Warp and Rite. Then he gets another turn, and guess what happens. Only in EDH, people.


    So, I can now truthfully say that I've been beaten to death with an unnecessarily large army of Eternal Witness tokens. If anyone reading this can also say that, I want to hear about it.

    Posted in: Ummm...Snap?
  • published the article ...And in with the New!


    Give the Merfolk mage six hugs people, it's time for Zendikar!

    Living in a big city as I do, I'm lucky enough to be able to attend a nice big prerelease, with attendance in the hundreds. Although my results have varied since I started attending in Kamigawa block, I can't say I've ever been disappointed, and I usually make my money back easily (so if any of you don't go to prereleases right now, strongly consider doing so). Anyway, today was guaranteed to be a blast for three reasons. Firstly, Wizards' new (genius) marketing strategy has created an influx of new players, so turnout would be even better than usual. Second, Zendikar is an awesome set for limited, or so my examination of the set tells me. And lastly and most excitingly, there was a rumour going round. A rumour that the 'Priceless Treasures' bit of the Zendikar tagline wasn't just hype and marketing. A rumour of cards practically worth their weight in gold, sitting innocuously inside a few of the boxes stacked by the judges' table. It was purple rarity all over again, and boy did we lap it up.

    (also, a note: since Zendikar is close enough to release, I'm going to be using card tags throughout this post. Just don't expect them to work if you're reading this in the next couple of days. Actually, scratch that. Apparently the folks at magiccards.info are one step ahead of me. Touch
    é. I also apologise in advance for some of the low-quality pictures - better scans aren't around yet, and I gave away all my commons and uncommons so I can't do my own.)

    The first event of the day for me was the classic sealed flight: 6 boosters (okay, maybe it isn't so classic without tourney packs), an unlimited supply of basic lands (but the organisers were so stingy that they didn't even have normal Zendikar lands, let alone full-art ones: we had to make do with Alara), and the best deck you can create from them. Not caring so much about the cards (having some boxes on the way most of the time), and not trusting myself to consistently get a good record, I tend to be happy in casual, and so it was today.

    As we cracked our cards, I heard that the 'priceless treasures' were only in roughly 1 from every 720 packs. Curses. Actually, while we're here, that figure seemed to be about right. There was only one found over the whole day, and of all things, it was a Sinkhole. Ho hum. Anyway, my packs. Day of Judgment was the first Zendikar rare I ever set eyes upon, and it was a good start. It was followed up by Halo Hunter, Sadistic Sacrament, Eternity Vessel, Scute Mob and Sphinx of Lost Truths. Mmm, 6 from 6 playables. Black was a shoo-in at this point, since as well as the 2 rares I had 2 Nimana Sell-Swords, 2 Vampire's Bites, 2 Disfigures, and other such yummy things. The choice was then between green and white as a second color. Green had Scute, Vines and Mold Shambler, but that was about it. White, on the other hand, had Skyfishers, Kazandu Blademaster, Steppe Lynx and the aforementioned ***-substitute. Oh yes, and 2 Kabira Crossroads. So yeah, I went with white, although cracking a Scute in limited and not running it struck me as a little insane. Still, splashing wasn't going to happen with no mana-fix whatsoever and such colour-intensive cards, so that was that. My resultant deck was light on bombs (Halo Hunter and Shepherd of the Lost were all) and removal (not having seen a single Journey to Nowhere, Pitfall Trap or Hideous End the 2 Disfigures and a Blazing Torch were all I had), but heavy on efficient creatures, combat tricks and incidental life gain. However, I relied on the latter, and on a fast start, to win most games. If my life dropped below 20, I usually lost.

    Round 1 vs WUB


    A game 1, turn 4 Sacrament let me peruse his deck at leisure, and I was pleased (in a sense) to see that it was awful. He had exactly three cards I cared about (although I don't remember by now what they were; I think one was a Needlebite Trap, so even 'care' is stretching it a bit), so they bit the dust. The outright champ of this first game was Steppe Lynx: I never missed a land drop, and with the assistance of a Vampire's Bite, the piddly little 0/1 dealt about 13 damage to my opponent's skull. The rest was supplied by Vampire Hexmage and Blademaster. I held Day of Judgment and Eternity Vessel for most of the game, but saw no reason to play either (although exacting Judgment would leave me with a 5/5 thanks to an idle Quest for the Gravelord). The only thing he had to annoy me during all of this was a Bala Ged Thief, which sucked a few cards away until it got Disfigured.

    Game 2 started similarly, but then he laid on the allies. Umara Raptor, his own Nimana Sell-Sword and an encore by the Thief (and the Disfigure) left him with some rather fat creatures. I stupidly forgot that Hexmage was anything other than a 2/1 first strike, and once he popped Trailblazer's Boots on the Sell-Sword, it was game, despite Eternity Vessel (although it was only set to 12).

    Game 3 was kinder. Suffice to say, he mulliganed to 5 on the play and died.

    Round 2 vs GWU


    This guy's deck was considerably scarier than the last, with actual bombs and removal. Nonetheless, the first game went well. I got him down to 3 with Steppe Lynx equipped with Adventuring Gear (and god is Adventuring Gear awesome) (this also won me the round's bingo of 'activate 2 landfall abilities with the same land', and hence a Zendikar shirt. It's a shame it's the first bingo I've ever won, because the shirts aren't nearly as cool as they used to be). However, 3 was where he stabilised, and he actually had quite an army built up, including a substantially scary (given his land count) Merfolk Seastalkers. Good thing I was fingering Day of Judgment. Following that, I dropped Blood Seeker and beat him to death with it the next turn (thanks to the Gear).

    Game 2 was ridiculous. I got pretty much all my life gain, putting me as high as 30, and regularly around 25. I also got some good early beats, and was ready to go in for the kill with Shepherd of the Lost and an Adventuring Gear-clad Skyfisher (he was at 7), when he once again dropped the Seastalkers with 9 mana to spare (he had a lot of accel). Now, you may have noticed that the Seastalkers have the ability '2U: tap target creature without flying'. Well, those last 2 words escaped the both of us. He was tapping my army down every turn, but couldn't really swing for fear of my 1/1s. It was only when he had hit the Shepherd with Journey to Nowhere and the Skyfisher with Paralyzing Grasp that I noticed. Him being a judge and myself a rules advisor, we both knew that we'd be in equal amounts of trouble over this, so we said nothing and moved on (even though I would easily have won had we been playing correctly). Anyway, the turn after this bombshell, I dropped Eternity Vessel set to 28. Good times. He has a Kor Sanctifiers, and I knew he did, but he sensibly kept it in hand to lull me into a false sense of security, and hence a low life total, before he blew the Vessel (which owuld have worked if he hadn't been so damned apathetic about it in the first place and tipped me off). But what he didn't realise is that I had an ulterior motive for dropping my lands immediately, gaining 2 or 5 life each time rather than 10+: a few turns later, a kicked Sadistic Sacrament (which I had held all game) decked him out. So much for round 2.

    Round 3 vs RWU


    Game 1 of this round started fairly normally, with a few early blows exchanged (by Sell-Sword and Welkin tern) and some life gained on my part. Then he dropped Emeria Angel. Gulp. A few turns later, with no answers presenting themselves and a rapidly swelling avian army to deal with, I was forced to wipe the board. I was still on 15 and had a Gravelord post-Judgment, so I was feeling fairly good about the outcome. Sadly, he had been smart, and not over-extended. Out came a Hellkite Charger. G goddamn G.

    Game 2 was pedestrian. I was overwhelmed by Welkin Tern, Umara Raptor, his own Skyfisher and pump spells, without really doing much to save myself.


    Round 4 vs WU


    More pain. Game 1 was lost in short order to massive mana flood (10+ lands) and another Emeria Angel. Game 2, I played Blood Seeker and dared him to drop the Angel again. He did, of course, but not before sending my Seeker on a Journey to Nowhere. Then, with another growing army of birds, a Conqueror's Pledge came down. 'How unnecessary and foolish' I though to myself, fingering my Day of Judgment while staring ruefully at my mana base of 3 Swamps, an Akoum Sanctuary and a single, solitary Plains. Sadly, the second white mana (or just another land for a Vessel) failed to materialise, and I was once again overrun.



    That, ladies(?) and gentlemen, is why I stick to casual. I gratefully took my 4 boosters to see what I could make use of. My mood, blackened temporarily by 2 crushing defeats after a solid start, was lifted again. In sequence: Valakut and foil Scute, Arid Mesa, Sorin, Sea Gate Loremaster (well, they can't all be good!). Excellent, especially with fetches in general the toast of the tournament so far. I sat down to trade and waited for my draft to start. After a minute, I was called up with one of my friends who had also signed up to draft: two people had dropped out of the previous draft (which was just beginning); would we like to take their place? A second friend had also signed up, however, so we declined.

    The 8th slot on that list took about 10 minutes to fill. I should have jumped in. No one else ever signed up, and the third draft never materialised. To make it worse, my friends quickly crossed themselves off the list (about 5 minutes after that 8th slot went) and went into 2HG. If only I'd taken that slot! To console myself, I sold Sorin and used the proceeds to enter and drop the afternoon casual sealed flight - 10 boosters for $40 (Australian, mind you) is a bloody good deal. Once again, I was in a black mood. I has been looking forward to Zendikar draft so much, and now it would be almost a month before I could try it out!

    But if the previous 4 packs had lightened my previous mood, these 10 positively made me glow. Sitting down next to 2 other friends, also in 2HG (they went on to win the tournament, and didn't even give me any of their 18 prize boosters, the bastards), I idly remarked how nice it would be to open a Lotus Cobra. Predictably given the build-up I just fed you, my first pack contained...a Warren Instigator. Not a Cobra, but close enough. Then the next pack had a Cobra.

    2 Bloodghasts, a Felidar Sovereign, and a few other, less notable rares later, I was grinning ear to ear. I had already recovered my investment with the 2 mythics, so the rest was pure profit. The afternoon was then spent, not in drafting, but in frenzied trading, the details of which I won't bore you with here. But believe me when I say that the trading is almost as important as the new product at these days. I came in with 4 goals: get a playset of Bloodchief Ascension, fill up as much of my Bant deck (more on this deck later, but I'm doing my best to make it seriously viable) as I could, complete the art shrine that graces the front of my folder (which was, as of this morning, lacking Venser, Summoner's Pact and Day of Judgment), and get anything else that would work in any of my decks. To these was swiftly added a new objective: fob off the Lotus Cobra for ~$30 before everyone realised how over-hyped it is. At all of these, though I say so myself, I succeeded admirably. With the Cobra and a few other rares sold, I had a net monetary loss of only $25 for the day, which pretty much covers the singly Misty Rainforest I finally managed to wheedle out of one of my 2HG-winning friends, never mid te playset of Glacial Fortress, the Ascensions, and all the other good stuff I got. Having been suffused in Zendikar-y goodness for 10 hours solid, too hardcore to even take a lunch break (well, that and the dust storm that prevented me from going outside), I left very happy indeed, and awaiting my boxes. Goodness knows how I'll get my hands on another 3 Rainforests though, you'd think they were gold ingots. And I thought people were too clingy with Jenara...


    Once again, this post has been written favouring speed over expression (although it has been considerably truncated by the lack of a draft report) - I suspect the readership gained by publishing the first prerelease report to grace the blog pages will outweigh any dissatisfaction with the quality of its writing. With the rush of Zendikar now mostly over, my future article-style posts should be a little more polished. However, these will be few and far between in the next 6 weeks. As always, real life is getting in the way. So, having partially established myself with 4 stonking great walls of text, expect entries for the next couple of months to be more like those of a normal blog. Except sexier. Is that so?
    Posted in: ...And in with the New!
  • published the article Out with the Old...


    Aww, look how sad the poor undead scribe is that we're leaving him behind! Don't worry, you poor, obsessed, masochistic freak (see that tube running from his artery to the calligraphy brush? Bet you never noticed that at card size!), you've still got plenty to keep you busy.

    In case that incredibly opaque introduction didn't make it obvious (and it didn't, trust me), I just played my last Alara block tournament. It was a good old 10-man draft (not that 10 is normal in the slightest, but misuse of aphorisms is a specialty of mine) which I ended up coming second in. So, as I'm sure you can't wait to pick apart my choices, let's get into the gory details.

    Pack 1 - ALA

    In a fairly uninspired pack containing a Skill Borrower, of all things, Resounding Thunder was the obvious best pick. A second pick of Executioner's Capsule and a third of Blightning (over Grixis Charm) put me squarely in black-red. But would it be Grixis or Jund I ended up with? Blood Cultist and Jund Panorama didn't help the decision, but I snagged first a Courier's Capsule, then a Fire-Field Ogre, followed by a Kederekt Creeper, and I threw in my stake with the necromancers. I was very happy indeed to see that Charm table, but otherwise the rest of the packs were unremarkable, since I got nothing else of interest besides a hated Rhox War Monk (as it turned out, no one ended up running Bant, but hey, you never want to be staring down a Pancake Flipper, and there was nothing else of note to take).

    Pack 2 - CON

    It might just have been the packs I opened or the colours I was now in, but never have I been more disappointed by Conflux, which a shame after my particularly bombastic prerelease experience (Transmuters and Bolas and...suffice to say, it was a blast, not to mention my most profitable prerelease to date). My only playable picks were Dark Temper, Drag Down, Shambling Remains and Absorb Vis. Moving on...

    Pack 3 - ARB

    Now this was more like it. I partly regretted jilting Jund, opening a Lord of Extinction and watching several Leeches go sailing by (as well as a Charnelhoard Wurm in the previous pack), but hey. On the plus side, I got landcyclers, borderposts, 2 copies of Slave of Bolas, Kathari Remnant, Drastic Revelation and some other goodies. I also snapped up my only rare in the form of Unscythe. Nary a Terminate to be seen, but it was no great loss, since my deck already had 11 removal spells. Sweet.

    As you would expect, the resulting deck was heavy on the control, but light on the creatures. But what creatures I did have were hard hitters like Fire-Field, Remains and Grixis Sojourners, walls like Remnant or Creeper, or quasi-removal like the gloriously goofy Giant Ambush Beetle (seriously, I just can't get over that name). And any of my creatures, even a Jhessian Zombies, was scary enough with an Unscythe or Mask of Riddles stuck on it. Grabbing some lands and patting myself on the back, I was expecting a good result.

    Round 1 vs Jund


    This guy was the only one at the table playing Jund, so he'd ended up with all the goodies I'd passed over. Ho hum. On the play in game 1, he mulliganed to 5, and I had Unscythe. I happily reanimated his puny chump-blockers and, putting it politely, smashed his face in (I didn't take a single damage). Game 2 was going similarly well, until he popped a Blightning of his own, followed by the aforementioned Lord of Extinction. Surprisingly small (in Lord of Extinction terms) at 8/8, it was still one ahead of my hand of Grixis Charm, Sangrite Backlash and lands, so I was extinguished in short order. But in game 3 he again mulliganed to 5, and that was that (although I was still rather lucky: the turn after I killed him, he was planning to drop the Lord again, and by my reckoning it would have been 25/25. Ow).

    Round 2 vs Naya


    This guy had been sitting next to me at the drafting table, so I'd seen him putting his deck together. And frankly, I was worried. It was stuffed with 5-power critters. This guy was actually forced to drop Rakeclaw Gargantuan from his final deck. So I was hoping my removal was up to the task.

    Game 1. Both of us were flooded with mana, but I thought I had the upper hand when I got Shambling Remains and Blood Cultist out, and then dropped Unscythe. Unfortunately, he had O-Ring for that, and proceeded to drop Mosstodon, which was quite nasty, since he has some smaller creatures around too to keep the life points healthy while he beat my face. But then I topdecked Slave of Bolas. The game didn't last too long after that - he'd only got the one fatty. Game 2 I don't much remember. All I know is that I lost. Slant Game 3 was good. He once again had O-Ring for Unscythe, and this time his Mosstodon was backed up by more fatties. But Slave showed up once again to deal with the big green elephant, and Kathari Remnant was able to hold off the rest until I won with the help of a big Blood Cultist and a Mask of Riddles (which the Remnant dug up for me, in fact).

    I was happy at the end of that round, for 2 reasons. Firstly, I'd beaten a fairly solid-looking Naya deck. Secondly, I hadn't been up against the other such deck in the tourney, the T.O.'s beast, which had Flameblast, Uril and Mycoid Shepherd, among other things.

    Round 3 vs Esper



    Oh hell. You see, this deck had gone up against the T.O., and had won. So.

    Game 1 was great. Not because I won it, because I didn't. But it was one of the better games I've ever played in a draft. We were neck and neck for a time, his flier eating my removal spell, my aggro crashing against his wall. I had just had a handy (;)) refill from Drastic Revelation, and he was down to one card. I swung with Creeper and Fire-Field with him at 9, confidently expecting the chump and a win a few turns later. But...that card was Ethersworn Shieldmage. There you are, folks. I know a lot of people don't rate this baby highly in limited, but he owned me up. After the resulting 2-for-nothing, it didn't take long for me to bite the dust. Game 2, on the other hand, was an embarrassment. With the help of another Drastic Revelation, I drew every land in my deck (no, really. I cycled a Jhessian Zombies and couldn't find anything. I did, however, notice all my best cards sitting in my library, which was down to 8 or 9 by that point), and couldn't stop his fliers.

    But, Esper evilness aside, I had a fairly good run. In the redraft, I snapped up Knight of the Reliquary (if you're wondering why, come back in a month), Battlegrace Angel and...um...Tar Fiend, and left happy. Next draft begins the Zendikar madness, and I can't wait!



    Speaking of Zendikar madness: as I mentioned in my last entry, I plan to write up a nice big report on tomorrow's prerelease to go alongside the zillions of others that will be clogging the blog section. But I have an advantage: living in Australia as I do, I'll be home before most of you have even opened your packs! Hah!

    ...Anyway, I rushed this entry out because I wanted to do it before I forgot half of it, which would definitely have happened as soon as Zendikar set in. So it isn't as polished as I would like. Oh well. If you've read this far, it obviously wasn't too bad.
    Posted in: Out with the Old...
  • published the article Traps, Vampires, and One Angry Octopus


    For those of you who hadn't already guessed, this post is all about Zendikar! Specifically, about my thoughts on the set so far (which will no doubt seem woefully inaccurate a week from now) and a few cards from it.

    Firstly, my feelings on the overall direction of the set. I must start by saying that I love the land theme. I love pretty much everything about lands - designing them, admiring the more interesting ones, figuring out how to use them. On one hand, it's a bit sad, because everyone and his Jackal Pup knows what to do with Rampaging Baloths and Valakut, but on the other hand, lands and mana accel you draw late game are no longer dead. Rejoice, my mono-G fatties deck! I also like the whole 'Deadly Perils, Priceless Treasures' idea. It makes for some really fun card design (You activated my trap card!). It also brings the focus squarely back onto creatures, which is where it should always have been. And boy, are the creatures in Zendikar cool! I see a lot of people complaining about power creep. In a way, yes, it is power creep. However, it's definitely power creep that I want to see. I certainly hope that the likes of Scaled Wurm and Goblin Raider will never again see print. On the other hand, I find it funny that Lorwyn, in every way a creature-focused set, gave rise to 2 brutal control archetypes (Fae and 5CC). It looks like Wizards won't be making that mistake again this time though. In fact, they seem determined not to, since a grand total of 2 good control cards

    have been spoiled to date, and both are white. Thank god. (no, Spell Pierce is not a control card, though it is good)

    On a final note, the art looks sick. They really seem to have stepped it up since Shards block. The full-art basics are also awesome; I suspect there will be a run on pinching them at my local prerelease. I'd better get there first!


    However, the news is not all good. Of particular irritation is the apparent change in policy toward mythic rares.

    Quote from MaRo 02/06/08 (that"s 06/02/08 for you Yankees) »
    We want the flavor of mythic rare to be something that feels very special and unique. Generally speaking we expect that to mean cards like Planeswalkers, most legends, and epic-feeling creatures and spells. They will not just be a list of each set's most powerful tournament-level cards.

    We've also decided that there are certain things we specifically do not want to be mythic rares. The largest category is utility cards, what I'll define as cards that fill a universal function. Some examples of this category would be cycles of dual lands and cards like Mutavault or Char.


    Hmm. Tell me, does Warren Instigator look to you like anything other than one of the set's most powerful tournament-level cards? Does it feel at all like a mythic? And can you think of any way that Lotus Cobra can dodge the label of utility card? Pardon me, Mr. Rosewater, but I call bull****. By no means am I insulting the cards themselves; the Cobra particular is a card I like very much indeed (yes please, 9 mana on turn 3 with no loss of card advantage). But honestly. Ob Nixilis is mythic. Eternity Vessel is mythic. Nicol Bolas is very, very mythic. A random shiny snake is not. Still, at least we don't have mythic lands. Yet.

    Scute Mob


    Apparently this guy is the new Goyf. Right. I find the comparison an odd one, because the only thing they have in common is that they are both green creatures that are large for their cost. Surely, a more appropriate comparison is Figure of Destiny: both are 1/1s for 1 that grow as you get mana. Both are also constructed staples. Oh yeah, and Scute Mob will have zero extended impact, unless things shake up a lot. However, while Figure grows slowly and consistently, Scute Mob sits around for a bit, and then gets very big, very fast. I can't say I like Scute as much as Figure, but it certainly has the potential to be very, very good, especially in a deck with mana accel. Rejoice again, my mono-G fatties deck!

    Mindbreak Trap


    You know it's true. If ever Wizards have printed a card to counter one specific deck archetype, it's...Volcanic Fallout. No. Great Sable Stag! Wait...crap. But seriously, they've been doing this a lot lately. Trying to redress past mistakes?

    Mindbreak Trap is certainly a weird one. At least the other 2 tackled problems in Standard, but this goes all the way back to Legacy (don't forget that Tendrils leaves Extended as Zendikar comes in). Will it see Standard play? Well, it gives blue an out for Stag, if nothing else. But on the other hand, I can't see its trap condition triggering that often. People are obviously willing to run 4-mana counters, but leaving one particularly infamous one out, will they run this? I doubt it. In my opinion, Mindbreak Trap will sit happily in Legacy sideboards.

    Allies


    What an interesting tribe we have here! Every card has synergy with every other card! I'm in two minds about this one. On one hand, I really like the concept. They're like Slivers, but actually interesting. Plus, unlike Slivers, their abilities have a permanent impact (counters vs +X/+X, card advantage and utility vs evasion), which makes them a lot less fragile. On the other hand, it will take plenty more than the allies we've seen so far if a full deck running only 2 or 3 colours will be remotely viable, and most of the allies we've seen that far (Kazandu Blademaster being the only real exception) are pretty mediocre on their own. Still, I probably will end up making an Ally deck.

    Bloodchief Ascension


    Correct me if I'm wrong, but Zendikar seems to be very much a 3-colour set, with red and blue pretty much excluded from the fun. Well, that might anger a few people, but I'm fine with it. Especially the black part. I love black to bits. And this card makes me love it even more. Apart from being the easiest Ascension to trigger (Luminarch requires a good bit of stalling, Archmage and Pyromancer require a long time and/or a dedicated deck, and Beastmaster is probably only good in Elves) and the cheapest to cast, the effect is basically guarantees a win if it hangs around. It's difficult for your opponent to do...well, anything, when every spell they expend is a 4-life swing in your favour. I cant wait to get my hands on a playset and put them to good use. *is drooling*

    Vines of Vastwood


    No image for this one yet, sadly. And this is the last one, I promise.

    This is one kick-ass (lol puns) spell. You might be wondering why I bother to include it here, though. Well, I love Bant. That should really be all you need to know, but in case it doesn't make sense to you, let me explain. With the whole Exalted thing, Bant is particularly vulnerable to disruption. This vulnerability is one of only a few things tempering the ridiculousness of exalted in goldfish terms (5/6 double strike lifelink turn 3, and it's not even summoning sick? Yes please!). However, Bant is also the balls-to-the-wall kind of aggro deck that resents having to keep mana open for
    Bant Charm, or even Negate.Heck, even the newly-spoiled and equally sexy Spell Pierce is a bit of a problem, because Bant shouldn't really be reactive at all. So a card that acts as a Negate (because who cares about those other spells?) and a pump spell is, somehow, music to my ears.



    So there you go, my thoughts on Zendikar. The prerelease is nearly upon us, and let me say that Zendikar limited looks like it will be a blast. Sealed, especially, will be a refreshing change from the usual 20-turn plus games. I also expect Zendikar to be a very expensive set, mostly because of all the fools who think it's the second coming of Urza's Saga. I plan to get my hands on cheap product while it lasts, and I suggest you do the same!

    Oh yes. Next entry will join the raft of others like it in discussing my experiences at the prerelease. Once I've done that, I'll also put up a slightly delayed report of tomorrow's Alara-block draft. And then back to older cards. Whoo.

    Posted in: Traps, Vampires, and One Angry Octopus
  • published the article A Wild Muck Drubb Appears!
    Hey, anyone who happens to be reading. Since my life is slow right now, and I'm looking for something to keep me amused, I figure 'Why not start a blog?' And here we are. Here, as the title says, I plan to ramble about whatever takes my fancy. Usually it'll be Magic-related, occasionally not. So, without further ado, let's begin! (oh yes, and anyone who wants to know who I am can go here)



    Ah, Muck Drubb. Countless times (yes, countless. Our playgroup is a bit weird like that) have I seen this poor, devoted slave jump in front of a spell meant for his betters. Although I grimace as the creature I was aiming at continues to rampage through my board/hand/life total unabated, I have no choice but to grudgingly appreciate the design of the Drubb. And that brings me to my musing for today: cards that you can't help but like. I suspect everyone has entirely different opinions on this. Today, I'm just going to post a few more of mine, mostly from my early days, and why I love them so much.

    Spiritmonger


    My first ever deck was, to be honest, a monstrosity. It was an amalgamation of every black and green(and, once I cracked a Proteus Staff, blue) card I owned, no exceptions. At its most ridiculous, it probably hit 300 cards. And only about 60 lands to boot. Its strategy consisted of:
    1. Wait for land
    2. Wait for Avatar of Woe or Devouring Strossus to show up, while throwing little creatures around somewhere
    3. Hope your opponent was doing much the same
    Step 3 wasn't as ridiculous a prospect as it sounds, of course, because the rest of my playgroup was doing much the same. Nonetheless, any playgroup whose deck to beat is Life Boost clearly has issues. I tell you this as background. When I first set eyes on Spiritmonger, I was smitten. It has more power and toughness than it costs? And it gets bigger still? And it's nigh-unkillable? I was practically slavering. Although I was unable to convince the lucky owner of that particular copy to part with it (having just swapped a Wake that I picked up in a random booster for an equally drool-worthy Crush of Wurms), it became my life's goal to own a copy of this god among cards. And you know the embarrassing part of all of this? To this day, I have never gotten my hands on a single one. Ahh, Spiritmonger. Wish you were here.

    Decree of Pain


    You go, Karona! The so-called supercyclers showcase the False God at her most badass, bending the whole of Otaria, humans, beasts, angels, and even the land itself, to her will. The storyline implications of this cycle are interesting by themselves: Karona is not evil, as such. Rather, she is lost and confused and, in her search for a purpose, causes a whole slew of amusingly catastrophic events. Anyway, arcanities of the story aside, Decree of Pain has for a long time held my attention. You can see in the art that Karona has, whether for enlightenment or amusement, ordered a group of Cabalists to die while she looks on. And die they do, in what appears to be an agonising manner. On top of that, whatever Karona learns from the experience is delivered to you as cards. Charming.

    Hardcasting Decree of Pain is an experience far beyond any old Mutilate or Damnation. You really feel as though the game has swung. Not only do you sweep aside the armies of minions chipping away at your dark fortress, evil lair, or wherever else you run your MBC out of (as long as it has some handy vaults in which to store mysterious relics, anywhere suitably malign will do), but you refill your hand, which was probably flagging at this point, what with keeping yourself alive until you finally complete your diabolical construct. If the need arise, you can also cycle it, probably picking off a good deal of your enemy's army at uncounterable instant speed. And it cantrips! And only costs 1 more than Hideous Laughter! What's not to love?


    Hidetsugu's Second Rite


    I think my first reaction upon seeing Hidetsugu's Second Rite was '10 damage? 3R? Sign me up!' It was beautiful. Hidetsugu himself was already a favourite of mine since Betrayers previews, so this card to wrap up the block was really the icing on the cake (and yes, I know Saviors was an atrocious set. But this made up for it). I had to build a deck around this card. My first burn deck was not what you would call optimal. For example, it ran Breath of Darigaaz over Flamebreak, and there was nary a Shock to be seen. But people feared it nonetheless. They could be on a completely safe life total, and suddenly, Bam!, they found themselves on the magical 10 life and shortly afterwards ceased to exist. My opponents began mana burning themselves out of range. In fact, people, myself included, soon realised that this strategy basically defused the deck, and it was shelved. Now, I know what you're thinking. This deck has never really left my mind, and now that mana burn is gone for good (woohoo!), it might at long last be restored to the glorious and reverential position it should always have occupied in our playgroup.

    Loxodon Warhammer


    9th Edition made me one very happy player. Why? Because Loxodon Warhammer was rare, of course! This brute of an equipment had long been a staple of my Cat deck, alongside Bonesplitter and Grafted Wargear, but to see Wizards acknowledge its power level in such a significant way was gratifying indeed.

    But even leaving this triumph aside, I loved the Warhammer. Watching it weave its magic, whether it be in the hands of something as innocuous as a Leonin Den-Guard or as gigantic (and fitting) as Loxodon Punisher, was the best part of the entire deck. It guarantees almost any creature 'stonking great threat' status and, unlike those pesky auras, it keeps coming back for more! In a deck running 20+ creatures, this was a guaranteed game-winner if it wasn't dealt with, because hell, even if some of their beaters did get past your hammer-brandishing titans, you could gain all that life back again in a single swing! Rarely does one card ever do this much.

    Also, in case any of you are wondering, this attachment has been passed on wholeheartedly to Behemoth Sledge. I was ecstatic to open one at the Alara Reborn prerelease, and with good reason, as it turned out. Through a crazy run of luck, I drew the Banhammer, as I like to call it, 6 games from 11, and it won me each of those games single-handedly, leaving me 4-0 when the smoke cleared. I love you, Sledge.

    Mystic Snake, Lorescale Coatl and Ohran Viper


    The more astute among you will already have noticed that this slithery trio grace the banner at the top of the page. It is true that their connection to my serpentine alter ego is no coincidence, but that doesn't mean that I don't like the cards for what they are.

    On the whole, counterspells disgust me. As an avid combo player, I dread those two untapped islands staring at me from across the table, just daring me to try and go off. But there's something about Mystic Snake that makes it all alright. What it is, I am at a loss to tell you. Maybe it's my love of 187s in general. Certainly, this guy is a champion among that group, able to ditch a bomb into the sea and chump with the best. On the other hand, maybe it's my longstanding wish that GU got more love in general. It's a great colour combination, and yet most of the few cards that were printed in it have been condemned to rot in shoeboxes (ref. Yavimaya's Embrace, Malignant Growth, and practically the entire Simic guild, which dashed my newly-raised hopes anew).

    Lorescale Coatl also fits the bill as an awesome GU card. It gets huge without even trying, and even has its own specially designed pump spells (though I'd watch that last one if I were you). A great excuse to draw cards, I'm still trying to figure out how best to utilise the Coatl in a way others haven't yet.

    If I do make a Lorescale Coatl deck, I suspect that Ohran Viper will worm its way into it. This versatile little critter is brilliant against control, and still pretty good against aggro. He's no Shadowmage Infiltrator, granted, but he plays his part admirably all the same. And has awesome art (which is nevertheless nudged out by the Coatl for centre space in my banner).

    So there you go. These are just some of the cards that make me glad to be a Magic player, and believe you me, there are plenty more. Maybe I'll talk about them at a later date. And that about wraps up my first blog entry. May there be many more to follow. Next time...who knows? I have a hunch it will be about Zendikar, though. Thanks for reading! (and well done, if you got this far!)

    Posted in: A Wild Muck Drubb Appears!