I'm going to be making a lot of assumptions here, so it may be possible that I'm entirely off base, but I believe that the best course of action for you and your friends to take is to respect the decisions that player makes. Whenever this player makes a poor decision, because their action negatively affects the other players at the table, I imagine that everyone at the table (or just a few of you) are dogpiling this player, telling them to reconsider their choices. From what I gather, this has not been successful for you thus far. Continuing to do so will not change the situation for you and escalating it will only make things worse. For whatever reason, this player will not listen to advice. I believe this is because he doesn't trust you or your group. There could be a number of reasons why. Perhaps this player is reluctant to take advice from someone sitting across from them; they know that your goal is diametrically opposed to theirs. Maybe they personally think that you're a lousy Magic player yourself and won't listen to your advice because you suck. Or it could be something else entirely. If other players are explicitly acknowledging that the decisions they are making are lousy, then perhaps this player is being made to feel stupid. If so, they may just be shutting you out and making whatever decisions they want, regardless of how poor they are, out of spite or resentment for the other players making them feel this way.
Whatever the case may be, you need to respect this player's decisions. Don't berate this player whenever they make a crappy decision, just accept it. Let them play their cards however they want to. Players (and people, in general) need the freedom to be able to make their own choices, even if they're shoddy ones. Nobody wants to give that freedom up and people especially don't want that freedom taken away from them. When people don't have the freedom to act as they want to, they don't feel valued as an individual. Once you allow this player to make their own decisions without inciting negative attention then they will begin to feel respected and in turn be willing to trust you more. That is ultimately what I think you want; you want for this player to be able to trust you so that you can help both them and yourself in future games of Magic. To do that, you need to do a few things:
- As already mentioned, allow this player to make their own choices and be respectful of them.
- Don't conspire behind their backs. They'll know that you're doing so, even if they don't know what you're talking about. That's counter-productive. You want this player to be able to trust you, not to feel like an outsider.
- If somebody else begins to intervene the next time this player makes a poor choice, tell them to let it go and to respect that player's decision. This will help the problematic player confide more in you while also deescalating the situation.
- Be a good sport yourself. Don't get salty if this player decides to gun you down. Furthermore, don't get visually or verbally upset whenever this player makes a poor decision. It's ok to feel bummed about theirs choices, especially if they negatively affect you, but do not allow that to make you feel resentment. Getting retributive would be working against your goal.
- The next time you sit down with this player, ask them if they feel disrespected whenever they play with you. If they say yes, apologize to them, tell them that you didn't mean to make them feel that way and tell them that you're going to make a genuine effort to never do so again.
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Also something about dyslexia here as well. I dunno what I want to say about it in regards to your first post, but I know it needs to be said. It's pretty unfair to dyslexics, is what I'm saying.
Lastly, insisting one form of media is inherently "better" or "smarter" than another is terrible and you should stop doing it. Don't give any excuses, just stop.
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WBR
Missing U and G, this is a world without reason and natural growth and intellect. What you have is a brutal, post-apocalyptic wasteland. A brutal and anarchic society ruled by those who have an use their power. The major conflict is are the small survivors versus the oppressive military power. No wildlife, little food and a big survival theme.
Art focus: Wastelands. Little life. Plains are long expanses of desert, mountains are vicious rocky crags and swamps are tar pits and death traps.
URG
Missing W and B, so it’s missing order, structure and selfishness. What you get is a world of chaotic nature. Wild, fantastic growth, dangerous beasts and plants and individuals trying to survive. The biggest conflicts would be one of surviving nature, but also using nature in creative ways. The plants are intelligent, and the blue is reflected in those plants.
Art focus: Forests and wildlife. Nothing is bare. Islands are lakes of flowers and seaweed and lots and lots of fish. Mountains are mossy and full of goats and birds. Forests are just trees and trees for miles.
BWG
Missing U and R and logic and creativity. And endless cycle of life and death. Structured, efficient, expansive, and eternal. A mixture of long-lived forests and huge beasts, and short-lived insect swarms and invading plantlife. Black rules the plane and so there’s a huge force of ambition and drive and doing whatever it takes to survive.. Small communities are common and those communities are usually right in the thick of nature.
Art focus: Lots of life and death, but large. Bigness is the biggest theme there. Swamps are graveyards of corpses and things that feed on them. Plains are huge and go on for days. Forests are impossibly tall.
RWU
Missing B and G. Life and death are not a part of this world at all. The world is unchanging and eternal, and the focus is on intellectual pursuits, creativity and order. Lots and lots of mechanical creations, animated golems and elementals of society. Very civilized. No plant or wildlife. Mostly “non-combative” spells and creatures, with a focus on art and knowledge and things like that. Highly bureaucratic, but with lots of radical political movements and protests.
Art focus: Very stylistic and artistic display. No life, but dotted with cities and monuments. Mountains are beautiful and set to sunsets and picturesque. Islands are still and calm. Plains are full of monuments (think things life Stonehenge all over)
GUB
Missing R and W. Missing order and passion, and based around things that go bump in the night. Full of dark creatures, mad scientists, and scary woods. Basically one big Grimm Fairytale world. Small communities but also individuals living in the dark heart of the woods. Lots of scary things and dangers, but also a big focus on those who fight them. Kinda like halfway between Innistrads humans vs horrors and Theros’ heroes vs monsters. Also faeries, both good and bad.
Art focus: Fairytale inspiration. Dark and scary but also light and fluffy. Forests are dark and scary. Islands are oases of light and hope in the darkness. Swamps are boggy and full of witches and swampthings.
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Our art reflects who we are as a society (even if that art is for something "unimportant" like a trading card game), and what we choose to be acceptable and standard influences us all the time. And while no, the fact that Magic is full of mostly white people and mostly overly-sexualized females isn't going to ever be the straw the breaks the camels back, it's definitely one of the straws and it's not a good thing to keep doing it because that's how it's always done.
Yes, it is more that the culture we build up around fantasy is what lets us get away with this, but it doesn't stop if no one is willing to try and stop it, and I always hope that maybe Magic will give it a try.
On a side note: Chrome wants to spell-check sexualized into equalized. Not quite Google. Not quite.
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Legacy will go the way of vintage. It's inevitable. Now, it's not going to happen for a long while, but it will happen eventually.
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