MTG

2261 readers
13 users here now

Magic: the Gathering discussion

General discussion, questions, and media related to Magic: the Gathering that doesn't fit within a more specific community. Our equivalent of /r/magicTCG!

Type [[Card name]] in your posts and comments and CardBot will reply with a link to the card! More info here.

founded 2 years ago
MODERATORS
476
 
 

Here are some of the biggest brained, 300 IQ Magic plays ever caught on camera!

Some great plays, some of these are more like "tricks" but all of them are really impressive and fun to watch.

477
478
479
 
 

I personally use cockatrice, there's almost always a game available

MTGO and MTGA are the official clients (MTGA only has brawl. MTGO has commander but is also not particularly budget friendly). There are also unofficial ones like cockatrice, untap.in, xmage, forge (with some of these, you might be able to play commander, with others not). Many also play commander via webcam using https://spelltable.wizards.com/

source

I've been playing some Magic recently on Forge and considering rejoining my local game store (LGS). However, it seems like the company is pushing Commander a lot, and the most recommended way to play it is through Cockatrice. Nevermind, I'll keep playing on Forge, and maybe I'll try Cockatrice. I'm just not excited about playing a format where "Bobsponge" is a thing. It makes me wonder, what are they even doing with this game?

480
 
 

From his Facebook:

This is the part of artist relations Wizards of the Coast is NOT going to like to talk about in public. This is why laid-off employees need to sign Non Disclosure Agreements (NDAs) to receive severance packages. Corporations do not like public facts. Since I will likely never work for Wizards again, and have already stopped accepting new commissions from them for over a year now, I feel the need to share all of this factual, public information to drive the conversation regarding compensation into the light and force Wizards to engage in change for those artists, digital and traditional, who still rely upon them as an income source.

Let’s start at the beginning.

The fee for my very first Magic:The Gathering card back in 1996 was $1000.

That was modestly good pay for small, work-for-hire spot illustration artwork where the artist had a large creative control in the process. Over the years I continued to work with new commissions from Wizards even as the art management of the content grew with heavily directly style guides and the basic fee stayed the same. I did my best to deliver exceptional high quality oil paintings at those fees, including illustrations like Cartographer, Mirari, the 7th Edition Shivan Dragon, and the suite of characters for Ravnica - Razia, Tolsimir, Szadek, Agrus, and the Sisters.

Stepping forward two decades, the fee for one of my artworks in a recent set from Magic, Murders at Karlov Manor, commissioned in 2023 was also $1000… 27 years and not a cent raised from my base rate. Or, when accounting for inflation, the fee is actually far lower, at $516 in relative dollar value comparison ( in acknowledgement Wizards has raised their base rate to a whopping $1250 in 2024. Thanks Wizards). Why would someone work for a client who did not raise their pay after 27 years?

I have asked that question of myself many times. Mostly it was that I did not depend upon Wizards as a primary client, taking just a card commission here and there as desired. The connection to the game and fans was part of the deal to accept low pay.

I actually stopped working for Wizards back in 2010 over these exploitatively low fee issues. I concentrated my energies on many other professional projects. But I returned to accept new commissions from Wizards in 2017.

Why?

First, two of my artist friends and mentorees had moved into positions at Wizards as art directors. They reached out to me, and I wanted to help them create great art for the game of Magic. We are all part of an artistic community.

Secondly, I enjoy making high quality, labor intensive oil paintings for my projects, and the art directors knew the growing secondary aftermarket for Magic art was a way I could get ‘paid’ for my quality work, even if the initial commission fee did not justify the labor.

I returned not to work for Wizards’ low fees, but to stay connected to the community and aftermarket associated with Magic - convention appearances, sales of original art, signing artist proofs, cards, and playmats to fans, players, art collectors, and other artists all connected to Magic. I am a fan of this genre.

The private, secondary original art market for Magic: The Gathering card illustration has seen tremendous growth over the past two decades - from practically ‘giving away’ Magic art back in the late 1990’s for a couple hundred dollars, full color finished card art can now sell from $2000 to $10,000 and up, sketches sell for $300 to $800 and more.

The only way for me, and many other artists, to bring an exceptionally high degree of craft to the art at the pay scale Wizards offered was to recapture that invested labor in the secondary aftermarket connected to private collectors and fans. It is this aftermarket which allows Magic artists to make a modest living, knowing that financial recoupment existed beyond Wizards of the Coast’s meager initial fees. The secondary aftermarket has helped fuel the creative energies of artists and allowed them to invest tremendous labor and quality in an extremely low paid commission. Until it didn’t.

Recent Magic:The Gathering set releases in their Universes Beyond themed expansions appears to prohibit the sale and creation of ANY physical art and removes ALL secondary aftermarket sales - no original art, no artist proofs, no prints, no playmats, no repainted interpretations, no convention/event sketches of ANY kind for ALL of the commissioned images. All commissioned art was to be expressly and purely digitally executed, the initial low work-for-hire fee was the ONLY compensation. Using a conservative estimate, Wizards removed secondary aftermarket sales of $3+ million from artists working upon the Universes Beyond, The Lord of the Rings set. Thank you for supporting your artists Wizards.

This digital only art requirement is in no way an industry standard for commercially commissioned artists. Wizards has introduced a new level of contractual obligations which specifically targets to destroy the private, artist based secondary aftermarket sales which was directly benefiting the Magic artist, fan, and collector community.

Why? I have no reasonable assessments.

The aftermarket has zero impact on the initial sales of the game and product to the millions of players worldwide in ten languages. In fact the aftermarket greatly benefits the game through player interactions with artists at events, the collecting and signing of cards, the public display and excitement of original art in game shops around the world, and the use of original art by Wizard’s itself as prizes to players.

More importantly, the aftermarket provided a broad incentive for artists to vest labor and quality into the products they were creating for Magic. This removal of incentive means that Wizards has guaranteed that the quality of art they will receive for these sets will diminish, likely impacting sales negatively. Recently Wizards has seemingly thrown traditional artists a scrap from the table with the new Marvel set, allowing them to sell a painting from their commission into the secondary market, but treating digital artists differently with no such offering it appears.

How do you feel digital artists? Excited to work on that next Universes Beyond set knowing Wizards contractually thinks less of you as artists?

Although these new contractual obligations are only occurring with the Universes Beyond sets, it is not too hard to see them implemented on standard Magic contracts in the future. Hasbro has stepped up the Universes Beyond to be nearly half of their set releases in the future. Sadly looking forward to even more exploitative digital only contracts reducing the secondary aftermarket even further.

To add gasoline to this fire, Hasbro’s current CEO is quoted as welcomingly embracing A.I. art creation and it’s use on Magic and D&D products. It is not hard to see the leap of a digital only artist contract being replaced with digital only A.I. art now that the CEO has openly stated such a direction. Thank you for supporting, respecting, and valuing your artists Hasbro.

To all the artists working, and hoping to work on Magic, I am sure Wizards will raise the base rate again in 27 years to properly compensate the prompted A.I. robots.

In frustration and sadness for my peers,

Donato Giancola November 2, 2024

481
 
 

Do permanents that are also a 4/4 creature because of [[Bello, Bard of the Brambles]] trigger creature ETB effects from things like [[Warstorm Surge]]?

482
 
 

The Professor gives us his thoughts on the recent Universes Beyond announcements.

483
484
 
 

[[Estrid's Invocation]] enters as a copy of another enchantment you control. At your upkeep, you may re-enter it, allowing you to choose a different target.

Note that casting it without an eligible target will void the second part. It will just stay and sit there, not triggering on upkeep.

I tried to build a deck around this card with lots of non-legendary enchantments. And found out, Sagas are particularly interesting. The crazy interaction is that Estrid's re-enter triggers before Sagas tick up.

An example match start:

  • turn 2: [[Omen of the Sea]] (1U, flash, scry 2, then draw 1)
  • turn 3: [[Estrid's Invocation]] (2U), gaining another scry 2 + draw 1
  • turn 4: [[Binding the old Gods]] (2BG, destroy nonland), Estrid re-entered before on the Omen to get a 3rd scry2+d1
  • turn 5: Estrid re-enters as the Binding, which immediately lets you destroy a second nonland. Next but still in your upkeep, both Sagas tick up, letting you fetch two ~~basic~~ forests.
  • turn 6: Estrid re-enters as the Binding before it's saga counter can tick up, letting you destroy a 3rd nonland, and fetching a 3rd forest, before the original Binding finally expires.

If you managed to get a 2nd Estrid out by that point, you can have both Estrid Sagas copy each other infinitely, without ever expiring.

Also nice: [[Elspeth conquers Death]] (3WW, exile mana 3+) and [[The Eldest Reborn]] (4B, sac creature, discard, return creature/PW from any GY)

Other non-saga enchantments which I found useful:

  • [[Omen of the Hunt]] (2G, flash, fetch basic land)
  • [[Wingbright Thief]] (more on that later)
  • [[Smothering Tithe]] (3W, opponent chooses wether they have less mana or you gain more)
  • [[Revenge of Ravens]] (3B, drain 1 life for each creature attacking you)
  • and of course [[Triumphant Getaway]] (1UBR, flash, heist twice, drain 2 on casting heisted cards)

Some are useful because of their on-enter effects, some are useful to stack up a beneficial ability. A Smothering Tithe times 2 makes a significant difference in speed, no matter wether they choose to have less mana for themselves or give you more treasures.

[[Wingbright Thief]] (1WU, creature, on enter reveals opponents nonland hand cards, choose one which perpetually gains "opponent draws 1 and gains 3 life" when you cast this) ... is the only enchantment creature I found worthwhile (maybe aside from [[Overlord of the Hauntwoods]]). But it's a crazy good target for Estrid! Not only does it give you intel on their hand each round for free, you can also burden their most valuable spells with an advantage for you.

For some spells, like untargeted discard, this outright renders it useless. Sure, you can cast it and make me discard a card, but before that happens, I get to draw one and gain 3 life. Similarly, red face damage can be neutralized by this.

For most other spells, the question becomes "how many stacks of Wingbright Thief can this card endure, before casting it becomes more beneficial to your opponent than to you?", which is quite an interesting game mechanic if you ask me. Both sides have to weigh options and estimate value.

Some spells remain useful regardless of how many stacks they have. When a [[Haze of Pollen]] (1G prevent all combat damage) would prevent you from dying, it's still worth casting, even if your opponent draws 10 cards and gains 30 life.

Another poweful aspect of Estrid's Invocation is the flexibility it provides. On each upkeep, you can re-spec your toolkit, choosing wether you want more creatures, more sagas, or more passive abilities this turn.

Sometimes I even use it on [[Utopia Sprawl]] (G, forest makes extra mana) to have 1 more mana this round of a missing color, or on [[Valgavoth's Lair]] (a hexproof land of any color) to have more mana next round, and to flee an expected nonland destroy.

The more I play with it (Magic Arena Historic), the more I wonder why I see it so rarely. Have you played with or against it already? What are your thoughts?

485
486
487
488
489
490
 
 

The announcement of this rule change with examples are at the bottom of the article. To summarize:

In the current rules, if you attack with a creature and it gets multi-blocked, once your opponent locks in their blocks, you choose the order of blockers immediately. During the combat damage step, you must assign enough (big asterisk on "enough") damage on the first creature before you can assign damage on the next.

Starting with Foundations, you don't choose an order for the blockers. During the combat damage step, you will just distribute damage however you want.

This weakens multi-blocking as a defensive option.

We will one day speak of blocker order like we do damage on the stack.

491
 
 

Now an update for @MTG_Arena! Pioneer Masters is coming December 10th 2024! Pioneer Masters brings many cards to MTG Arena for the first time as we work towards our goal of parity with competitive Pioneer in tabletop.

492
27
Universes Beyond is now MTG (magic.wizards.com)
submitted 10 months ago* (last edited 10 months ago) by thesmokingman@programming.dev to c/mtg@mtgzone.com
493
 
 

Chris Cocks confirms Spider-Man set will be first of multiple major sets WotC collaborates with Marvel on in coming years.

494
495
 
 
496
 
 

Get 'em while they're hot!

497
 
 

This Thursday, October 24th, the first official Season of The Dynasty Cube begins!

What is The Dynasty Cube?

The Dynasty Cube is a collaborative, living draft format that combines a few concepts, none of which are required knowledge:

To begin, the Draft Pool for The Dynasty Cube will contain almost all of the 500 or so oldest cards from Magic’s history, with the next oldest cards being added incrementally with each subsequent Season. Cards that go undrafted get removed from the next draft, and cards that get drafted repeatedly become more difficult to retain, resulting in an ever-changing pool of cards.

The current Draft Pool for The Dynasty Cube, as well as a more detailed explanation of the draft can be found on Cube Cobra.

In The Dynasty Cube, the decisions you make continue having an effect after each draft. Teams may trade their cards or even future draft picks with each other to improve their draft pool. After each Season, The Teams will vote on new rules and other changes that will take effect in the next Season.

Currently The League has about 30 regularly active members, with each of the 8 Teams having between 2 and 6 participants. Ideally, each Team would have at least 5 active members - the more members on each Team, the smoother The League operates!

What does Team participation look like?

Joining a Team primarily means providing another voice and perspective to help your Team to come to a decision - but you can claim more responsibility than this if you want it!

During a Draft, Team members will discuss in their own private channel their strategy for what kind of deck they want to try to draft, what cards to prioritize with their next pick, what cards may be under/over valued by the other Teams, etc.

They’ll determine one Team member to be responsible for playing out their Team’s matches for the Season, and if that Team does well enough, they’ll have the chance at winning the Championship for that Season!

After a Season finishes, Teams will be presented with changes to The League that they will have the power to vote on to decide whether these changes be enacted.

Who are the Teams?

Below are the current Teams with their logos, colors, and mottos.

Alara Shards

Logo: 🌟

Color: Rust

Motto: "Why not both?"


Kamigawa Ninja

Logo: ⛩

Color: Dark Indigo

Motto: "Omae wa mou shindeiru."


Innistrad Creeps

Logo: 🧟

Color: Blue-Grey

Motto: ”Braaaaaaiiiiins”


Theros Demigods

Logo: 🌞

Color: Gold

Motto: ”The Fates will decide”


Ravnica Guildpact

Logo: 🔗

Color: Royal Blue

Motto: “A Championship is won and lost before ever entering the battlefield”


Lorwyn Changelings

Logo: 👽

Color: Green Apple

Motto: ”Expect the unexpected”


Zendikar Hedrons

Logo: 💠

Color: Aquamarine

Motto: "Good Vibes, No Escape"


Tarkir Dragons

Logo: 🐲

Color: Lavender

Motto: "No cost too great"


Getting started with The League:

Join a Team on our Discord and start collaborating with your new teammates, or you can give yourself the "Spectator" role which gives you some extra access that you won't otherwise have without a Team affiliation.

If you're not sure which Team best suits you, we have a channel specifically for team recruitment where the Teams will try to win you over!

Additional details about The League as well as the Draft Pool for The Dynasty Cube can be found on Cube Cobra.

Join our Discord server!

498
7
Maro’s Foundations Teaser (markrosewater.tumblr.com)
submitted 10 months ago by Evu@mtgzone.com to c/mtg@mtgzone.com
499
500
view more: ‹ prev next ›