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Magic (The Gathering) => Discussion => Topic started by: Death Gaara on August 21, 2013, 03:48:53 PM

Title: Why Magic Why?
Post by: Death Gaara on August 21, 2013, 03:48:53 PM
Just when I think I can play the game again fetch lands go up in price. Honestly, both modern and magic are starting to become dead to me? Why has this game doubled in price the last few years? I want to play so badly, but this is just rediculus.

/rant thread go
Title: Re: Why Magic Why?
Post by: Mlerner12 on August 21, 2013, 03:56:40 PM
I feel you, and the only reason I don't do as well as I can is because I'd my parents have a price limit, and I can't get many cards... And I can't order singles, either!!!!
Title: Re: Why Magic Why?
Post by: DirtyMustachio on August 21, 2013, 04:10:37 PM
Play draft,  block, or standard?

Cheapest time to start Stadard is beginning of rotation/new set
Title: Re: Why Magic Why?
Post by: Agrus Kos, Enforcer of Truth on August 21, 2013, 05:41:54 PM
I know...a friend offered me a two binders for $400 dollars but I know my mom would kill me. Turns out, the owner of the LGS bought it for $550 and has already made 400
Title: Re: Why Magic Why?
Post by: Silent1236 on August 21, 2013, 06:10:00 PM
I know :-\. With tuition, car payments, etc etc, it makes me really just want to hang on to me EDH decks and trade/sell my constructed stuff.
Title: Re: Why Magic Why?
Post by: Death Gaara on August 22, 2013, 04:41:29 AM
Honestly, magic is becoming more of a joke to me in my opinion. Nothing has sparked the writing flare I once had, the game is expensive beyond belief, and each year the game gets simpler and simpler. Magic as a whole has been on a downward spiral. They took the easy way out and catered to the crowd who had the most money instead of looking at the importance of the game itself. WotC and Hasbro are businesses too; I get that as I am a man of business myself. However, the complete and utter lack of disregard they have for long time players or players who are on a budget just sickens me. Event decks have not been up to par since the Vamp deck, prerleases and other forms of organized play have turned into gimmick fests, and the shoehorned mythic rarity of every needed card makes the game just too much of a hassle to deal with. Modern Masters was a huge flop too. Yeah it slightly lowered the price of Finks and the like. But at the cost of Making Goyf cost $40 more and a small price hike in BoB. Any money saved by Modern Masters and reprinted Shocks is immediately undone by the price spike of Goyf and fetches. Combo is dead now and WotC has no intention of ever letting it live again in Modern. That joke of a format has deteriorated into nothing but 3 color goodstuff.deks and it annoys me so much. There was so much missed potential here. EDH is pointless for me too since my town is small and my playgroup is limited. I am always the first one targeted and it becomes 4v1 until I am out of the picture. Then I sit there and wait for 3 hours as everybody else has fun while I question why I still even bother playing this game. Control is only a shell of it's former self and aggro has been so simplified with the new rulings that it remains even less interesting than before. The depth that made magic great is slowly fading away. Yet fanboys will still cling to the game until its dying breath. Honestly, I could probably afford to play competitive Magic if I want to quit college and drop a few hobbies. But why should I make these sacrifices for a game that is only marginally fun anymore? Drafting is really the only thing left in this game for me but my local store never runs those events since we can barely get enough for one pod. They do not want people left out, so we always need multiples of 8 (we usually end up with around 10 on FNM days and 33 on prereleases).

I realize this may make me sound pretentious and I know that nobody is telling me to give up any hobbies for competitive magic. But why on earth should I even bother with it anymore? Prices have more than doubled since Zendikar for every format. I honestly just needed to get this off of my chest more than anything else. What does everybody else think of the current state of Magic? With Theros just around the corner and more gimmicks to come, what does all of this mean for Magic?
Title: Re: Why Magic Why?
Post by: Spikepit on August 22, 2013, 07:14:18 AM
Does not sound pretentious at all buddy and I totally agree! The only reason I'm still into it is because I teach a thriving school group and if it wasn't for my little escapist, nerdy teens, I'd have turfed the game too.

I must say though, your articles have been missed champ.
Title: Re: Why Magic Why?
Post by: Birdbrain on August 22, 2013, 09:49:49 AM
{scalding tarn} was at seventy a few months ago
Title: Re: Why Magic Why?
Post by: Wally on August 22, 2013, 10:11:32 AM
I've only really being playing since 2010, and only competitively since late 2011 (FNM level) and I've really enjoyed it up till now.

But, to be honest, I've kind of lost some interest over this m14 set and I have no real interest to pursue into the next block.
The only times I get to play are on Fridays at Fnm since my housemate stopped playing and my mate from work moved away. At our Fnm we only ever play standard and occasionally we will do a draft as something different.
So no real option to move into modern or edh.

I am also at the point where a fair chunk of my cards and some almost complete decks will rotate upon the release of the next set and I am really considering pulling the pin at that point.
I will hold onto my cards in the event that I may ever want to play again, especially in any eternal format (where I'm not sure i have many cards that will play there anyway), my sets of full art lands can always be played, and shock lands will always be worth something I'd imagine.

I have really enjoyed this hobby up till now, and even though I don't mind spending some of my surplus income on it, I feel I'm at a point where I could easily put it aside, walk away and not miss it too much.

I do consider it such a shame, as this has been, and could still be the most amazing card game I've ever played, (and I play a ton of board and card games) yet it's lost my interest.
For me it hasn't really even been the cost. Like sure, if it was cheaper it would hurt less on a set rotation, (and it's even more expensive here in Australia!)

So anyway, when I say I understand where you are coming from, you know that I mean it.
Title: Re: Why Magic Why?
Post by: imthelolrus on August 22, 2013, 11:59:04 AM
I know the price tag to enter modern looks absurd, and it some ways it is. If I didn't own a Playset of the modern legal fetches, I probably would not be so interested in it.

I have always thought of magic as an investment, and that's how you have to look at playing modern. Nothing leaves unless it's banned so the cards will only rise in price. I've made money by simply playing a format I enjoy.  {Horizon Canopy}  {Keen Sense}  {Mox Opal}  {Sowing Salt} are all cards that I purchased playsets of to put into decks that have either doubled or tripled.

The advantages of modern are worth it to me, but I can't speak for others. If you're dissatisfied with the direction of the game, sell some stuf that's rotating, keep any EDH decks, and hang onto the rest of your collection. I quit during kamigawa block because mirrodin was just broken and the game seem to lost its magic (pun intended) but I've always found there is something that will suck you back in, someday ;)
Title: Re: Why Magic Why?
Post by: Death Gaara on August 22, 2013, 12:42:07 PM
Articles may come again in the future if this game gives me the inspiration it once did. For me, the price of entry is not really the main problem. It is a rather large one, but not the main issue I have with modern, standard, and what not. I just do not like the formats anymore. Modern has not creativity and is just goodstuff.deks. Standard is just too low of a skill level required to appease my competitive nature. Standard is fine and all, but when you have played it as long as I or other old magic players have it become a really easy format with little innovation. Its purpose is to help guide newer players to a point where they can understand how to play this game well and to push sales of their latest sets. For me, Standard started becoming stale a long time ago. Extended was not bad, but now it is dead. Modern (the replacement) has a banlist that is keeping it from reaching its potential. Legacy's reserved list is killing it off. Nobody really plays vintage unless they like living off of eating cardboard. And EDH is almost never fun for me since it always evolves into 4v1's and I sit there for 2 hours watching everybody else have fun. The sad part is my EDH deck is not even that bad. But because the players I play with (newer players) do not know how to handle a situation that is put in front of them, they all just gang up and attack. That is what they learned from WotC. When I started playing, you learned to conserve your card, outwit your opponent, and find answers to the problem. Seriously, how overpowered is a deck that uses Varolz as a general? No infinite combos, no absurdly powerful broken cards. Just a deck that ramps/reanimates/draws cards to gain advantage. Seriously, if it is turn 30 and you have no answer to an unprotected Vorinclex, you deserve to lose to the Genisis Wave that comes next turn. I purposelessly nerf my EDH decks for the sake of the casual group. Even nerfing my decks still does not fix bad players and their mentality.
Title: Re: Why Magic Why?
Post by: Kaleo42 on August 22, 2013, 12:48:57 PM
I will share my thoughts. Some key points many of you don't know. I do have a team to play magic when I want. I have access to most cards but only with good management of trades does this collection continue to support our team (we don't really buy packs, we enter in prerelease events and win and trade for what we need). Every rotation we turn in a bunch of bulk rotating stuff that I can't justify holding onto into star city games and turn the credit into needed rares from the new set. I play standard, edh, and experiment in modern. Lastly, I focus a lot on game design and the decisions that go into it when judging a new set.

I have been super impressed by some things over the last year and super dissapointed by other decisions made by WotC. However over all I can see that they have made a very well refined machine though changes that have occurred in the last few years. This 'dumbing down' of magic every talks about as a bad thing actually really pisses me off. I played Yu-gi-oh before magic and am very well acquainted with what the alternative to an easy to understand game is. Yugioh is doomed to fail in the long run because their rules are so convoluted and written in between the lines that only those who already know them all can play at any competitive event. In magic we welcome players to join with the easiest game to learn for just how in depth it is. With all the billions of possibilities it is amazing the game can be learned enough to play at an fnm within an hour,

The whole no combos allowed thing is frustrating for us who love them, but again look at the alternative. Looking back at Yugioh, the average competitive match is over by turn two. You don't even get to play the game half the time. Who wants to play a game you don't get to play? It seems redundant but that is the alternative to banning turn 3 or earlier consistent combos.

This simplifying of the rules while maintaining complex interactions is the really marketing ploy. Remember wizards does not make money of a $30 spike in {voice of resurgence}, they make their money off of inviting and retaining new players. Star City Games, Abugames, TCG, they are the ones who see money from $30 spikes and mythics needed in 4 ofs.

DG this is not an attack on you, but you hit every major point that the average losing hope magic player complains about. Sometimes it just takes a different look at something to appreciate it, the difficulty is when people decide what they are looking at before they really take a look at it. You can all call me spoiled, but it was hard word, good planning, and social skills that got me to this point. To humble myself I regularly work with new players on the best thing they can build so I never forget what it was like when I had to work with a tight budget and little to no experience. I have more I could share, but I have to get to work and this is already pretty long. I hope it helps you see things for the better.
Title: Re: Why Magic Why?
Post by: Death Gaara on August 22, 2013, 01:48:26 PM
Quote from: Kaleo42 on August 22, 2013, 12:48:57 PM
I will share my thoughts. Some key points many of you don't know. I do have a team to play magic when I want. I have access to most cards but only with good management of trades does this collection continue to support our team (we don't really buy packs, we enter in prerelease events and win and trade for what we need). Every rotation we turn in a bunch of bulk rotating stuff that I can't justify holding onto into star city games and turn the credit into needed rares from the new set. I play standard, edh, and experiment in modern. Lastly, I focus a lot on game design and the decisions that go into it when judging a new set.

I have been super impressed by some things over the last year and super dissapointed by other decisions made by WotC. However over all I can see that they have made a very well refined machine though changes that have occurred in the last few years. This 'dumbing down' of magic every talks about as a bad thing actually really pisses me off. I played Yu-gi-oh before magic and am very well acquainted with what the alternative to an easy to understand game is. Yugioh is doomed to fail in the long run because their rules are so convoluted and written in between the lines that only those who already know them all can play at any competitive event. In magic we welcome players to join with the easiest game to learn for just how in depth it is. With all the billions of possibilities it is amazing the game can be learned enough to play at an fnm within an hour,

The whole no combos allowed thing is frustrating for us who love them, but again look at the alternative. Looking back at Yugioh, the average competitive match is over by turn two. You don't even get to play the game half the time. Who wants to play a game you don't get to play? It seems redundant but that is the alternative to banning turn 3 or earlier consistent combos.

This simplifying of the rules while maintaining complex interactions is the really marketing ploy. Remember wizards does not make money of a $30 spike in {voice of resurgence}, they make their money off of inviting and retaining new players. Star City Games, Abugames, TCG, they are the ones who see money from $30 spikes and mythics needed in 4 ofs.

DG this is not an attack on you, but you hit every major point that the average losing hope magic player complains about. Sometimes it just takes a different look at something to appreciate it, the difficulty is when people decide what they are looking at before they really take a look at it. You can all call me spoiled, but it was hard word, good planning, and social skills that got me to this point. To humble myself I regularly work with new players on the best thing they can build so I never forget what it was like when I had to work with a tight budget and little to no experience. I have more I could share, but I have to get to work and this is already pretty long. I hope it helps you see things for the better.

I am not sure why those key points are relevant, but whatever you think backs up your arguments. Quit looking at my points with face value. I am talking about the ideas. Consider the ideas I am trying to convey. Everything else I explained was just a contributing factor to one idea. This is not an attack on you either, but consider this. Why are so many players reiterating this idea? Could it be perhaps there is some truth to it? By the sounds of it you have only been playing for a few years (there is nothing wrong with this). My guess is you came into Magic during one of it's big booms (Zendikar, M10, Innistrad, etc.).  There is nothing wrong with that, but what you need to realize is the game is now catered to people in your shoes. Anybody who has started magic the past 4 or so years has the game catered to them and did not ever experience the way magic used to be. So honestly you cannot even begin to understand where I or others are coming from. Like I said, this is not an attack on you. I am just saying that you cannot hope to understand the "average losing hope mage player(s)" point of view because you have not been there. Maybe you have and I am just assuming too much. If that is the case I am sorry. However, by the way you present both your arguments and your past history with the game my guess is I am closer to correct than incorrect in my assessments. 
Title: Re: Why Magic Why?
Post by: Birdbrain on August 22, 2013, 02:05:03 PM
Think wizards will ever go back to zenkidar? If they do, the fetch lands could go down
Title: Re: Why Magic Why?
Post by: Kaleo42 on August 22, 2013, 02:07:41 PM
Haha well played. You are exactly right about when I start but not about how. I was introduced to the game by long time players with old time rules, I have lived in both worlds and the flaws in design used to drive me crazy. That being said everything had a reason behind and I love that. The new clone rules are the first ones that I can think of that are strickly for eaaing game play without any concern for flavor, this does really bother me.

I like games like chess and Othello. Minutes to learn, life time to master. I personally like the slow shift in that direction.

On the point of cost...i do believe magic has grown way top expensive and something has to give. Some effort has been shown to put 4 ofs at rare like {scavenging ooze} while more niche powerhouses hold higher ratity. ...gotta work again
Title: Re: Why Magic Why?
Post by: Double-O-Scotch on August 22, 2013, 02:09:10 PM
I agree with you DG. A couple of my friends have quit now cause they say the game is too overpriced and too dumbed down. Mind you, we started playing during the ice age...back in the day when you could still pull ante cards out of boosters, when banding made even less sense, most counterspells being used were actually called {counterspell} and the {black lotus} was a measly $180 dollars.  These days the cards practically play themselves. Aurelia and Gisela are not a great idea for a combo, they were designed to be used together. Recently, combos don't require any ingenuity or imagination. Just resources to acquire the right playsets. It's basically why I only play EDH now. I like a deck that moulds itself to the player. I mean, how is it fun to sit there and ask someone what they're playing, and they tell you a deck name, like red deck wins, or eggs and you already know every single card that will be in the deck.  EDH doesn't use playsets and the singleton format means that every deck is a little more personalized and different. I will likely never play standard or modern again and vintage and legacy are boring and overpriced.
Title: Re: Why Magic Why?
Post by: Kaleo42 on August 22, 2013, 03:41:18 PM
Well that sounds like a different problem entirely. The information age has allowed magic players to hivemind the best decks by putting in a 100 hours of play testing in a frw days where as an individual used to takes weeks or even months to make all the necessary mistakes to tune a list. This does draw away from the heart of magic and what makes it great but it is an evolution of the game that we must adapt to. I find the bright side in how good players have gotten at the game thanks to this hivemind information sharing. The adverage magic player of today knows more about the game than most of the best magic players 10-15 years ago. Our capacity to learn as a whole is so much high based on how available info is. My issue in this though is that no one seems to take the time to understand why a list looks like it does. Simply putting a deck together because it is awesome does not make you awesome. It is possible though to play that list without changing a card and be awesome, that comes when you can why it looks how it does and why there is not a better way to build that. Even better is when you can explain why there is not a better deck you could be playing. Players these days spend too much time trying to find the right deck and not enough time figuring out what makes the right deck, what they can do to create the next big deck. It's up to those of us who cling to creativity and a thirst for knowledge to redefine what Esper control or mono red means, or create a new idea that cam play with the big dogs (heartless). I have been there I have both seen and prove this is possible. We have even come together to change our local community so that 70% of the decks I see at a 30-50 persob fnm are homebrews or netbrews (personalized net decks). If this gradual dumbing of magic players due to the internet bothers you then do something about it, learn what goes into top level decks and being a top level player and become atleast a rules advisor. We can make a difference but we have to prove to the community that being different does not mean you auto lose to net decks. Which reminds me dont get hung up on the top deck think about the entire top teir. Heartless was not good because it beat delver it was good because pod, gr aggro, and bw tokens all had a rough time with it.

This rant may lead to being a topic for one of those videos I am working on.
Title: Re: Why Magic Why?
Post by: Death Gaara on August 22, 2013, 03:49:35 PM
Quote from: Kaleo42 on August 22, 2013, 02:07:41 PM
Haha well played. You are exactly right about when I start but not about how. I was introduced to the game by long time players with old time rules, I have lived in both worlds and the flaws in design used to drive me crazy. That being said everything had a reason behind and I love that. The new clone rules are the first ones that I can think of that are strickly for eaaing game play without any concern for flavor, this does really bother me.

I like games like chess and Othello. Minutes to learn, life time to master. I personally like the slow shift in that direction.

On the point of cost...i do believe magic has grown way top expensive and something has to give. Some effort has been shown to put 4 ofs at rare like {scavenging ooze} while more niche powerhouses hold higher ratity. ...gotta work again

While I do acknowledge you points, you argument is still flimsy do to lack of experience with the source. You did not play the game when damage went on the stack or when there were no such things as planeswalkers. Trust me, you have not played old school magic unless you have issues with how banding works, tapped Tolerian Academy for a million mana, Demonic Tutored a basic land so you do not miss your land drop, or have been extremely stoked to rip a Lord of the Pit or Shivan Dragon out of a pack. I guess what I am saying I am glad you enjoy the game. However, I cannot expect you to understand where I am coming from because the game is entirely different from what it was before M10 and the like. Trust me, playing this game when planeswalkers didn't exist and damage went on the stack is entirely perspective changing on its own. I am not saying that those two changes were bad for the game. I am just saying you have never seen a Siege Gang Commander take out 2 of your creatures and knock you for 6-7 damage all with 4 mana open during the combat step. The depth that went into a combat step like that was intense. So many possible combinations of how blockers could be declared. It made combat math tough, but rewarded critical thought. By removing damage on the stack they simplified the game. And that was just the first step. The new rule does have some sense since how can a creature deal damage without actually being there. However, in the process of making sense, they started to eliminate the complexity. Since then more and more changes have led to a simpler game. Magic is by no means a bad game. It is just a game that appears to be complex but is now just as basic as most other card games. If it were not for the stack and how it works, magic would just be another game that took little play skill and eventually die out. The quality of magic players has gone down because of these changes. While that is not an issue, what is a problem is WotC's catering to this crowd instead of making them strap on their big boy boots and making them wisen up a bit. Newer players are fine, but at some point they need to learn that magic is more complex then the other card game they came from (if they played another game previously). WotC claims that they are trying to make it new player friendly, but in reality all that is happening is WotC is making the game a slightly more complex yugioh. Especially with the new legend rule. They want to create interactive gamestates with the players however, by making this change now players just play their cards without worrying about what may come. They just focus on their own game and totally disregard the opponent because if they play a Jace too it wont matter. If anything, it is the opposite of WotC's goal. Now people can play cards freely and not have to worry about legend rules. This alone eliminates the interactivity between players. Finding a solution to the opponent's permanent so you could play yours was incredibly interactive. You had to think outside of the box and not over commit to one game plan. Because of the new rules and direction of the game, Magic has become a durdle fest of who can play more creatures faster or who can lay down a planeswalker and gain all the advantage first. Magic now caters to the crowds who either have tons of money (planewalker game plans) or just play creatures and disregard the opponents creatures (durdle fest game plan). This has evolved past a "control and combo are dead" argument and has not become a who does WotC care about? A fresh generation of teenagers who grew up with yugioh are just now coming over to magic. Now they have to cater to those people and what they are used to because it makes them happy and they are the ones who have the cash. WotC should do this to an extent as a business, but also show some love to their older crowd which made them who they are today. FTV releases are not what I am talking about. How about some support for the older formats or throwing the old school players a bone in Modern? Maybe a release with some much needed reprints except not make it a limited print run? How about unbanning Golgari Grave Troll since dredge wont be a deck anyways as long as Dread Return is banned? Things like these could be done to show support to the people who made the game what it is today. If it was not for old school players, new players would not have their durdle fests today. By all means players should have the right to play that way if they want. However, it is not necessary to make every format within reason like this. If they want to take a little they should give a little too. Where is the balance the game used to have? That is the ideology I am looking for.
Title: Re: Why Magic Why?
Post by: Kaleo42 on August 22, 2013, 04:08:25 PM
Well put. Modern is so new that it's no surprise that Wizards is behind on giving it real support. I have faith they will come around now that the rules are well under control.

As for your examples of old school playing I did them all before I learned standard (except opening the mentioned cards).

Perhaps you did them, but did you do them for 7+ years like the rest of us? I am guessing maybe a year at most. Magic may improve, but WotC needs to start looking at everyone who is interested instead of just focusing solely on newer players. That is just my opinion though.
Title: Re: Why Magic Why?
Post by: whitedrake on August 22, 2013, 07:17:44 PM
@ Death Gaara I sort of agree with almost everything you said here, but on the other hand, Magic the Gathering was always expensive hobby. I remember quite a lot. I have played Magic since 1993/94 and even back then if you wanted to be competitive you had to invest a lot of money. But the thing is that nowadays we have more high value cards then bfr... Wider and bigger market... Bigger demand for the certain cards... Simply free market...

But I have to agree with your point about the games tendencies... They sacrificed so much to make the game more friendly to new players. But I hope they will balance the game again... This happened in past few times already... ;)
Title: Re: Why Magic Why?
Post by: Kaleo42 on August 22, 2013, 07:29:31 PM
Quote from: Kaleo42 on August 22, 2013, 04:08:25 PM
Well put. Modern is so new that it's no surprise that Wizards is behind on giving it real support. I have faith they will come around now that the rules are well under control.

As for your examples of old school playing I did them all before I learned standard (except opening the mentioned cards).

Perhaps you did them, but did you do them for 7+ years like the rest of us? I am guessing maybe a year at most. Magic may improve, but WotC needs to start looking at everyone who is interested instead of just focusing solely on newer players. That is just my opinion though.
Haha nice mod mistake. The quote and modify buttons are a bit close together. I see what you're saying for sure, Im just trying to distinguish for you that though I am new I very much understand where you're coming from. i may not have grown to love it as you did, But I did grow to breathe it as you did. Please dont condemn the future for not being the past, things change that does not make them wrong. All your points are valid but I feel like the animosity toward the situation has been exaggerated by your nostalgia.
Title: Re: Why Magic Why?
Post by: Dudecore on August 22, 2013, 07:48:54 PM
Removing some of the complexity doesn't generally "dumb the game down" in my opinion. Some of the complexity was needlessly difficult to understand, not intuitive or discouraged certain things. Things like mana burn had too many memory issues, it didnt make any sense and rarely contributed to game swings. The new legendary rule just makes legendary cards meaningless - stupid change but I don't think it makes the game easier to play

One of the biggest problems overall is the Reserve list. Instead of new players getting into Standard, then moving toward the deep end of the pool (legacy, vintage) that move is impossible now because of cost. I (and many others here) are fortunate to have played when Legacy was a thriving format, even the preferred format over type 2 (standard).

Another thing is the huge push toward creature combat. I understand degenerate gameplay for years and years on the part of blue and black mages, spells were just too good. But the push back has been a bit much for some. They've gone basically the complete other direction.

I can't begrudge Wizards for making a product we all enjoy. They make such a good product that most of us wish we had more money to purchase more of it. I do begrudge them for making tournament staples, super pushed cards at Mythic. Mythic was supposed to be an uncommon rarity because you'd most likely not want to draft that card/open it frequently ({Essence of the Wild}). Sometimes it did something no card ever did before it. Now it's the home of {Voice of Resurgence}, {Sphinx's Revelation}, {Rakdos's Return}, {Domri Rade} and {Blood Baron of Vizkopa} to name a few. I understand Wizards is a business, I know why they do it - but I don't have to appreciate it or buy it.
Title: Re: Why Magic Why?
Post by: Death Gaara on August 22, 2013, 07:58:42 PM
Quote from: Kaleo42 on August 22, 2013, 07:29:31 PM
Quote from: Kaleo42 on August 22, 2013, 04:08:25 PM
Well put. Modern is so new that it's no surprise that Wizards is behind on giving it real support. I have faith they will come around now that the rules are well under control.

As for your examples of old school playing I did them all before I learned standard (except opening the mentioned cards).

Perhaps you did them, but did you do them for 7+ years like the rest of us? I am guessing maybe a year at most. Magic may improve, but WotC needs to start looking at everyone who is interested instead of just focusing solely on newer players. That is just my opinion though.
Haha nice mod mistake. The quote and modify buttons are a bit close together. I see what you're saying for sure, Im just trying to distinguish for you that though I am new I very much understand where you're coming from. i may not have grown to love it as you did, But I did grow to breathe it as you did. Please dont condemn the future for not being the past, things change that does not make them wrong. All your points are valid but I feel like the animosity toward the situation has been exaggerated by your nostalgia.

Sorry for the mod mistake. Anyways, I am just tripping over nostalgia. I simply do not like the direction of this game. Nobody is being hostile. I am just saying that the game that I enjoy is almost entirely gone. If anything, Magic feels more like a chore for me anymore. I find little fun in it anymore. I want to enjoy the game I really do. But I just can't with the way it is going. I am not condemning it for not being the past. I am point out how much has changed and raising the question why I should care anymore.

And DC hit the nail on the head. Mythic rarity was originally meant for story like purposes. Cards like Avacyn, Griselbrand, and other important characters from the lore or specific events should take this rarity spot. Anything that is just over the top. Enter the Infinite is an example of a properly made mythic. It doesn't matter though. Mythic rarity has just been an excuse to print powerful cards at a harder to get rarity just to sell booster boxes. It sickens me when I see this. Mythic rarity is a whole other monster on its own. Flavor and story was the base, but now it has evolved into just another way to sell packs to people that fork over money for them.
Title: Re: Why Magic Why?
Post by: Birdbrain on August 22, 2013, 08:32:19 PM
Quote from: whitedrake on August 22, 2013, 07:17:44 PM
@ Death Gaara I sort of agree with almost everything you said here, but on the other hand, Magic the Gathering was always expensive hobby. I remember quite a lot. I have played Magic since 1993/94 and even back then if you wanted to be competitive you had to invest a lot of money. But the thing is that nowadays we have more high value cards then bfr... Wider and bigger market... Bigger demand for the certain cards... Simply free market...

But I have to agree with your point about the games tendencies... They sacrificed so much to make the game more friendly to new players. But I hope they will balance the game again... This happened in past few times already... ;)
one word: interrupts
Title: Re: Why Magic Why?
Post by: Mikefrompluto on August 22, 2013, 08:45:31 PM
http://www.wizards.com/magic/Magazine/Article.aspx?x=mtg/daily/mm/259

I thought this was a good read.
Title: Re: Why Magic Why?
Post by: Double-O-Scotch on August 22, 2013, 08:46:04 PM
Two words : mono artifact
Title: Re: Why Magic Why?
Post by: Dudecore on August 22, 2013, 09:43:58 PM
Quote from: Mikefrompluto on August 22, 2013, 08:45:31 PM
http://www.wizards.com/magic/Magazine/Article.aspx?x=mtg/daily/mm/259

I thought this was a good read.

I'd read this. I think he glances over #6, which is slowly devouring the entire portion of the game.
Title: Re: Why Magic Why?
Post by: Mikefrompluto on August 22, 2013, 09:47:53 PM
Quote from: Dudecore on August 22, 2013, 09:43:58 PM
Quote from: Mikefrompluto on August 22, 2013, 08:45:31 PM
http://www.wizards.com/magic/Magazine/Article.aspx?x=mtg/daily/mm/259

I thought this was a good read.

I'd read this. I think he glances over #6, which is slowly devouring the entire portion of the game.

Yeah, I don't get why they care about keeping collector's happy. The game is made up 90% of people who play it rather than collect cards. It doesn't make sense.
Title: Re: Why Magic Why?
Post by: whitedrake on August 23, 2013, 09:30:42 AM
Quote from: Birdbrain on August 22, 2013, 08:32:19 PM
Quote from: whitedrake on August 22, 2013, 07:17:44 PM
@ Death Gaara I sort of agree with almost everything you said here, but on the other hand, Magic the Gathering was always expensive hobby. I remember quite a lot. I have played Magic since 1993/94 and even back then if you wanted to be competitive you had to invest a lot of money. But the thing is that nowadays we have more high value cards then bfr... Wider and bigger market... Bigger demand for the certain cards... Simply free market...

But I have to agree with your point about the games tendencies... They sacrificed so much to make the game more friendly to new players. But I hope they will balance the game again... This happened in past few times already... ;)
one word: interrupts

Imho that change of rules was only positive... If you have played before rules about stack were stated then you would see that the change was really needed... And unifiyng interrupts and mana source spells to one group with instants was the good idea...
Title: Re: Why Magic Why?
Post by: rarehuntertay on August 23, 2013, 10:39:21 AM
Quote from: Double-O-Scotch on August 22, 2013, 08:46:04 PM
Two words : mono artifact
Continuous artifact
Poly artifact
Remember when tap was the tilted 'T'? Or there was no tap symbol? When the card actually said 'tap to do this'...
Title: Re: Why Magic Why?
Post by: Birdbrain on August 23, 2013, 10:08:31 PM
I'm giving it till the block after Theros. Then I'm quitting if it doesn't get better, but checking out the sets for two after that. If its not better by than, I'm quoting permanently