EvilPicnic said:
Encaen said:
EvilPicnic said:
Wow. The jargon-level of this article is so high my n00by brain just exploded. Any chance of a supplementary article explaining the game/issue for novices?
Sure, I'll be happy to do some supplementals here in the forums if you wouldn't mind letting me know where I lost you in the article. I'm happy to elaborate on whatever you need!
Haha, you lost me at 'Blue Black Control Build' actually - although Google is my friend and I've now worked out what you mean!
I've watched Magic being played, and am quite interested, but am a complete novice when it comes to more than just the very very basic rules. I enjoy reading these types of tactical discussions about any game (and often the tactics are transferable), but I don't have much of a frame of reference to decipher terms with in this case. Would it be possible to include more explanatory asides or hyperlinks to definitions in the articles?
A general newcomers guide would be appreciated too
At least he didn't say "UB control". Here's a short reference list to commonly used color combinations and their meaning:
R - Red
G - Green
B - Black
U - Blue
W - White
so, G/B - Green/Black and so on.
A lot of people refer to certain color combinations by proper names of organizations that used those color combos in the lore. I'll bold the more relevant ones:
Ravnica block guilds:
Boros: R/W
Dimir: U/B
Selesnya: W/G
Golgari: G/B
Orzhov: W/B
Izzet: U/R
Gruul: G/R
Azorious: U/W
Simic: U/G
Rakdos: B/R
Shards from Alara block (these are all commonly used):
Bant: U/G/W
Esper: U/B/W
Naya: R/G/W
Jund: G/R/B
Grixis: U/B/R
You also need to know a bit about the formats:
Blocks generally contain 3 "sets" of cards that are released 3 times a year. The new Block always starts in the fall (late Sept, early Oct) and one set is released every 4 months. Every year there's also a "core" set which includes a very simple set of cards designed at new players that is also legal for play in that year. Core sets tend to come out around the end of summer (Aug/Sept).
Standard - The current block and the last block along with the current year's core set. Right now, the Scars of Mirrodin block that started in Sept. 2010 and the Innistrad block that started in Sept. 2011 (and is set to end with Avacyn Restored in May) are legal as well as the Magic 2012 core set that came out in August 2011. This is by FAR the most common format.
Modern - Modern is a format that includes every card with a "new" card frame. What this basically means is that every card that came out starting with the "Mirrodin" (the Scars block from last year was a throwback to this one that was released in 2003) set is legal. This is a new format that is quickly becoming very popular.
Legacy - Every card ever released in a normal set (not the "Theme decks" or "Commander" series and the like) with a significant banlist that can be found on the Wizards website. Basically all of the super, ultra rare overpowered cards from the beginning of the game (known as the "Power 9") as well as a bunch of other cards that are parts of infinite combos are banned.
Vintage - Every single card is legal, although the Power 9 are restricted to one each per deck. This format is crazy.
Commander - Unofficial format that has recently picked up steam with official endorsement. There is a small banlist, but deck construction is very restricted. You must have a 99 card deck with no more than one copy of any card except basic lands. In addition, you must have 1 Legendary Creature as your "Commander" and may only play cards that are the same colors as that Commander. Everyone starts at 40 life instead of 20 and you can only take up to 21 damage from an enemy Commander. The format is made to be played with more than 2 people and is ridiculously fun.
Deck Archetypes:
Control - focuses on counterspells and removal to stop your opponent from playing anything relevant until you drop a game ending creature/spell and just win from there.
Combo - focuses on getting a few specific cards that create an infinite (or significantly large) advantage.
Aggro - focuses on aggressively costed small creatures and spells that increase their power (such as spells that give all creatures +X/+X collectively known as "anthems" after the card Glorious Anthem) to kill your opponent QUICKLY.
Ramp - focuses on getting as many lands out as possible and using them to fuel huge spells or land-based strategies.
Tempo - focuses on getting early threats down, then preventing the opponent from dealing with them. It's basically reverse control, instead of controlling the early game to win late, they try to win early and control the late game.