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Canageek (MtG Focused) @Canageek@wubrg.social

@Canageek I dispute your claim that narrative is the most common flavoring for spells. I understand the most common to be "creatures native to a single plane," followed by generic actions like Brainstorm, Lightning Bolt, Plummet, Raise Dead, and Charge.

Spells with a unique-to-narrative flavor are rare if we only consider name and rules text. The reason you see them talked about more often is that they're the cool ones. Complain about that if you like; don't invent peeves.

Magic The Gathering Show more

I wish I knew enough mtg to draft - I've played other drafting games and I love them

@Canageek The answer to this is, of course, Tamiyo's spell scrolls. She casts spells and summons creatures by reading the stories associated with them.

In W40K early on they had a lot on how to define your own legion/chapter/heroes etc. Including rules for how to build your own hero and promote them as they did well in battle.

In later editions this has been dropped more and more in favour of using the named heroes from the lore, even if that causes more and more narrative issues when you have two armies with the same person in them fighting, or have that person fighting a younger version of themselves.

Personally, I think the problem is they are recruiting people with fiction backgrounds. Fiction writers want to tell a story. They don't want YOU to tell a story, they want you to pay attention to THEIR story.

If you look, the original people making the game mostly had roleplaying backgrounds, and the best sets for flavour were based on D&D campaigns.

You can see the same thing happening in W40K as the novels have become more and more integral to the lore.

Now @DialMforMara has an explanation involving Tamiyo's spell scrolls.

I don't like this as
a) We see it used with characters that aren't Tamiyo, though it could be that we are casting a story we heard in Tamiyo's style

b) It makes this the single most common form of magic in the game, which doesn't match the lore, Tamiyo's casting is supposed to be a pretty obscure form

c) If that is the case, they should word them to be clear about this, which they haven't done.

I'm from a roleplaying background, so my view of flavour is "I should be able to roleplay this out" and a lot of modern cards that doesn't make sense for.

Fallen Empires was great about this, the back of the booster back even said you were going to this continent to recruit allies to fight for you from among the local population.

Likewise Trial of Ambition (or any of the trials) makes no sense. How am I forcing my opponent to sacrifice a creature? How did my planeswalker go to Amonket and get this ritual? How is my character casting this during a duel?

The story of magic is that two planeswalkers or wizards are having a duel. If Mara and I are playing, we are those planeswalkers, so every card we play should be something we are using to harm the other.

Fireball makes sense. Grizzly bears make sense.

Emrakul does not make sense, as we know that entity is too powerful for a planeswalker to control, even an oldwalker.

Ongoing disagreement between @DialMforMara and I.

She really likes 'modern falvour', which I define as post-weatherlight style story. WotC has a story, and dammit, they are going to tell you it on the cards. See, here is where X did Y. They've been moving towards this since around 6th edition.

I hate this, as it leads to cards that don't have an in-game flavour, just a story related one.

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Important news! First link is an article about a couple of changes to Brawl, including a ban list that's slightly different from Standard (no more Baral decks, yay!) and setting one-on-one starting life totals to 20. Second link is a player survey about Brawl.

magic.wizards.com/en/articles/

sgiz.mobi/s3/df7b352efd4f

Hi world! I haven't played MtG too terribly much but want to get into it :3

Strip magic current rules: Feedback requested Show more

Strip magic rules Show more