When I started playing, the perceived power level of a card was directly correlated to the size of the numbers in the lower right corner. Eventually we got a little better at evaluating cards and building decks, and at some point it became clear that Mahamothi Djinn was in fact better than Leviathan. The months kept passing, and as we progressed we found ourselves caring about mana cost, tempo and consistency in a way we didn’t see when we first picked up the cards.
|"Top3 creatures in Magic" - Me, some time ago|
Erhnam Djinn was better than Craw Wurm. I should play four Hypnotic Specters. Cards should be playable on their own, but if they also had synergy that could turn them greater than the sum of the parts we were golden.
I remember reading in a magazine, probably around the time of Mirage, that understanding that Shivan Dragon wasn’t really a good card was a big step towards becoming a good player. Wildfire Emissary was better after all. And smart people played control; big creatures were for kids that didn’t understand tempo.
that stuck with me. On the spectrum of player psychographics, I would
put myself somewhere around the Johnny/Timmy. I like big spells, but if
they didin’t have any synergy going for them I would rarely bother.
Project M was an exception to that rule. I put in Juzam,
Mahamothi and Sol’Kanar without any regard for synergy. They
were just big dumb creatures I thought looked awesome as a kid.
|No longer worth eleven duals in trade|
|Still look awesome|
|WHOS DUMB NOW|
I began to wonder if Shivan Dragon perhaps was a pretty good card after all. At least as a miser. After all, it is a great late game topdeck almost regardless of what the board look like. Rounding some sort of circle.
|"Six mana for that? Oh jeez. Let me just walk in my complicated shoes to my velcro binder and sleeve up this mythical Gearhulk instead."|
After my virgin journey with Adventure Island at Oslo Ascension I realized that I might have put too much focus on the synergies. If they were disrupted it was down to dumb luck if I could turn the game around. I lost a game in the swiss to Chains of Mephistopheles and in the Top4 against Underworld Dreams. Master of the Hunt helped the combat step, sure, but I needed to untap with him quite a few times to put on a proper offense. And once again, he was only really good if I already had some synergies in place; namely the ones that would generate a bunch of mana. During those matches I didn't have any proper pressure unless I naturally drew into the Rube Goldberg Machine that is Power Monolith.
It was time re-evaluate the big dumb dudes here. A miser's Force of Nature actually appeared better than having a playset of the far more synergistic Sindbad. Also it is fun as hell.
|Adventure Island, v2. 7|
There have been a lot of great posts in our blogosphere in the last weeks. Five I would recommend in particular is Born on a Bayou over at The Wizard's Tower, Old School Brawl – 93/94 Commander at Ready to Role, The Wind in Your Sails at Music City Oldschool, A Time-Traveling Tournament Report at Hipsters of the Coast, and Anachronisms in Old School Part II at Brothers of Fire. So much sweet content these days. Hard to know where to go from here, so I think I'll go a little off-script and write an Arabian Nights story next week. Seems like an amusing thing to try.