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      <ol><li><a href="/blog">/blog</a></li>
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  <updated>2026-04-13T13:52:43+02:00</updated>
  <id>https://idiomdrottning.org/blog/mtg</id>
  <entry>
    <link rel="self" href="https://idiomdrottning.org/same-deck-magic"/>
    <id>https://idiomdrottning.org/same-deck-magic</id>
    <title type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="https://idiomdrottning.org/same-deck-magic">Same-deck formats solve it all</a></div></title>
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<p>When I first got started with Magic I only had one deck, a huge pile
of I dunno 120 cards or something (Revised and Fallen Empires), I’m
not sure. There were enough lands in there to cover everything too. So
my neighbor and I played the then–well-known “both players draw from
the same deck” format for a while and it sucked. We were beginners so
we got board stalls until someone drew the <a href="https://scryfall.com/card/me1/101/keldon-warlord" title="Keldon Warlord">Keldon Warlord</a> and won.
<a href="https://scryfall.com/card/6ed/170/burrowing" title="Burrowing">Burrowing</a> and <a href="https://scryfall.com/card/8ed/304/iron-star" title="Iron Star">Iron Star</a> were also good cards in the “format”.</p>

<p>So I quickly concluded that the right way to play Magic is that
everyone builds their own deck like constructing a clever li’l machine
and then we’d face them off.</p>

<p>Not so fast! Because I’m going back to same-deck formats (like <a href="https://articles.starcitygames.com/articles/the-danger-room/" title="The Danger Room - Star City Games">Battlebox a.k.a. Danger Room</a> for example) now that I’ve
realized that it solves all Magic’s problems.</p>

<p>That’s a way of playing where both players draw from the same deck.<small> (Danger Room also has a special rule for how to get lands—the deck is
all action has no land, and players start with ten specific lands in
hand that don’t count towards hand limit. That’s not what this article is about and I’m not a hater of Magic’s original mana system, but we often do play it wiwith this separate land system like Danger Room. It makes the shared deck easier to build, there can be more colors, and more cards can fit in the box. Some shared-deck formats like Forgetful Fish just shuffle all the lands in and they work fine.)</small></p>

<h2 id="save-the-environment">Save the Environment</h2>

<p>Paper Magic is fundamentally not a sustainable game. There are climate
culprits that are even worse, way worse, but the idea of indefinitely
adding cards to a game, and most memorable usable keepable cards are
surrounded by a bunch of draft chaff, one-time-use disposable cards.
The fantasy equivalent of scratch ticket losers. With same-deck
formats you can use old existing cards you already have and you can
use them again and again.</p>

<h2 id="power-level">Power Level</h2>

<p>You can build it to be all-powerful or all-weak or anyhere in between.
If there is <em>any</em> home for old <a href="https://scryfall.com/card/4ed/200/gray-ogre" title="Gray Ogre">Gray Ogres</a> and <a href="https://scryfall.com/card/5ed/50/pearled-unicorn" title="Pearled Unicorn">Pearled Unicorns</a> to
butt heads once more, it’s here.</p>

<p>To me as someone nostalgic for those early days at the kitchen table
when cards like <a href="https://scryfall.com/card/leg/163/raging-bull" title="Raging Bull">Raging Bull</a> and <a href="https://scryfall.com/card/leg/102/headless-horseman" title="Headless Horseman">Headless Horseman</a> actually were
super cool and appealing and I wanted to play with them and see them
in actual action, this is the way. This is something I like compared to Cube where those cards wouldn’t get picked.</p>

<p>At the same time, for those who enjoy powerful cards and “bombs”,
same-deck Magic is a way to include them in the deck guilt-free
because any player can draw them and the rest of the deck can be built around making them interesting but not oppressive.</p>

<h2 id="no-more-pay-to-win">No more pay to win</h2>

<p>Constructed Magic can absolutely devolve to pay-to-win in many
formats. Limited becomes pay to even play (and the more you do it the
better you get at it).</p>

<p>Even lending decks to each other becomes awkward. Do you lend the best
deck or the second-best deck or how do you even find out? Here, y’all
draw from the same deck.</p>

<p>Now, cube (a weird word for “shuffling up old cards and drafting them
or using them for faux sealed deck play”) is another solution. And I
love it. And I’ve been playing mostly cube for many years now and I
wish I had found cube long ago. Magic in high school would’ve been so
much more fun with our tiny collections if we had had the idea to just
shuffle up and redraft our cards.</p>

<h2 id="no-bad-matchups">No bad matchups</h2>

<p>Bad matchups is an even bigger reason I don’t like Constructed than
pay-to-win is. People don’t like mana screw? How about losing the game
before even shuffling up? Not into it. Even limited can suffer from
bad matchups. Same-deck Magic fixes it. Some people love the metagame
analysis part of Magic. “Hmm control is big now so maybe I can run
under it with a fast valuetown aggro”. Not into it.</p>

<p>The matchup problem is especially bad for kitchen table. Going to a larger context a couple of bad matchups are fine because you might have some good ones too but at home it just works so awfully and you end up teching against each other, it gets ridiculous.</p>

<h2 id="a-home-for-un-cards-or-home-made-cards">A home for un-cards or home-made cards</h2>

<p>Even the occasional un-card or home-made card<small> (you can use
“double-faced helper cards” a.k.a. substution cards to scribble your
own rules text on)</small> can belong here. You don’t have to risk a
bunch of stickers or dexterity cards, just put in the specific cards
that make the game better. One of the problems with home-made cards is
that you don’t wanna make them too good or too bad but in a shared
deck, any player can draw them so balancing them becomes
easier.<small> (Just don’t make “Target Sandra loses the
game”.)</small></p>

<h2 id="world-building--flavor">World-building &amp; flavor</h2>

<p>Normally in Magic you can’t really control what your opponents play.
If they put in cards with a flavor or vibe you hate in their decks and
on the table there’s not a lot you can do against that in your local
FNM. But a shared-deck can be more curated if you want.</p>

<p>If you want all Sarpadia all the time, you can. All old-face? All
Spider-Man? All Ravnica? We have a D&amp;D-themed one.</p>

<p>This is optional and you can go the other direction and make it
sprawling and wild and have people contribute mystery ingredients to
the soup.</p>

<h2 id="but-what-about-deckbuilding">But what about deckbuilding?</h2>

<p>People who love deckbuilding can pour that love into building shared-decks and danger rooms!</p>

<p>Or two people can build decks and then shuffle them up.</p>

<h2 id="but-what-about-the-bubble">But what about the bubble?</h2>

<p>I’ve been burned before by the dream of “okay everyone just buy
exactly <em>this</em> amount of random product and then we just use that to
build decks from all summer”, a “bubble” of nostalgia and re-imposed
kitchen table limits. The allure of getting to build and rebuild to
fight each other in a hyperlocal mini-meta. It just… it requires a
small group of people to be on the <em>exact</em> same page about the appeal
of that idea.<small> (And you still get into problems like bad
matchups or unbalanced cards.)</small></p>

<p>A shared-deck is fun even if you’re just two players. It scales all
the way down to “Hmm, it’s been a long time since you and I played
some Magic. Wanna shuffle up and play?” It’s a less ambitious approach
that keeps the game in the box. Magic’s goal was to be a game bigger
than its box. Between games you’re trying to acquire cards, meet
others, hone your decks. Shared-deck formats puts Magic back into the
box, making it more like any other boardgame. That feels like a very
welcome change to me.</p>

<h2 id="but-what-about-addiction">But what about addiction?</h2>

<p>Okay, okay. It’s not all roses. Any time someone comes up with a
solution to Magic, like how a few years ago the Tolarian Community
College professor suggested “everyone just buy one Deckbuilder’s Tool
Kit and stick to that”, what ends up happening is that people play
Magic, get into Magic, start lusting after more cards, more formats,
new cards, more cards. This doesn’t solve that. Cube already solved
many of the above issues and people can be like “Okay I only play
cube” and some can stick to that and that’s great and other’s can’t
and that’s not so great. I don’t have an answer for that. It makes me
hesitate to even post this because maybe this “solution” is the
equivalent of “enh, <em>one</em> glass is fine”. Paving the road with good
intentions.</p>

<h2 id="draft-as-you-play">Draft-as-you-play</h2>

<p>I’ll give you a li’l bonus: We’ve also experimented with replacing the
draw from the shared deck with a Winston draft and we’ve also tried
having a row of cards be a shared hand in addition to the private
hands. Kind of like Star Realms a little bit. Magic the deckbuilding
game except it’s not your deck you’re “building” out of these
draftable cards, it’s your board.</p>

<p>In the end I usually prefer just drawing normally but this stuff is
fun occasionally for variety.</p>

<h2 id="not-literally-a-shared-deck">Not literally a shared deck?</h2>

<p>Also if you have plenty of tutors or milling or deck manipulation just
feel free to split the deck up into two decks. Re-shuffle them and
re-split them between each game. I really do enjoy the “drawing from
the same deck”, literally drawing from one deck, where a <a href="https://scryfall.com/card/ema/60/memory-lapse" title="Memory Lapse">Memory Lapse</a> becomes a way to take the card for yourself or the occasional
scrying effect can impact either or both players but that’s for decks
that don’t go overboard with those kinds of effects, or decks deliberately built around such effects being shared. If you do have
lots cards that don’t work well with a shared stack, just feel free to split the decks up into two
literal and physical decks.</p>


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    </content>
    <updated>2025-12-29T13:33:23+01:00</updated>
    <link href="https://idiomdrottning.org/same-deck-magic"/>
    <author>
      <name>Idiomdrottning</name>
      <email>sandra.snan@idiomdrottning.org</email>
    </author>
    </entry>
  <entry>
    <link rel="self" href="https://idiomdrottning.org/kindred-cardtype"/>
    <id>https://idiomdrottning.org/kindred-cardtype</id>
    <title type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="https://idiomdrottning.org/kindred-cardtype">Kindred isn’t a supertype because sorceries can’t be goblins</a></div></title>
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<p>A lot of people wonder why the kindred cardtype in Magic can’t be a
supertype or why it’s even necessary in the first place and I’ll
explain that here!</p>

<h2 id="why-its-even-necessary">Why it’s even necessary!</h2>

<p>It was decided once upon a time that subtypes belong to <em>specific</em>
card types. Like “aura” is an <em>enchantment</em> subtype, “elephant” is a
<em>creature</em> subtype and so on. And the game rules is a super stickler
about this point. It’s something it really insists on.</p>

<p>Now, could this decision change? Yes. With strange aeons even
foundational rules can die.</p>

<p>That’s actually one of many reasons why Wizards better never hire me
as a rules manager because I’d spend so much time trying to undo this
“subtypes belong to specific card types” rule because I think that
rule is so dumb. I’d just have a trait list and I’d make it more than
just one line too.<small> (Similar to how Netrunner does it.)</small></p>

<p>But dumb as it is, it does have a silver lining: because of this rule,
if the game sees a card that’s “enchantment creature — aura licid” it
can know that the “licid” part belongs to the “creature” part, and the
“aura” part belongs to the “enchantment” part.</p>

<p>Now, if that li’l silver lining makes the restriction worth
it<small> (especially as they’re moving away from subtypes having
rules baggage, like how it’s not the “aura” part that makes
enchantments stick to stuff, it’s the “attach” part that does
that)</small>? I’m not sure. But it is what it is and that’s why it’s
there.</p>

<p>By now that’s also something that digital relies on It knows that a
“destroy all goblins” it only needs to look at creatures and kindreds.</p>

<h2 id="but-splice-onto-arcane">But splice onto arcane!</h2>

<p>However, while subtypes can’t be mixed and matched, two card types can
share subset typesets as long as they share all of them. Instants and
sorceries share all the same subtypes, which is why both instants and
sorceries can be arcane.</p>

<p>And that’s why kindred: it’s a card type that share the subtype
typeset with creature without sharing creatures other rules baggage
like being permanents.</p>

<h2 id="so-why-isnt-it-a-supertype">So why isn’t it a supertype?</h2>

<p>If this could be done with any other marker, like a supertype, it
wouldn’t need to be a supertype either. In that world it could be a
keyword even or a li’l icon or whatever. And maybe that <em>is</em> possible
with Magic rule 101. That’s the paradox of this: if this <em>could</em> be a
supertype, it would <em>not</em> need to be a supertype. That’s a mindmelting sentence so let me try again:</p>

<p>If the card could just say “This sorcery can have creature subtypes
even though it’s not a creature”, it could do that through card text
or a keyword granting that ability.</p>

<p>If the card could <em>not</em> just say that, it couldn’t do that with a
supertype either.</p>

<p>Now, <em>one</em> advantage for our très cray future rules manager unraveling
all this stuff to prefer making it a supertype instead of other kinds
of markers like keywords or icons would be that existing kindred cards
would still look right. “Kindred Sorcery — Goblin” would look the
same, visually and typographically I mean, as it it does now when it’s
a card type. But that’s really the only advantage in the supertype
camp.</p>

<h2 id="why-did-the-kindred-card-type-go-away">Why did the kindred card type go away?</h2>

<p>The reasons Wizards don’t like it is that it doesn’t make sense to
only use it some of the time. Like if a goblin sorcery can be gobliny,
why isn’t a fireball spell fiery or a counterspell wizardly or a heal
spell clericy or an ice spell icy? They’d have to put that stuff on
all the cards all the time<small> (which I’d think would be pretty
cool actually, hence why I’d want to move to a multi-line trait
system)</small> and they don’t like putting stuff on there that the
current environment doesn’t even refer to. So either you <em>always</em> have
kindred on <em>everything</em> or you never do it, was their thinking, and
that’s why they stopped using it.</p>

<h2 id="why-did-it-change-its-name">Why did it change its name?</h2>

<p>“Tribal” was an awful name for it in the first place. Card types have
changed names before<small> (creatures used to be called summon spells
in some zones)</small> so that’s not new.</p>

        </div>
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    </content>
    <updated>2025-11-29T17:15:37+01:00</updated>
    <link href="https://idiomdrottning.org/kindred-cardtype"/>
    <author>
      <name>Idiomdrottning</name>
      <email>sandra.snan@idiomdrottning.org</email>
    </author>
    </entry>
  <entry>
    <link rel="self" href="https://idiomdrottning.org/siege"/>
    <id>https://idiomdrottning.org/siege</id>
    <title type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="https://idiomdrottning.org/siege">Magic’s sieges are weird</a></div></title>
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<p><cite>Magic</cite> introduced a new card subtype, “<a href="https://mtg.fandom.com/wiki/Siege" title="Siege - MTG Wiki">siege</a>”, on a card type that itself was also new, “battle”. You can attack battles and try to defeat them. Sieges are special in that you play them on the opponent’s side of the table so you’re attacking your own sieges.</p>

<p>They got the power level just right and that they deserve major kudos for that, that can’t have been easy 👍🏻</p>

<p>Another compliment they deserve is that they were a very good way to represent all planes (together with a couple of other cards from each plane) truly making MOM feel like it spanned all the planes.</p>

<p>But overall I’m not too fond of them.</p>

<p>Flavor-wise the sieges are weird. So you play a card named <a href="https://scryfall.com/card/mom/63/invasion-of-segovia-caetus-sea-tyrant-of-segovia" title="Invasion of Segovia">Invasion of Segovia</a> (for example). What would you think such a card would represent? It represents… the Segovians fighting back at the Phyrexians—both sides of the card are flavored as Segovians doing Segovian stuff vs them.</p>

<p>OK, so it’s called a “siege”. Like <a href="https://en.wikipedia.org/wiki/Battle_of_Helm%27s_Deep" title="Battle of Helm's Deep - Wikipedia">Helm’s Deep</a>. And it’s a pro-Segovia, anti-Phyrexia card. So you’d think you’d want to defend it and defend it and defend it, like the Segovians in the story defended agains the Phyrexians. Siege. Simple. But no! You are trying to attack it down to release the sea tyrant Caetus who’ll help you fight the Phyrexians.</p>

<p>So when your opponent plays a Siege, that means you are suddenly forced to represent someone who is invading Segovia (Phyrexians, presumably, whether or not you’d ever put any Phyrexian cards in your deck) and trying to defend the—not defend Segovia, but defend the invading force so they can’t release the sea tyrant or whatever.</p>

<p>The play patterns are fun (and, importantly  they’re fun on either side of the table), I just wish the flavor had made more sense. Sieges, for example, would make more sense as “quests”, like “we wanna go find the sea tyrant Caetus and free him” or something.</p>

<p>“But it had to make sense in MOM, a set about the planes successfully defending against the Phyrexians in battle, a bunch of quests wouldn’t make sense there”—exactly! They don’t make sense! They’re not about successfully defending anything. “But double-sided cards are all about ‘before and after’ stories, we needed the flipped-to-side to represent the Segovians victorious because that’s what happened in the story!” Not sure why we’re even playing a game if the outcome is set, but that’s a story for another day.</p>

<p>MOM has many cards that transform into corrupted, compleated versions of themselves. Those are also awesome but what would’ve made a lot more sense would’ve been if the backsides of the battles had been flavored as phyrexia victorius. Your opponent plays a siege set on Theros and if you can’t defend it, they’ll get <a href="https://scryfall.com/card/mom/200/polukranos-reborn-polukranos-engine-of-ruin?back" title="Polukranos, Engine of Ruin">a phyrexianized version of Polukranos</a> or something. Really putting you in the shoes of desperately trying to defend against Phyrexia.</p>


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      </div>
    </content>
    <updated>2023-09-08T08:25:02+02:00</updated>
    <link href="https://idiomdrottning.org/siege"/>
    <author>
      <name>Idiomdrottning</name>
      <email>sandra.snan@idiomdrottning.org</email>
    </author>
    </entry>
  <entry>
    <link rel="self" href="https://idiomdrottning.org/edh"/>
    <id>https://idiomdrottning.org/edh</id>
    <title type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="https://idiomdrottning.org/edh">EDH 101</a></div></title>
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<p>I was talking to a guy on mtgzone who doesn’t like EDH.</p>

<p>I used to have the same problem. It used to feel like it was full of invisible and unwritten rules that all contradicted each other. Getting bullied if cards are too strong or too weak.</p>

<p>Casual EDH, that is: as you point out, competitive EDH doesn’t have the same problem.</p>

<p>What I finally realized was that I shouldn’t approach it as a game.
I should approach EDH deckbuilding like a crossword maker approaches making a crossword:</p>

<p>To try to create something that is a challenge but beatable.</p>

<p>It’s easy to create an unsolvable crossword. Just a bunch of white noise in a grid. But that’s just no fun to anyone. A good crossbow maker wants the crossword solver to have fun and to enjoy the puzzle, to tease them a bit but keep it realistic and grounded.</p>

<p>Now, a game of EDH isn’t a puzzle, but it’s an experience.</p>

<p>I started out making my first EDH deck super weak (it’s built around <a href="https://scryfall.com/card/wth/57/tolarian-serpent" title="Tolarian Serpent">Tolarian Serpent</a>) and have gradually been adding powerful cards or interactive cards or cards where I just like the art or the experience or the memory of when I first opened the card. I have a foil <a href="https://scryfall.com/card/pcy/42/rethink" title="Rethink">Rethink</a> even though there are a lot better stack interaction cards, but it was just the first foil I ever opened so playing it makes me happy. The deck is still weaker than many of precons are out of the box so I still have a ways to go with it but that can be a gradual process of tweaking and modding.</p>

<p>When building a casual EDH deck, the point isn’t to win. It’s just not.</p>

<p>That’s what I was getting wrong, too. I was like “how can I build a deck that can win when you keep springing these arbitrary rules on me like no land destruction and no stax? You’ll just have an endless list of things that you’ll think is ‘too good’; if I find other things that aren’t on your ban list you’ll just add it to the banlist. And you bully me if my deck is too weak. And the games themselves are kingmakery bullshit where you hurt the leader just for leading.”</p>

<p>That’s where I was. So I get it.</p>

<p>Have you ever heard of a boardgame called Zendo? It’s pretty great. Or, better yet, <a href="/20q" title="Our “Twenty Questions” houserules">20 Questions</a>.</p>

<p>In 20 Questions, one player comes up with a secret thing like “Brad Pitt” or “A pencil lead” or “My mom’s shoesize” or “The feeling of regret when missing out on bowling night” or “running with scissors”. And then the other people ask yes &amp; no questions until they can figure it out. The goal of the people guessing is to find out the secret thing. For them, that’s “winning” in some sense of the word. But for the secret-keeper, they aren’t trying to come up with the universe’s hardest word. That just wouldn’t work. It’s easy for them to come up with something that the other people don’t even know exists! The secret-keeper’s job isn’t to win, it’s to come up with an enjoyable, challenging, but possible secret for them to guess.</p>

<p>Same goes for building an EDH deck. You’re trying to create an enjoyable challenge for your friends while also participating with your own fun in the challenges they’ve brought to the table.</p>

<p>Yeah, yeah, EDH as a format has its fair share of fundamental brokennesses that inevitably there are always going to be a high risk of bad experiences, but if you’re still in “the point of the game is to win” mode, you’ve yet to learn the 101 foundational thing which is that EDH is using the Magic cards for something else. You might think that thing is a waste of good Magic cards, that’s fine, but it’s another thing to do with them beyond trying to win.</p>

<p>You have a good basic point: The reason game designers put victory conditions into games in the first place is to guide play. Faffing around with cardboard with pictures and weird spell names on them is a pretty weird human activity in the first place. The thing that guides and structures that weird activity, normally, is that both players are striving for that W.</p>

<p>Casual EDH doesn’t have victory as a goal (in the deckbuilding stage). We’ll have to reach for other forms of guidance and structure there. Such as what would be entertaining and fun for ourselves and for the group.</p>


        </div>
      </div>
    </content>
    <updated>2023-08-13T12:55:57+02:00</updated>
    <link href="https://idiomdrottning.org/edh"/>
    <author>
      <name>Idiomdrottning</name>
      <email>sandra.snan@idiomdrottning.org</email>
    </author>
    </entry>
  <entry>
    <link rel="self" href="https://idiomdrottning.org/announcement-day-2023"/>
    <id>https://idiomdrottning.org/announcement-day-2023</id>
    <title type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="https://idiomdrottning.org/announcement-day-2023">Magic: the Gathering’s announcement day, 2023</a></div></title>
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<p>So Magic had an announcement day where they laid out their plans for
the next three years. I’ve sorted everything that they announced by how much
I’m into it, and a short thought on each.</p>

<p>So this is not the order they’re gonna come out in. Instead, I’ve
placed them from “aww yeah” gradually down to “Not into it”. For me
personally. And not having seen the sets.</p>

<ul>
  <li><b>Codename Volleyball.</b> Space opera. Yes and yes. I love space opera. One concern is that I have a hard time seeing how they can scale back Magic’s story again, after it, so we care about one-town–level stuff again.</li>
  <li><b>Caverns of Ixalan.</b> Looks amazing! After our Grendleroot / Veins of the Earth D&amp;D campaign, I got a bit tired of the underground but this has me re-hyped. A fantastic blend between classic pulp tropes and Mesoamerican vibes.</li>
  <li><b>Bloomburrow.</b> I like it. Seems to be most people’s fave. I hate the Hepcats / Beastars / Blacksad style (which soured me on Capenna and on the leonins and loxodons of other Magic worlds) but I love Mouse Guard and Watership Down, and this seems more like that.♥︎</li>
  <li><b>Codename Tennis.</b> Three-plane death race. Into it!</li>
  <li><b>Murders at Karlov Manor.</b> Great! These kinds of more zoomed-in sets really make the planes come alive.</li>
  <li><b>Wilds of Eldraine.</b> Conflicted! I love fairy tales but I hate food.</li>
  <li><b>Codename Wrestling.</b> Lorwyn / Shadowmoore. I loved the original Lorwyn but they didn’t stick the landing with Shadowmoore. That’s more on the art direction than the card designs.</li>
  <li><b>Duskmourn: House of Horror.</b> A little too scary? I hated <a href="https://scryfall.com/card/mid/112/the-meathook-massacre" title="The Meathook Massacre">the Meathook Massacre</a> and I’m hesitant about this. But maybe.</li>
  <li><b>Codename Ultimate.</b> Tarkir set. I need to see more. Jeskai, Sultai, Mardu, Abzan and Temur are the best flavored factions they’ve ever made but then the morph and the time travel stuff was not so fun.</li>
  <li><b>Codename Yachting.</b> Arcavios (world of Strixhaven). I like Quandrix but not Zimone, Dina but not Witherbloom, lesson-learn made the games feel samey, overall a positive experience and maybe, like with Ravnica, it’ll click on the return more than the original.</li>
  <li><b>Outlaws of Thunder Junction.</b> Not sure they can pull of Western in an OK way. I like Vraska, so maybe.</li>
  <li><b>Codename Zipline.</b> Event set. The previous two have been too bomby for me, gameplay-wise, while I’ve enjoyed the stories and lore. And by bomby I mean powerful cards that run away with the game, something most Magic players seem to like but I hate.</li>
  <li><b>Final Fantasy UB.</b> My fave of the UB’s announced—I’ve only played some of the games so I’m familiar enough to be hyped but not enough that <a href="/universes-beyond" title="Universes Beyond">it feels stale</a>. Spoilers are a concern, but otherwise I’m happy about this.</li>
  <li><b>Fallout UB.</b> I don’t know a lot about Fallout, but that’s kind of a plus since it’ll make the cards feel fresh.</li>
  <li><b>Assassin’s Creed UB.</b> Dammit! Having LotR on Arena has meant getting the books spoiled over and over again at every loading screen, but I’ve already seen the movies so it’s not so bad. But getting spoiled on Doctor Who has been less fun, and I don’t want that to happen with Assassin’s Creed, which I haven’t gotten to at all yet.</li>
  <li><b>Remastered sets.</b> I don’t draft fresh boosters as much these days. It’s bad for the environment. Cube &amp; digital FTW. Reprints are great, I’ve just soured on the entire booster experience.</li>
  <li><b>Modern Horizons III.</b> MH2 was a disaster. Some people say the game “needed” the elementals and <a href="https://scryfall.com/card/mh2/138/ragavan-nimble-pilferer" title="Ragavan">Ragavan</a>. I don’t know about Ragavan, but the elementals have made the games more interactive and interesting. (I prefered Legacy to Modern because of how <a href="https://scryfall.com/card/2xm/51/force-of-will" title="Force of Will">Force of Will</a> policed the meta.) But why did they need to be mythic in an already overcosted set?</li>
  <li><b>Jurassic World UB.</b> I hate this franchise so much.</li>
</ul>


        </div>
      </div>
    </content>
    <updated>2023-08-06T11:06:35+02:00</updated>
    <link href="https://idiomdrottning.org/announcement-day-2023"/>
    <author>
      <name>Idiomdrottning</name>
      <email>sandra.snan@idiomdrottning.org</email>
    </author>
    </entry>
  <entry>
    <link rel="self" href="https://idiomdrottning.org/universes-beyond"/>
    <id>https://idiomdrottning.org/universes-beyond</id>
    <title type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="https://idiomdrottning.org/universes-beyond">Universes Beyond</a></div></title>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">
	      <div>
        

<p>Just a heads up: gonna be some spoilers for the Lord of the Rings
novels down below.</p>

<p>Magic has started making cards from other games, books, or shows like
The Walking Dead, Street Fighter, Arcane, Fortnite, Warhammer 40000,
Doctor Who, and The Lord of the Rings. That’s called “Universes
Beyond”.</p>

<p>I’ve been all for that, with one exception—I don’t ever want to see
“brands”, like “I tap your 3/3 Pepsi with my Tide pod”. I get that an
IP is a brand but I hope the line between what’s a cultural artifact,
like a novel, versus a product with a logo, is clear enough even for
Hasbro.</p>

<p>With that exception firmly in place, I’ve been happy with this. And
the D&amp;D set is my favorite set of all time.</p>

<p>But looking back at these past first few years of Universes Beyond,
one thing strikes me. There’s not the same sense of exploration and
discovery and wonder that we have with Magic usually, even one based
on stories like Eldraine. It’s stiff, it’s walking down an already
trodden path.</p>

<p>The Doctor Who stuff and the Lord of the Rings stuff is organized the
same way as the source material unless you really go out of your way
to mix and match.</p>

<p>I mean, Brewer’s Kitchen assembled the Ratadrabik / Smeagol / Boromir
combo] and joked:</p>

<blockquote>
  <p>Now, I gotta applaud Wizard’s card design team here. This is just like
in the movie. Remember when Boromir has sacrificed himself over and
over again, and then Gollum looked at this and said “Oh my God, I’m so
god-damned tempted by this ring, I could like steal all of Sauron’s
land or something, I don’t know… and mill them?”</p>
</blockquote>

<p>Yes, kinda, actually. Boromir did get tempted by the ring but then
took arrow after arrow, sacrificing himself trying to save the
hobbits, making the ring even more precious to them, and to Gollum as
he guided them all the way through Sauron’s land.</p>

<p>Boromir gets tempted &amp; sacrifices himself to save the team. Gollum
gets tempted and guides you through enemy lands. The cards do what
their story characters do, and that brings me a newfound appreciation
for the freshness of Magic when it’s at its most original.</p>

<p>The exception to that has been the more open-ended games like 40K and
D&amp;D. Those have been perfect fits because those are story worlds where
the outcome is not set. D&amp;D especially worked great with all the modal
cards giving us all kinds of new choices.</p>

        </div>
      </div>
    </content>
    <updated>2023-08-06T10:04:41+02:00</updated>
    <link href="https://idiomdrottning.org/universes-beyond"/>
    <author>
      <name>Idiomdrottning</name>
      <email>sandra.snan@idiomdrottning.org</email>
    </author>
    </entry>
  <entry>
    <link rel="self" href="https://idiomdrottning.org/prowess"/>
    <id>https://idiomdrottning.org/prowess</id>
    <title type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="https://idiomdrottning.org/prowess">Prowess as a combat trick</a></div></title>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">
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<p>So in Magic there’s this creature ability called “prowess”!</p>

<p>I’ve been playing against <a href="&quot;Monestary Swiftspear&quot;">Monestary Swiftspear</a> decks a lot lately
but there’s this trick you can do that I often see players not doing.</p>

<p>You have a <a href="https://scryfall.com/card/dmu/137/lightning-strike" title="Lightning Strike">Lightning Strike</a> in hand and a Monestary Swiftspear on
the board. They’re all tapped out but have a 2/1 or a 2/2 on the board.</p>

<p>I often see people blasting the blocker and swinging with the prowess
monk for two damage.</p>

<p>End result: dead blocker, tapped monk, opponent has lost two life.</p>

<p>What you can do instead is swing with the monk, if they block you
blast face, your pumped monk kills the blocker.</p>

<p>End result: dead blocker, tapped monk, opponent has lost three life. Better.</p>

<p>And if they don’t block, then you blast the blocker and you end up
with the first result. So you’re giving them the option: do they feel
lucky that you don’t have an instant? If they do, they’ll lose one
extra life. If they don’t, well, that’s fine, you’re still back at the
first result.</p>

<p>That’s why prowess was so scary when it first showed up. It adds so
much uncertainty and tension to the board state fights. Prowes makes
any instant a combat trick.</p>

<p>Don’t apply this mindlessly—if they have tricks on their own, you
might be in trouble. But I see people doing it the other way even on a
tapped out boardstate in a pitchless format, losing out on that one
point of damage that might make or break the duel.</p>

<p>Yeah, yeah, I realize that not all games are life-and-death stakes and
that you can save some clicks by just casting spells &amp; tapping out
first and then hitting attack and then sitting back while your
opponent is doing stuff. The <a href="/asynchronous-magic" title="Asynchronous Magic: the Gathering">synchronous nature of Magic</a> that’s fun in
paper becomes fiddly on digital. I get that.</p>


        </div>
      </div>
    </content>
    <updated>2023-07-18T19:23:52+02:00</updated>
    <link href="https://idiomdrottning.org/prowess"/>
    <author>
      <name>Idiomdrottning</name>
      <email>sandra.snan@idiomdrottning.org</email>
    </author>
    </entry>
  <entry>
    <link rel="self" href="https://idiomdrottning.org/mill-stomp"/>
    <id>https://idiomdrottning.org/mill-stomp</id>
    <title type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="https://idiomdrottning.org/mill-stomp">Mill Stomp</a></div></title>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">
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<p>Here is my own Magic deck in spring 2023 standard.</p>

<p>7 <a href="https://scryfall.com/card/mom/281/forest" title="Forest">Forest</a><br />
4 <a href="https://scryfall.com/card/vow/250/vilespawn-spider" title="Vilespawn Spider">Vilespawn Spider</a><br />
2 <a href="https://scryfall.com/card/neo/271/otawara-soaring-city" title="Otawara, Soaring City">Otawara, Soaring City</a><br />
4 <a href="https://scryfall.com/card/vow/262/dreamroot-cascade" title="Dreamroot Cascade">Dreamroot Cascade</a><br />
4 <a href="https://scryfall.com/card/dmu/261/yavimaya-coast" title="Yavimaya Coast">Yavimaya Coast</a><br />
1 <a href="https://scryfall.com/card/neo/266/boseiju-who-endures" title="Boseiju, Who Endures">Boseiju, Who Endures</a><br />
4 <a href="https://scryfall.com/card/one/161/cankerbloom" title="Cankerbloom">Cankerbloom</a><br />
4 <a href="https://scryfall.com/card/mid/181/deathbonnet-sprout-deathbonnet-hulk" title="Deathbonnet Sprout">Deathbonnet Sprout</a><br />
4 <a href="https://scryfall.com/card/mom/217/wrenn-and-realmbreaker" title="Wrenn and Realmbreaker">Wrenn and Realmbreaker</a><br />
4 <a href="https://scryfall.com/card/mom/184/deeproot-wayfinder" title="Deeproot Wayfinder">Deeproot Wayfinder</a><br />
4 <a href="https://scryfall.com/card/vow/52/cobbled-lancer" title="Cobbled Lancer">Cobbled Lancer</a><br />
4 <a href="https://scryfall.com/card/mom/278/island" title="Island">Island</a><br />
4 <a href="https://scryfall.com/card/neo/71/network-disruptor" title="Network Disruptor">Network Disruptor</a><br />
4 <a href="https://scryfall.com/card/vow/58/dreamshackle-geist" title="Dreamshackle Geist">Dreamshackle Geist</a><br />
4 <a href="https://scryfall.com/card/mid/207/willow-geist" title="Willow Geist">Willow Geist</a>
2 <a href="https://scryfall.com/card/bro/199/haywire-mite" title="Haywire Mite">Haywire Mite</a></p>

<p>I made Mythic with a 💯 homebrew deck (although I guess the “selfmill-and-play-Lancers” plan is a draft archetype so it’s not that original).</p>

<p>Right now the most difficult card to face is <a href="https://scryfall.com/card/mid/7/brutal-cathar-moonrage-brute" title="Brutal Cathar">Brutal Cathar</a> since I don’t have any real creature removal outside of tapping down.</p>

<p>I have a hard time facing the Calix / <a href="https://scryfall.com/card/neo/225/jukai-naturalist" title="Jukai Naturalist">Jukai Naturalist</a>-based decks. I win sometimes but it’s not easy. Other white-based synergy/aggro decks like Humans, Parfait, Soldiers, and <a href="https://scryfall.com/card/mid/209/angelfire-ignition" title="Angelfire Ignition">Angelfire Ignition</a> are also difficult.</p>

<p>Second hardest is <a href="https://scryfall.com/card/dmu/107/sheoldred-the-apocalypse" title="Sheoldred, the Apocalypse">Sheoldred, the Apocalypse</a>. I recently put a Mirrorhall Mimic in as tech (replacing another Skyturtle) but haven’t seen it in actual play yet. The idea is to clone Sheoldred. I dunno. (I can sometimes outrace the Sheoldred deck with Dreamshackle Geist.)</p>

<p>In the middle is the red deck. I’ve played other blue/green decks and they usually can go on top over the red deck, but it requires some luck and patience.</p>

<p>Then Esper control and Dimir proliferate decks are pretty easy, and then the ramp decks (there’s a mono-green one and an Atraxa domain one) I just run under them. The red/white Nahiri deck is also slow enough to outrace hopefully. And the black/red aristocrats deck is so fragile that the limited interaction I do have can sometimes be enough. And then comes the <a href="https://scryfall.com/card/dmu/52/haughty-djinn" title="Haughty Djinn">Haughty Djinn</a> deck (if they’ve got too much xerox and not enough counterspells) and then the easiest of all is the W/G toxic deck.</p>

<p>Weird how W/G and R/W are both the hardest and the easiest depending on how they build it. 🤷🏻‍♀️</p>

<p>Also wow the Dreamroot Cascade is très clunky.</p>

<aside>(I mean, by “easy” I don’t mean I win 90%. My overall winrate vs the field is not great. I just mean some decks are very difficult while others are normally difficult.)</aside>


        </div>
      </div>
    </content>
    <updated>2023-07-18T19:11:07+02:00</updated>
    <link href="https://idiomdrottning.org/mill-stomp"/>
    <author>
      <name>Idiomdrottning</name>
      <email>sandra.snan@idiomdrottning.org</email>
    </author>
    </entry>
  <entry>
    <link rel="self" href="https://idiomdrottning.org/mythic-rare"/>
    <id>https://idiomdrottning.org/mythic-rare</id>
    <title type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="https://idiomdrottning.org/mythic-rare">Mythic is the new Rare</a></div></title>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">
	      <div>
        

<p>I’ve quit playing Magic a couple of times. Once was when they
introduced “mythic rare” cards like Lotus Cobra, or the Superfriends
deck with loads and loads of mythic rares. It was being presented as a new
rarity above rare, more rare than rare.</p>

<p>It took me years to realize that mythic is just the same rarity as
rare used to be, and “rare” now is, hmm, we would’ve called it “R2”
back then.</p>

<p>A rare (these days) are twice as common as a mythic. So the change
made many cards more easily available, not less. I quit for a bad
reason.</p>

<p>“Whaddayamean, Sandra? Mythic rares are one-in-eight, everyone knows that.”</p>

<p>In the olden days, there was a common sheet, an uncommon sheet, and a
rare sheet. That’s still how it’s done today, and rares and mythic rares
are printed on the same sheet, each rare being printed twice.</p>

<p>(At times there have been a basic land sheet or a double-faced sheet and also foil sheets etc.)</p>

<p>Tenth edition, a pre-mythic set, had 121 rares, each printed once.<br />
Shards of Alara, a mythic set, had 15 mythic rares, each printed once, and 53 rares, each printed twice. (53 + 53 + 15 = 121.)</p>

<p>So, Time Stop, a rare from tenth edition, is as rare (relative to the overall print run of the set) as Lotus Cobra, a mythic rare from Shards of Alara. Knight-Captain of Eos, a regular rare from Shards of Alara, is twice as common.</p>

<p>This should also explain the one-in-eight thing: 53 + 53 ≈ 15 × 7. So there are seven rare cards overall for every one mythic rare. But there aren’t seven Knight-Captain of Eos for every Lotus Cobra—there are two. It’s just that there are more rares (three and a half as many) as there are mythic rares.</p>

<p>Now, this might still lead to mythic rares being more expensive now than old rares like Necropotence or Masticore used to be. I don’t know why. I can think of three reasons: groupthink, overall print runs, and more of a chaff factor. Let’s say in the past, enough boosters were open (and resold as singles) to make a rare card cost $X. Now, fewer boosters are opened (relative to the much larger current player base) which makes a mythic cost more than $X. Great for Jennies who wanna explore underrated jank rares. Not so great if there are pay-to-win must-haves printed at mythic.</p>

<p>(None of this is to defend Magic as a whole, which has its fair share
of problems as a game, hobby, and community. Just trying to set the
record straight on this one thing which I mistakenly let <a href="https://magic.wizards.com/en/articles/archive/making-magic/twenty-things-were-going-kill-magic-2013-08-01" title="Twenty things that were going to kill Magic">kill Magic</a>
for me, for a while.)</p>


        </div>
      </div>
    </content>
    <updated>2022-01-24T08:58:10+01:00</updated>
    <link href="https://idiomdrottning.org/mythic-rare"/>
    <author>
      <name>Idiomdrottning</name>
      <email>sandra.snan@idiomdrottning.org</email>
    </author>
    </entry>
  <entry>
    <link rel="self" href="https://idiomdrottning.org/bagholders"/>
    <id>https://idiomdrottning.org/bagholders</id>
    <title type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="https://idiomdrottning.org/bagholders">Bagholders and suckers</a></div></title>
    <content type="xhtml">
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<p>In the late seventies a meme went through the investor community in America:</p>

<blockquote>
  <p>If after ten minutes at the poker table you do not know who the patsy is—you are the patsy.</p>
</blockquote>

<p>There are two ways investments can make money.</p>

<ol>
  <li>You’re investing in something that’ll geniunely increase in value. Like how an apple seed is cheaper than a well–cared-for apple tree. This is awesome.</li>
  <li>You’re investing in something that you can send for more money down the line to some other sucker who’s left “holding the bag”. This is not great.</li>
</ol>

<p>A lot of times on the stock market, it’s a little of column A and a little of column B. In both cases, you buy something because you hope the <a href="/price" title="Cost, value, and price">price</a> will increase. Sure, often the price will collapse horribly, but hopefully you’ll get out before then.</p>

<p>(<a href="https://en.wikisource.org/wiki/Island_nights%27_entertainments/The_Bottle_Imp">The Bottle Imp</a> is such a brilliant satire of this.)</p>

<p>During the <a href="https://en.wikipedia.org/wiki/Tulip_mania" title="Tulip mania">tulipmania</a>, crashy bubble as it was, some people did make a lot of money. Others were left bleeding and penniless. Same in many other bubbles: beanie babies, the subprime trench BS of 2008…</p>

<p>Yeah, yeah, Lotus and Moxen still haven’t crashed after 20 years, and the Mona Lisa is more than 500 years old and still expensive. They haven’t gotten more <a href="/price" title="Cost, value, and price">value</a>, but their prices have increased. But most vintage postal stamps, for example, have fallen dramatically in price.</p>

<p>Other times <a href="/nft" title="When an autograph destroyed the world">the thing is flimsy AF</a>. This can be hard to spot. The tulip bulb thing might seem dumb, and it was since it did crash within three years, but the bulbs weren’t just “one use and they’ll wither”. The idea was to take care of the plants and keep growing new bulbs from the old, and eventually resell. Although with the ever-increasing bubble, a lot of it was amplified by buying selling <a href="/pork-futures-warehouse" title="Pork Futures Warehouse">futures</a> by people who never even saw the bulbs.</p>

<p>A lot of the time, some of the participants in a price bubble are mistakenly believing that their investments are long-lasting and sound.</p>

<p>Anytime you’re hoping to make money by selling it to some other sucker down the line, like in The Bottle Imp, ultimately you’re hoping to make money off of their misfortune, off of hurting them.</p>

<h2 id="follow-ups">Follow ups</h2>

<ul>
  <li><a href="gemini://gemini.ctrl-c.club/~stack/gemlog/2022-01-15.bagholders.gmi">StackSmith at the Ctrl-C club has a follow-up</a></li>
</ul>

<p>That’s right. When you buy stock, let’s say in some eco-friendly
mom&amp;pop shop, you’re not really helping them grow or funding their
efforts. You’re only betting on their success, not contributing to it
(exception: when stocks are first being issued and when there is new
issue).</p>

<p>It’s so similar to the horse racing track. It’s just money going
around and numbers going up (or crashing), not really building the
future. The horse doesn’t go any faster just because the stakes are
higher.</p>

<p>But, when you’re using stocks to gamble on the success of
corporations, that’s still distinct from gambling on there being s
bigger sucker down the line. The idea is hopefully that the stock’s
price will go up because fo the corporation becoming more valuable.
The hideousness of <a href="/growth" title="Growth (and other problems)">growth</a> is still better than just bottle-imping
pure nothingness.</p>

<p>Gambling can pay off if the EV is good and if you catch the right
waves. Abstaining from gambling can also be costly, relative to CPI in
an inflation economy. But, gambling can also leave you utterly ruined
since it’s so risky. The human world is so messed up.</p>

<ul>
  <li><a href="//nytpu.com/gemlog/2022-01-16.gmi">Nytpu chimes in with some own experiences</a></li>
</ul>

        </div>
      </div>
    </content>
    <updated>2022-01-15T08:37:38+01:00</updated>
    <link href="https://idiomdrottning.org/bagholders"/>
    <author>
      <name>Idiomdrottning</name>
      <email>sandra.snan@idiomdrottning.org</email>
    </author>
    </entry>
  <entry>
    <link rel="self" href="https://idiomdrottning.org/shuffle-of-wits"/>
    <id>https://idiomdrottning.org/shuffle-of-wits</id>
    <title type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="https://idiomdrottning.org/shuffle-of-wits">Shuffling Large Amounts of Cards</a></div></title>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">
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<p>Sometimes you need to shuffle up two-hundred, three-hundred card
piles, for example when shuffling up a “cube” or “danger room” type
game.</p>

<p>Here’s one way.</p>

<p>Cut the cube up in piles of approx 40 cards. Say you’re shuffling up a 240 card pile, that’s six piles.</p>

<p>Grab two of them, and mash them together a few times.</p>

<p>Split it into two halves again, and put one back, and pick up a new pile and do the same thing.</p>

<p><img src="/multi-elevator.gif" alt="The Multi-Elevator" /></p>

<p>Keep going around and around with every pile.
It’s better to keep moving after a few mashes, two or so, since it’s more important to hit many piles.</p>

<p>(Do more mashes per pile if you do have tons of time.)</p>

<p>Repeat this until you’ve hit every pile six times. Six times “around the table”.</p>

<p>If you are two or more people, you can co-operate! Start at opposite
sides of the table of piles and then everyone goes around the table;
three times each if you are two people, two times each if you are
three, four or five, or just one time each if you are six or more
people.</p>

<h2 id="math-nerdery">Math nerdery</h2>

<p>You don’t need to read this part unless you wanna peek under the hood of why this works.</p>

<p>The amount of times around the table came via this formula:</p>

<p>X×log(80X) / (X–1)log(4)</p>

<aside>(The hardcoded magic number "80" is for 40-card piles.)</aside>

<p>Each X for values three through forty-two gives six, if we round up for caution.</p>

<p>In other words, six times around the table is necessary if you have
more than 120 cards in three piles, and sufficient for up to 1680
cards in 42 piles. It’s just the perfect number for this.</p>

<p>Thanks to Richard for helping me figure this stuff out.♥︎</p>

<h3 id="update">Update:</h3>

<p>A helpful commenter pointed out that there is an additional constraint
on the number of circuits around the table; you can have at most twice
the number of piles as the number of circuits. So for six trips around
the table you can have at most twelve piles.</p>


        </div>
      </div>
    </content>
    <updated>2021-07-12T22:17:27+02:00</updated>
    <link href="https://idiomdrottning.org/shuffle-of-wits"/>
    <author>
      <name>Idiomdrottning</name>
      <email>sandra.snan@idiomdrottning.org</email>
    </author>
    </entry>
  <entry>
    <link rel="self" href="https://idiomdrottning.org/mash-shuffle"/>
    <id>https://idiomdrottning.org/mash-shuffle</id>
    <title type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="https://idiomdrottning.org/mash-shuffle">How to mash shuffle honestly and straight-forwardly</a></div></title>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">
	      <div>
        

<p>To mash shuffle a deck of cards is to divide the deck in two halves
and mash the two halves together.</p>

<p>Topologically it’s the same as a traditional “riffle shuffle” but
instead of riffling through the cards, you just mash them together.</p>

<p>Setting aside how bad card sleeves are for the environment, card
sleeves make it harder to riffle shuffle but easier to mash shuffle.</p>

<p>Here is how to mash shuffle in an honest and random way.</p>

<p><img src="/shuffling-form.png" alt="Shuffling form" /></p>

<ul>
  <li>Have the cards at an angle or even horizontal so that you can keep the face sides of the cards angled away from you.</li>
  <li>Do not have the cards vertical so that they fan out so that you can see the faces.</li>
  <li>Ideally practice enough so that you can mash shuffle while looking in a completely different direction.</li>
</ul>

<p><img src="/elevator.gif" alt="The Elevator" /></p>

<ul>
  <li>Interleave the cards.</li>
  <li>Repeat the mash shuffle at least seven times (for a sixty-card deck; more for a bigger deck).</li>
  <li>Ideally, there should be 50% chance of one card and 50% of two cards in the interleaving. If you are always putting in exactly one card between each other card, you’re not doing it right. Erring in the opposite direction, putting too many cards in between the other cards, you can compensate for by mashing it even more times.</li>
  <li>The goal of shuffling a full deck is to make all permutations equally likely, and for all cards to have equal chance to be at the top of the deck. Clumps of a particular color or card type is very normal in true randomness. A perfect weave (such as Hearts, Spades, Diamonds, Clubs alternating perfectly) is not particularly random.</li>
  <li>After every mash, a card from the middle of the pack should be the new top card. If you keep mashing but the top card keeps staying the same card, you are messing up. <strong>After each mash there should be a new top card and a new bottom card.</strong></li>
</ul>

<p>For example, let’s say you have this permutation:</p>

<p>A A A A A b b b b b</p>

<p>You take the bottom half and mash it together with a tiny offset so
that the new top card of the combined pile came from the middle:</p>

<p>b b A b A b b A A A</p>

<p>The offset should be minimal. If you make the offset too big, mash more than seven times to compensate.</p>

<p>The “more random part” is the middle part of the deck.</p>

<p>In this example, the B B at the top isn’t particularly mashed up, nor is the A A A at the bottom.</p>

<p>Then, you repeat:</p>

<p>B B A B A b b a a a →<br />
b b B a B a A a B A</p>

<p>B B B A B a a a b a →<br />
a a B a B b B a A B</p>

<p>etc.</p>

<p>All the entropy and randomness lives in that middle, mashed up, part.
So everytime you re-mash, the top of the deck should come from the
middle, mashed-up part. The sum of the two less random “offsets” at
the top and bottom need to be much smaller than the random “elevator”
in the middle. The “elevator” has the randomness that you want to
spread into the rest of the deck as much as possible. Sort of like
when stirring cinnamon into a dough.</p>

<p>If you have shuffled your opponent’s deck (which means you’re the last person who’ll get to shuffle it) also cut the deck.</p>


        </div>
      </div>
    </content>
    <updated>2021-07-10T22:37:38+02:00</updated>
    <link href="https://idiomdrottning.org/mash-shuffle"/>
    <author>
      <name>Idiomdrottning</name>
      <email>sandra.snan@idiomdrottning.org</email>
    </author>
    </entry>
  <entry>
    <link rel="self" href="https://idiomdrottning.org/bikini-kontringen"/>
    <id>https://idiomdrottning.org/bikini-kontringen</id>
    <title type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="https://idiomdrottning.org/bikini-kontringen">Bikini-kontringen</a></div></title>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">
	      <div>
        

<p>Under Necro-sommaren spelade jag en blåvit kontroll-lek
och jag hade inga riktiga kontringar (eftersom jag var dum och <a href="https://idiomdrottning.org/jag-kontrar-den" title="Jag kontrar den">inte köpte
singles</a>) utan fick nöja mig med <a href="https://scryfall.com/card/tpr/69/spell-blast">Spell Blast</a>, <a href="https://scryfall.com/card/cmr/393/arcane-denial">Arcane Denial</a>,
<a href="https://scryfall.com/card/ema/60/memory-lapse">Memory Lapse</a> osv.</p>

<p>Efter en turnering där jag kommit sist (vilket kändes OK—jag hade kul,
jag var yngst, jag var en av bara två tjejer där den dagen) var det
nån som frågade varför jag inte hade några riktiga kontringar och så
gav dom mig fyra stycken och jag blev jätteglad och sen såg jag att
det var bikinikontringen.</p>

<p><img src="https://c1.scryfall.com/file/scryfall-cards/large/front/a/e/aedbcbaa-40f0-485f-8427-778edc2d2ec0.jpg?1562927522" alt="Bikinikontringen." /></p>

<p>Kunde ju inte klaga direkt eftersom jag just hade fått fyra gratis
kort och den riktiga kontringen var en uncommon medan
bikini-kontringen var en common.</p>

<p>Men jag har alltid haft lite svårt för bikinikontringen. Gustha är en
intressant person men för mig är det helt ologiskt att ha bikini mitt
i vintern. Det skulle ju vara ICE AGE! WE’RE COLD, YOU
BLOCKHEAD! <a href="https://scryfall.com/card/ice/54/swords-to-plowshares" title="Swords to Plowshares från Ice Age">Plogen från Ice Age är ju så grym</a>, vad var det här
för stämningspajande kort? Och i bakgrundstexten står det att det är
Gustha som kontrar Zur men på bilden ser det mer ut som att det
modellens trolleri som blir kontrat.</p>

<p>Det här är inte menat som en diss mot Allen Williams (jag gillar ju
fortfarande exempelvis <a href="https://scryfall.com/card/ice/67/enervate">Enervate</a>—ett annat kort där bilden inte
heller verkar ha nåt som helst att göra med Gustha och hennes
bakgrundstext) eller hans modell, <a href="https://en.wikipedia.org/wiki/Lenda_Murray" title="Lenda Murray — Wikipedia">Lenda Murray</a>. Men det här kortet har
alltid varit en jätteflopp för mig.</p>

<p>Nu har jag ju mina
favorit-kontringar, <a href="https://scryfall.com/card/mmq/69/counterspell" title="Counterspell från Mercadian Masques">den från Mercadian Masques</a>. Men länge var
det skralt i mina lekar för det var så motigt att lägga in
bikinikontringarna.</p>


        </div>
      </div>
    </content>
    <updated>2021-07-06T10:27:34+02:00</updated>
    <link href="https://idiomdrottning.org/bikini-kontringen"/>
    <author>
      <name>Idiomdrottning</name>
      <email>sandra.snan@idiomdrottning.org</email>
    </author>
    </entry>
  <entry>
    <link rel="self" href="https://idiomdrottning.org/mtg-afr"/>
    <id>https://idiomdrottning.org/mtg-afr</id>
    <title type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="https://idiomdrottning.org/mtg-afr">Magic’s Adventures in the Forgotten Realms</a></div></title>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">
	      <div>
        

<p>So after teasing it forever with cards like <a href="https://scryfall.com/card/afr/240/bag-of-holding">Bag of Holding</a>, Magic
finally did a D&amp;D set, the <cite>Adventures in the Forgotten
Realms</cite> (but there are some Greyhawk stuff in there, too, like
Tasha and Vecna).</p>

<p>Magic puts out so many cards each year and I don’t get into every
set. I’ve been holding out for this one, skipping over the previous
sets because I really wanted to mix D&amp;D and Magic.</p>

<p>But the execution on this is not really what I wanted.</p>

<p>Here’s some stuff I love:</p>

<ul>
  <li>Iconic spells that feel they like their D&amp;D counterparts like Magic Missile or <a href="https://scryfall.com/card/afr/72/shocking-grasp">Shocking Grasp</a>.</li>
  <li>Flavor words to represent abilities on creatures and artifacts, like <a href="https://scryfall.com/card/afr/61/guild-thief">Guild Thief</a> or <a href="https://scryfall.com/card/afr/9/dawnbringer-cleric">Dawnbringer Cleric</a>.</li>
  <li>Flavor words to represent choices on modal cards (almost like split cards), like <a href="https://scryfall.com/card/afr/83/you-come-to-a-river">You Come to a River</a>. These are my fave.</li>
  <li>Familiar characters like <a href="https://scryfall.com/card/afr/221/farideh-chosen-by-devils">Farideh</a> and <a href="https://scryfall.com/card/afr/112/lolth-spider-queen">Lolth</a>.</li>
  <li>All the flavorful locations you can visit, even basic lands like <a href="https://scryfall.com/card/afr/262/plains">Plains</a>.</li>
  <li>How you can go into dungeons like the <a href="https://scryfall.com/card/tafr/21/lost-mine-of-phandelver">Lost Mine of Phandelver</a>.</li>
  <li>How creature types and flavor are free to be more D&amp;D-like instead of shoehorned into Magic traditions, such as the blue elf <a href="https://scryfall.com/card/afr/46/arcane-investigator">Arcane Investigator</a>.</li>
</ul>

<p>I’m not as into the spells that do something completely opposite to what they do in D&amp;D, like <a href="https://scryfall.com/card/afr/78/tashas-hideous-laughter">Tasha’s Hideous Laughter</a> or <a href="https://scryfall.com/card/afr/68/ray-of-frost">Ray of Frost</a>.</p>

<p>The biggest weird thing, though, is how so many of the cards refer to the <em>rules</em> of D&amp;D rather than to the setting.</p>

<p>Rolling dice? <a href="https://scryfall.com/card/afr/1/+2-mace">+2 Mace</a>? <a href="https://scryfall.com/card/afr/6/cleric-class" title="Cleric Class, one of the twelve PHB class cards">The twelve PHB classes</a>?</p>

<p>Many of these cards seem fun to play with, but they kinda break the mood. D&amp;D is an interface to the game world, as is Magic. Using Magic as an interface to the D&amp;D rules is like trying to put surgical gloves on top of boxing gloves.</p>

<p>Having abilities be named the same is great (like the aforementioned Cure Wounds or Magic Missile) because it makes those abilities feel more diegetic. Having cards that give you the feel of joining a party or crawling a dungeon is also cool. But these “meta” cards feel like you’re pretending to pretend, like you’re playing that you’re playing.</p>

<p>I dunno.</p>

<p>I don’t mind adding dice rolling to black-bordered Magic, that’s something I’ve wanted for a long time. It’s just that this set as whole doesn’t feel at all like “Magic visits the Forgotten Realms” and more like “Magic makes fun of D&amp;D’s mechanics”.</p>

<h2 id="update">Update</h2>

<p>After finding out that this was intentional I came around to it and
it’s now one of my favorite sets and I love the +2 mace.</p>

        </div>
      </div>
    </content>
    <updated>2021-07-03T09:36:58+02:00</updated>
    <link href="https://idiomdrottning.org/mtg-afr"/>
    <author>
      <name>Idiomdrottning</name>
      <email>sandra.snan@idiomdrottning.org</email>
    </author>
    </entry>
  <entry>
    <link rel="self" href="https://idiomdrottning.org/wizards-chess"/>
    <id>https://idiomdrottning.org/wizards-chess</id>
    <title type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="https://idiomdrottning.org/wizards-chess">Wizard’s Chess</a></div></title>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">
	      <div>
        

<h2 id="overview">Overview</h2>

<p>Exactly two color decks.</p>

<ul>
  <li>“king”, “rook”, “bishop”, “knight”, and four “pawns” in one color</li>
  <li>“queen”, “rook”, “bishop”, “knight”, and four “pawns” in another color</li>
  <li>1 “magician”</li>
  <li>1 “artifact”</li>
  <li>18 enchantments/instants/sorceries</li>
  <li>at least 24 lands (at most four non-basic)</li>
</ul>

<h2 id="color-restrictions">Color Restrictions</h2>

<h3 id="gold-multicolor">“Gold” multicolor</h3>

<p>Only allowed among the 18 spells. Not among the creatures, magician, or artifact.</p>

<h3 id="hybrid-multicolor">“Hybrid” multicolor</h3>

<p>Among the creatures, magician, and artifact, you before the game write
down what color it represents. For example, you can use Kitchen Finks
as a 1WW creature or as a 1GG creature.</p>

<p>Among the 18 spells, off-color hybrid works as above (for example, you
might use a WW Wheel of Sun and Moon in an Orzov deck) or if all the
colors are within your two colors, it works like normal hybrid.</p>

<h3 id="tdfc">TDFC</h3>

<p>Count the best side for the deckbuilding restrictions below. Both
sides need to be the same color and either both needs to be a
creature, or neither side (such as Search for Azcanta). For example,
for Delver of Secrets count 3/2.</p>

<h3 id="mdfc">MDFC</h3>

<p>Either both sides are enchantment+instant+sorcery, or both sides are
land, or both sides are creatures of the same color. Both sides need
to fit the deckbuilding restriction for its slot.</p>

<h3 id="artifact">Artifact</h3>

<ul>
  <li>Colored artifact creatures, if they have a single color, can be used in the creature slots</li>
  <li>For the “artifact” non-creature slot, it can be either of the two colors, or be colorless</li>
</ul>

<h3 id="other-color-identity-issues-such-as-off-color-activation">Other color identity issues (such as off-color activation)</h3>

<p>Needs to stick to your two chosen colors but otherwise no restriction.
For example, a black/green deck may use Elves of Deep Shadows as
pawns.</p>

<h2 id="creatures">Creatures</h2>

<h3 id="one-king">One king</h3>

<ul>
  <li>Needs to be single-colored</li>
  <li>Needs to have mana cost at least 5</li>
  <li>Every time the king goes to the graveyard or to exile, you lose half your life (the loss is rounded up)</li>
  <li>If the Queen has been in play since the start of the turn, the king gains “T, sacrifice your Queen: Counter a spell or ability that would’ve caused the king to be leave the battlefield.”</li>
</ul>

<h3 id="one-queen">One queen</h3>

<ul>
  <li>Needs to be single-colored, and a different color than the king</li>
  <li>Needs to have mana cost at least 5</li>
</ul>

<h3 id="two-rooks">Two rooks</h3>

<ul>
  <li>The king’s rook needs to have the same single color as the king, and the queen’s rook needs to have the same single color as the queen</li>
  <li>Needs to have higher toughness than the same-colored bishop’s power</li>
  <li>Needs to have defender or reach. <i>(If it has reach but not defender, it may attack normally.)</i></li>
</ul>

<h4 id="castling">Castling</h4>

<ul>
  <li>You can return a rook to hand to play a king or queen tapped, or vice versa</li>
  <li>At most once per game</li>
  <li>The two cards need to be the same color</li>
  <li>The card you return can never have attacked or blocked</li>
  <li>The card you return need to have been there since the start of the round</li>
  <li>Auras and equipment fall off (like an normal unsummon)</li>
</ul>

<h3 id="two-bishops">Two bishops</h3>

<p>.* The king’s bishop needs to have the same single color as the king, and the queen’s bishop needs to have the same single color as the queen</p>
<ul>
  <li>Needs to have at least as high power as toughness</li>
  <li>Needs to have strictly higher power than the same-colored knight’s power</li>
</ul>

<h3 id="two-knights">Two knights</h3>

<ul>
  <li>The king’s knight needs to have the same single color as the king, and the queen’s knight needs to have the same single color as the queen</li>
  <li>Each knight needs at least one evergreen keyword that is primary, secondary, or tertiary in its own color <a href="https://mtg.fandom.com/wiki/Evergreen#Evergreen_keywords_by_color" title="Evergreen keywords by color">according to this list</a>.</li>
  <li>Each knight can have other abilities in addition to that</li>
  <li>Each knight can not have defender</li>
  <li>Each knight needs to have sum of power and toughness six or lower</li>
  <li>Each knight needs to have power strictly higher than the pawns of its color</li>
</ul>

<h3 id="24-pawns">2×4 Pawns</h3>

<ul>
  <li>Two four-offs, that is to say four copies of the king’s pawn and four copies of the queen’s pawn</li>
  <li>The king’s four pawns need to have the same single color as the king, and the queen’s four pawns need to have the same single color as the queen</li>
  <li>If the pawn is vanilla, they need to be 2/2, 3/1, or 1/3 and may have any mana value.</li>
  <li>If the pawn is non-vanilla, it needs to be 1/1, 1/2, 2/1 or 0/3 and have mana value three or lower. They can’t have p/t-altering abilities (such as shades) and they can’t have non-mana tap abilities (so no Tims but Llano is OK).</li>
  <li>Pawns gain haste, but, any pawn blocking a hasting pawn gains +1/+1.</li>
  <li>Pawns gain “T, exile this card during your upkeep: Return a non-king creature of this card’s color from graveyard to the battlefield, tapped.”</li>
</ul>

<h2 id="one-magician">One Magician</h2>

<ul>
  <li>Needs to have a single color but can be either of the deck’s two colors</li>
  <li>Either a creature with a tap ability that doesn’t make mana and has sum of p+t max four</li>
  <li>Or a planeswalker with max four starting loyalty</li>
  <li>The magician can never attack or block (sorry Gideon)</li>
</ul>

<h2 id="one-artifact">One Artifact</h2>

<ul>
  <li>Needs to either be colorless or have a single color, either of the deck’s two colors</li>
  <li>If it makes mana it needs to make <strong>exactly one</strong> of the deck’s two colors. So moxes are ok but not sigils, lotus, or sol rings.</li>
  <li>It has to be non-creature. Vehicles, equipment, jade statues etc are allowed.</li>
</ul>

<h2 id="18-enchantments-instants-andor-sorceries">18 enchantments, instants and/or sorceries</h2>

<ul>
  <li>These can be either of the two colors or both. See “gold” and “hybrid” rules above.</li>
  <li>You don’t have to go nine of each color</li>
  <li>At most two of each separate card. So not quite singleton, just almost</li>
</ul>

<h2 id="at-least-24-lands">At least 24 lands</h2>

<ul>
  <li>At most four non-basic lands</li>
  <li>You can choose one dual of your decks two colors (does not have to be an ABUR dual, can be Adarkar Wastes or Hallowed Fountain).</li>
  <li>Except for your chosen duals, each of the four non-basic lands needs to be completely singleton.</li>
  <li>This means that you need at least 20 basic lands.</li>
</ul>

<p>For example you can choose three Hallowed Fountain and one Mishra’s Factory.</p>

<p>Lands are the only way to have more than 60 cards in the deck since
you have exactly 36 non-lands and at least 24 lands.</p>

<p>Snow-covered lands and wastes are allowed as basics.</p>

<h2 id="announcement-rule">Announcement Rule</h2>

<p>Before the game, show your king and queen and announce what they are.
“This is my king, and this is my queen.”</p>

<p>As you play creatures, announce what they are. “This is my rook.” etc.</p>

<h2 id="token-rule">Token Rule</h2>

<p>If a token would be created it instead is not created.</p>

<h2 id="wishing">Wishing</h2>

<p>Creatures and artifacts can not enter from outside the game. Sorry
contraptions and companions!</p>

<p>For enchantments, instants and sorceries, you may have a wishboard of
up to 100 cards following the same restrictions on color etc as the 18
spells in your deck. So no colorless lessons.</p>

<h2 id="ban-list">Ban list</h2>

<ul>
  <li>Because of the Token Rule, all cards such as Generous Gift, Pongify, Skyclave Apparition, Hunted Phantasm etc that would give your opponent a token as compensation for an effect</li>
  <li>All sweepers, wraths, pyroclasms, including one-at-a-time sweepers like Porphyry Nodes and The Abyss or sweepers vs a particular color or type</li>
  <li>All discard (this includes wheels, looting and rummaging)</li>
  <li>All milling or top-of-deck–exiling (this includes “impulse draw” effects like Torch of Defiance and Bomat Courier, and all Ante cards)</li>
  <li>All Control Magic and similar effects</li>
  <li>All alt-wins and cant-lose cards</li>
  <li>All cards that makes cards leave the graveyard (such as Tormod’s Crypt, Cremate)</li>
  <li>All subgames</li>
  <li>All <a href="https://magic.wizards.com/en/articles/archive/news/depictions-racism-magic-2020-06-10" title="Depictions of racism in Magic">racist cards</a></li>
</ul>

<p>These specific cards:</p>

<ul>
  <li>Frankie Peanuts</li>
  <li>R&amp;D’s Secret Lair</li>
  <li>Richard Garfield</li>
</ul>

<p>Based on <a href="https://magic.wizards.com/en/articles/archive/duelist-4-origin-stories-2010-11-01">Wizard’s Chess by Tom Hazel</a>.</p>


        </div>
      </div>
    </content>
    <updated>2021-06-20T23:42:56+02:00</updated>
    <link href="https://idiomdrottning.org/wizards-chess"/>
    <author>
      <name>Idiomdrottning</name>
      <email>sandra.snan@idiomdrottning.org</email>
    </author>
    </entry>
  <entry>
    <link rel="self" href="https://idiomdrottning.org/the-four-times-i-quit-magic"/>
    <id>https://idiomdrottning.org/the-four-times-i-quit-magic</id>
    <title type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="https://idiomdrottning.org/the-four-times-i-quit-magic">The four times I quit Magic</a></div></title>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">
	      <div>
        

<p>I’ve quit four times! Kinda.</p>

<p>If there are three levels of quitting:</p>

<ol>
  <li>“Enh, I’ll just sit out for a while, maybe still keep up with Making Magic and some other blogs/videos, maybe not, but it’s just a temporary break.”</li>
  <li>“OK, just no. Me and Magic are over.”</li>
  <li>As 2, but also actually selling all my cards.</li>
</ol>

<p>Then I’ve 1 2 2 1 but never sold my cards.</p>

<p>First sitting out probably shouldn’t count. I really, really
wanted to continue. But everyone I knew quit. This break lasted from
Urza’s Legacy through all of Mirrodin block. (Although I played in a
Mirrodin draft on a trip. That was like an oasis in the Magic desert.)
That’s why I’m so fond of Kamigawa block: because we actually started
playing again.</p>

<p>Second time was because they introduced Mythic rare, or, more specifically spike Mythics like Lotus Cobra and the superfriends. I get salty about Maro’s “<a href="https://magic.wizards.com/en/articles/archive/making-magic/twenty-things-were-going-kill-magic-2013-08-05">Twenty Things That Were Going To Kill Magic</a>” because it actually was the end of Magic for me, for a long time. They had promise to not introduce chase cards and with foils, they did, but that was just bling. This time it was actually game-winning cards.</p>

<p>I started playing again after many years, sticking to limited only, but this was a harder break and almost right away. I had moved cities and was having a hard time finding a good community. This was the mid 00s, the era when every thing was “rape” this and “gay” that. Also most players in this new city were guys which was a pretty difficult thing to adjust to coming from my older community.</p>

<p>This was Scars era. I quit reading about Magic, quit thinking about Magic, I was just completely off it. I drafted with known and trusted friends twice.</p>

<p>Then when SOI came out I dove deep back into Magic. Mostly limited but some standard and legacy too. After a while, I realized something about the mythic problem: A mythic rare is the same as an old rare! A new rare is like an old “R2”, i.e. a given rare is twice as easy to get as a given mythic. So instead of adding a new chase ultra rare level… They had actually made it <em>easier</em> to get most cards! I kinda wish they had been clearer about that.</p>

<p>This was the era of playing a lot of Magic. I’m currently on a soft “I’ll just sit it out for a while” break that started because of Oko. I play blue/green in standard and I hate being on the deck that’s considered OP or most played. I love playing blue/green when no-one else is. This isn’t a good “Magic-quitting reason” but it’s just time for a little break. Having a hard time with my LGS also. This li’l soft pause has continued because of pandemic.</p>


        </div>
      </div>
    </content>
    <updated>2021-06-14T08:05:38+02:00</updated>
    <link href="https://idiomdrottning.org/the-four-times-i-quit-magic"/>
    <author>
      <name>Idiomdrottning</name>
      <email>sandra.snan@idiomdrottning.org</email>
    </author>
    </entry>
  <entry>
    <link rel="self" href="https://idiomdrottning.org/jag-kontrar-den"/>
    <id>https://idiomdrottning.org/jag-kontrar-den</id>
    <title type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="https://idiomdrottning.org/jag-kontrar-den">Jag kontrar den</a></div></title>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">
	      <div>
        

<p>Första gången jag såg Magic var en liten mataffär ännu längre ut på
landsbygden än jag själv bodde, dom hade några starters i kassan. Jag
är kicking myself för att jag inte köpte dom för jag tyckte det såg ut
som det ballaste ever. Jag såg bara utsidan på asken. Den såg ut som
en bok och det verkade som att det var ett kortspel men där olika
askar hade olika kort. Och jag älskade temat! En trolleri-fight! Hade
aldrig sett nåt liknande utanför “Svärdet i Stenen” typ.</p>

<p>Några månader senare var jag i en serieaffär där jag såg att dom
spelade spelet och dom hade också kort. Jag kunde inte riktigt komma
åt att se några kort för dom var väldigt hemlighetsfulla. Jag ville
väldigt gärna komma in och få börja spela.</p>

<p>Jag trodde att kortspelet var nån sorts uppsnofsat svälta räv eller
sticktagningsspel. Att man turades om att visa upp kort för varandra,
ett mot ett, och att bästa kortet vann, men att det så klart skulle
finnas en massa specialregler och sax-sten-påse–loopar och konstiga
undantag och speciella krafter. Typ som Stratego där minören kan ta
bomben osv. Det var så jag trodde att ett magiskt duellspel skulle gå
till. Som Madam Mim mot Merlin där dom turas om att använda varsitt
trolleri. Jag var orolig att det skulle bli “bäst kort vinner” men
ville ändå in! Temat lockade mig så.</p>

<p>Ännu lite senare hade jag en praktikplats i en spelaffär och där såg
jag för första gången kort med egna ögon. Det första kortet jag såg
hette <a href="/3ed-27-lance.jpg">Lance</a>. Det smälte min hjärna! Att det fanns
olika färger hade jag väl anat men symbolen uppe i hörnet antydde
också att det fanns olika värden även där. Korten hade alltså många
dimensioner! Jag visste ännu inte vad en “manakostnad” var men till
skillnad från vanliga Uno där det bara finns en riktning (fast i fyra
färger dårå) så verkade det finnas flera olika värden här. Intressant.
Typraden var ännu intressantare. “Enchant creature” vilket jag tolkade
som “Förhäxa djur.” Det fanns alltså djur i spelet! Och dom kunde
hitta ett spjut liggande på en sten i en bäck. Det var inte bara en
massa blixtar, eldbollar och magisk gegga man slängde på varandra utan
även även en hel värld att vara i och upptäcka. Och, texten: “target
creature gains first strike”; det sade mig att djuren inte bara var
nåt som poppade fram som en magisk attack (“jag skickar mina duvor på
dig!” “Aha men då blastrar jag dom med mina pilar!”), dvs omfluffade
blastrar, vilket jag kanske skulle ha trott om kortet
var <a href="/leg-72-remove-soul.jpg">Remove Soul</a>—”mota bort ett djur”. Nej…
det här var ett kort som gav first strike (vilket jag inte visste vad
det betydde men det lät som nån sorts buff) till ett djur, exempelvis
ett av ens egna djur—detta tydde alltså på att man kunde ha mer än ett
kort i spel på en gång! Inte bara sticktagningsspel med andra ord utan
ett spel där korten hade närvaro och tyngd.</p>

<p>Uj! Jag ville in!</p>

<p>Efter några dagar tog jag mod till mig och frågade och min handledare
på praktikplatsen slängde åt mig ett begagnad Revised-regelhäfte. Jag
bodde hos mormor på den här tiden och jag var uppe sent och läste
häftet. Jag hade inga kort utan bara regelhäftet men jag förstod
reglerna från det. Det jag missade var bara två saker. Det ena var att
väggar genom reglerna inte fick anfalla (det tog mig lång tid att inse
att <a href="/3ed-224-wall-of-brambles.jpg">Wall of Brambles</a> inte var en så
resilient beater som jag först trodde) och det andra var allt som hade
med “tokens” och “counters” och “countering” att göra. Eller ja, det
var inte så mycket en miss som mer en “äh, det här verkar som
överkurs, det kommer säkert dröja innan jag får se några såna kort”.
(Där hade jag fel! Vilket ni ska få höra sen.)</p>

<p>Nästa dag tipsade mig min handledare mig om en bunt med begagnade,
väldigt slitna röda kort och berg som nån just hade sålt in, nån som
ville byta till Merfolk tribal. Jag fick ge vad jag i backspegeln har
förstått var ett rimligt pris för dom. Det fanns rares,
som <a href="/3ed-178-smoke.jpg">Smoke</a>
och <a href="/3ed-165-manabarbs.jpg">Manabarbs</a>, men bomben var en
uncommon. <a href="/3ed-160-keldon-warlord.jpg">Keldon Warlord</a>. Men min
mormor flippade ur. Hon tyckte inte jag fick köpa begagnade kort för
det var så svårt att veta att dom var värda det som dom utlovades. Så
kände jag också egentligen, det var bara att det inte fanns några
starters eller nåt inne på den här tiden. Boostrarna hade visserligen
länder men att spela en femfärgslek kändes inte jättepepp. Det satte
spår i mig och det dröjde till 2007 innan jag insåg sanningen: köp
singles för den som verkligen vill blåsa dig är ju Wizards.</p>

<p>Första gången jag spelade Magic med min helröda 100-korts-lek så
spelade jag mot en kille jag gillade väldigt mycket och det var också
första gången jag träffade honom. (Av en slump kom vi i samma klass på
gymnasiet några år senare. Vi brukade kolla på Planet of the
Apes–filmerna på video hos honom. Men det blev aldrig nåt mer mellan
oss.💔 I en alternativ timeline kanske…?)</p>

<p>Han spelade blåsvart. Han ledde ganska stort men till sist lade jag ut
ett bra kort, jag kommer inte ihåg vilket det var.
En <a href="/3ed-166-mijae-djinn.jpg">Mijae Djinn</a> eller nåt, jag minns inte.
Och han funderade ganska länge. Sen sade han:</p>

<p>“Jag kontrar den.”</p>

<p><img src="/3ed-54-counterspell.jpg" alt="Och han höll upp en Counterspell." title="Counterspell" /></p>

<p>Världens ikoniskaste kort.</p>

<p>Jag bara: “Öh, OK” och gissade att jag skulle lägga mitt kort i graven
och gjorde det och förlorade sen snabbt. Sen fort hem för att slå upp
allt om “counters” och “countering” i regelhäftet.</p>

<p>Igår berättade Wizards att dom ska göra Counterspell i Modern.
Äntligen. Äntligen har dom löst problemet med Reserved List genom att
göra så att man kan kontra i Modern istället för Legacy, och i Modern
finns det ju inga reserved-list kort. Grattis Wizards.<br />
Grattis Magic.♥︎</p>


        </div>
      </div>
    </content>
    <updated>2021-05-07T08:52:05+02:00</updated>
    <link href="https://idiomdrottning.org/jag-kontrar-den"/>
    <author>
      <name>Idiomdrottning</name>
      <email>sandra.snan@idiomdrottning.org</email>
    </author>
    </entry>
  <entry>
    <link rel="self" href="https://idiomdrottning.org/coin-denominations"/>
    <id>https://idiomdrottning.org/coin-denominations</id>
    <title type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="https://idiomdrottning.org/coin-denominations">Coin denominations</a></div></title>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">
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<p>When making denominations for coins and markers (VP, mana, whatever)
in board games, 1 5 20 100 500 is good. I don’t want too small factors
between a stepped pair (such as 1:2 or 5:10 or 10:20), or if there is,
then I’d want significantly fewer of the lower denom.</p>

<p>For example, in a game where 2-coins exist, that’s fine if there is
only one 1-coin per player. Whenever they gain an odd amount of coin,
they’d either lose or gain their 1-coin. You provide a bunch of
2-coins that can flow, and then everyone has their 1-coin within
reach.</p>

<h2 id="neat-change">Neat Change</h2>

<p>“Neat change” is defined as when you have as few coins as possible in
as high denoms as possible. For example, 1 2 5 is a neat way to have 8
in a system that has 1-coins, 2-coins and 5-coins, while, say, 1 1 2 2
2 is an un-neat representation of the same amount.</p>

<p>It’s completely dorky and gauche to ask someone at the table to change
to a neat representation just because you have your hangups about
neatness. Don’t do that.</p>

<p>However, when there is consistently neat representation, it’s possible
to grok the sums quicker and with less effort. It’s easy to
underestimate this effect until you’ve experienced it for yourself.
When representations are reliably always neat it’s a completely
different level of immediacy compared to having to count it out and
add it up in a new way every time.</p>

<p>We want to design systems that inherently afford neatness without
having to be gauche dorks at the table.</p>

<h3 id="the-binary-approach">The Binary Approach</h3>

<p>As I mentioned in the intro, scarcity affords making change.
At every level where the step factor is small, make sure there is a
completely ridiculous lack of coins. If there are 5-coins, 10-coins
and 20-coins available, you really only need one 5-coin per player and
one 10-coin, and then a huge number of 20-coins. The scarcity itself
will enforce people making proper change.</p>

<p>Obviously, having too many denominations (like a 1 2 4 8 16 approach)
is cumbersome in its own special way since it’s the additions aren’t
homomorphic. Uh, that’s a word I just made up but what I mean is that
if you have a bunch of ones and fives, you are gonna get used to
making change between ones and fives (like, you gain three? You learn
quickly to take 5 and give back 1 and 1) and you are very quickly
gonna get used to thinking in multiples of five plus some remaining
ones.</p>

<p>With the more binary nature of smaller gap factors, making change is
possible to learn but grokking the total at a glance is harder.</p>

<h3 id="the-big-gap-approach">The Big Gap Approach</h3>

<p>Whereas scarcity encourages constantly changing, big gaps afford
relative (if not perfect) neatness by you simply not having to (or be
able to) change often. If the nominations go 1 20 500, for example,
you’re not gonna have to change to 20 until you’ve managed to scrape
together twenty 1-coins.</p>

<p>Of course, that is completely
ridiculous. <a href="https://en.m.wikipedia.org/wiki/Subitizing" title="Read more on subitizing at Wikipedia.">Adding up twenty 1-coins is not easy.</a> We don’t want
the denom gaps to fall out of subitizing range (a.k.a. “at a glance”-range).</p>

<p>A Goldilocks denom set is 1 5 20 100 500, with numbers being both
traditional and familiar, while also being multiples of four or five
which is subitizable.</p>

<p>Sometimes you can also leverage the scarcity principle when designing
your game’s component set, or when setting up your playspace. If
people each have access to four 1-coins, three 5-coins, four 20-coins,
and four 100-coins, you basically have ensured constant neatness.</p>

<h2 id="when-does-this-not-apply">When does this not apply?</h2>

<p>This is a design consideration that pretty much only shows up in
gaming, because that’s the only situation where people have one pool
each and an always-available exchange bank. Games like Monopoly or
Netrunner or the victory points in Caylus 1303 or the life, poison, or
energy points in Magic.</p>

<p>Any situation where your money needs to be split into separate pots,
like in Jump Drive where each turn of income is its own pile or even
poker where your holdings are separate from your current contribution
to the pot, gets awkward. You cannot apply the scarcity principle
there. You can still benefit from the subitizing benefits of the
Goldilocks denom set.</p>

<p>Situations like your real-life wallet, this doesn’t apply. That’s
where otherwise completely cockamamie denom steps like 1 3 5 10 or 1 2
5 10 can make sense, since there is no easy way to make change anyway
and thus no hope for neatness ever.</p>

<p>Situations where scoring is hidden (essentially “write-only”) are
similarly inapplicable. You gain points, put them in your vault, and
move on, and never make
change. <a href="/hti" title="Card games with hidden, but trackable information">Issues with hidden, but trackable information</a> are what
they are, although this also applies to hidden and non-trackable
sources of points, like the random point chips in Jaipur.</p>


        </div>
      </div>
    </content>
    <updated>2021-04-28T22:20:42+02:00</updated>
    <link href="https://idiomdrottning.org/coin-denominations"/>
    <author>
      <name>Idiomdrottning</name>
      <email>sandra.snan@idiomdrottning.org</email>
    </author>
    </entry>
  <entry>
    <link rel="self" href="https://idiomdrottning.org/patiensspel"/>
    <id>https://idiomdrottning.org/patiensspel</id>
    <title type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="https://idiomdrottning.org/patiensspel">Patiensspel</a></div></title>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">
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<p>Har många patienser att välja mellan vilket kan ibland vara skönare än
att spela dataspel. Det är dataspels-tiden som jag isf ist lägger på att
lägga patiens, det ska helst inte gå ut över jobb osv.</p>

<h2 id="vanliga-patienser">Vanliga patienser</h2>

<p>Dels har vi ju vanliga patienser  där Spider har varit min favorit ett
tag. Skulle  också vilja lära mig  Spiderette så småningom för  det är
smidigt att  den bara  behöver en  kortlek, och  estetiskt är  den mer
klassisk eftersom den  ser ut som Klondyke. Det finns  ju många andra.
“Pyramiden” var min favorit när jag var liten.</p>

<p>Finns också tärningspatienser som den som är med i Gamut of Games.</p>

<h2 id="kommersiella-patienser">Kommersiella patienser</h2>

<p>Sen har vi spel som är sålda i syfte att vara patienser, jag har en
ganska rolig sådan som heter Friday. Man är Fredag som ska hjälpa
Robinson Kruse. Har inte tagit fram den på ett tag men periodvis har jag
spelat den jättemycket.</p>

<p>Jag backade också en samling med fem olika brädspel/kortspel i en ask,
the Matchbox Collection. Huvudanledningen till att jag ville backa den
var just ett patiens-spel: Eiyo.</p>

<p>I Pyramid Arcade som är en annan sån samlingsbox jag har fanns det
också några patienser.</p>

<h2 id="multi-spel-med-officiellt-patiensläge">Multi-spel med officiellt patiensläge</h2>

<p>Under kampanjens lopp på Matchbox Collection så gjorde dom en jättebra
sak: dom införde patiensspel på alla spel och flerspelarspel på alla
spel. Så nu går det att vara två på Eiyo och så har dom gjort
patienser av dom andra! Hittills har jag inte testat Eiyo ännu men jag
har spelat/”lagt” Space Lunch och 15 Days. Dom har iofs båda varit
ganska dåliga så det är inte en jättestark rekommendation från mig.
Jag tror att Space Lunch kan vara ett lyckat 2p-spel men jag avskyr
temat (och patiensversionen är väldigt annorlunda än 2p-versionen: det
behöver ju inte vara dåligt! Men här råkar det vara det), medan 15
Days har motsatt problem där det är känns som en version av Ticket to
Ride (eller för den delen Plato 3000 som är en av mina
favoritrummyspel, eller varför inte vanliga Color Gin som jag tycker
är en jättebra Sackson-klassiker) som är både torftigare och
krångligare på samma gång, fast jag älskar temat och bilderna och
grafiken. Ja, jo, jag är strängare mot spel som liknar andra spel men
är sämre. Då ska det ju mycket till. Fast det här är alltså bara
första intryck, kan ju ge dom fler chanser längre fram!</p>

<p>Sen har vi här en kategori med spel som känns som dom egentligen
huvudsakligen pitchas som patiensspel som går att spela flera. Jag har
några såna: Onirim, Shahrazade, Nautilion. Jag gillar dom för jag ser
dom som kompakta och mysiga 2p-samarbetsspel. Patiens-läget var inte
alls huvudpoängen för min del när jag köpte dom innan pandemin. Onirim
tycker jag är alldeles för lätt som patiens men väldigt lagom som 2p.
Nautilion däremot är så svårt på 2p att det kan bli en frustrerande
affär där. Men det är knappt att jag har fått den att gå ut på 1p, den
är så svår! Shahrazad har jag inte ens testat patiensversionen än. Jag
tycker ju väldigt mycket om spelet så jag ska göra det sen.♥︎ Tre
jättebra spel.♥︎</p>

<p>Sen är det ju så att samarbetsspel ofta har en 1p-version. Jag har inte så
många såna spel som man skulle kunna tro men The Cure och Castle
Ravenloft har båda det. CR har jag spelat solo kanske tre–fyra gånger.
Det finns två solo-uppdrag, i en har man alla fyra hjältarna och i den
andra är man ensam. Finns säkert variant på geeken att spela dom vanliga
uppdragen solo men det har inte lockat mig hittills. Dom vill jag
uppleva ihop med nån person hellre. The Cure har jag inte provat solo
än. Känns inte som att det skulle vara jättekul fast jag gillar ju
verkligen spelet som multi så kanske.</p>

<p>Codenames Duet är det sista samarbetsspelet jag har och det har ju
ingen officiell patiensvariant av förklarliga skäl. Scrabble är iofs
ett spel där jag tycker den inofficiella samarbetsvarianten är
roligare än att spela versus, så jag har ställt det på
samarbetshyllan, men har även där inget officiellt patiensläge.</p>

<p>Däremot Mint Works! Det är ett versus-spel som jag verkligen tycker är
en gyllene hit! Det har blivit så slitet för jag har haft det i väskan
ständigt men det är ett spel som redan från början hade, jag har för
mig att den hade 1 till 4 spelare. Man spelar mot ett flödesschema när
man spelar själv. Ett av världens mest underskattade spel, det är en
liten mini-Caylus. (Undrar om några av förändringarna i 1303 är
inspirerade av Mint Works.) Jag backade för att få dom andra spelen i
samma serie men det har hittills varit total vaporware i brevlådan.
Tycker dom har betett sig ganska shady faktiskt.</p>

<h2 id="hemmagjorda-patiens-varianter-av-kommersiella-spel">Hemmagjorda patiens-varianter av kommersiella spel</h2>

<p>Nästan alla andra spel har hemma- eller fan-gjorda patiensvarianter,
ibland en rätt dålig sådan! Jag har själv (ikväll faktiskt) uppfunnit
en sån för schack men jag har inte testat den än.</p>

<p>(Regeln är: den ena sidan spelar jag som vanligt, den andra sidan
kallas spöket. Om jag ser spöket att kan vinna partiet mot mig, eller
vinna material mot mig, så gör den det—med undantaget att den inte går
på samma gambitfällor mer än en gång. Dvs jag kan vinna ett max parti
per gambitfälla. Annars så rullar jag en d8; den kolumnen vill spöket
avancera på så högt den kan. Även om det är ett urdåligt drag som
ställer spöket en pris så gör den det! Bara om fler än en pjäs kan nå
dit upp så vill den däremot välja den som är sämst möjligt för mig och
bäst för sig själv. Hittills låter det ju som om spöket är sämre än om
jag själv bara skulle spela båda sidorna så gott jag kunde men den har
en fördel! Den kan göra dubbeldrag! Dvs två drag på en runda! Det kan
också vara en nackdel ibland men är ofta bra! Antalet dubbeldrag den
får beror på svårighetsgrad men säg att vi spelar på en ganska lätt
level där den får göra dubbeldrag var åttonde runda. Då börjar den
spelet med ett dubbeldrag, sen sju vanliga, sen ett till dubbeldrag
osv. Ska speltesta det lite innan jag gör en egen hemsida för det.)</p>

<p>Caylus 1303 har flera olika konkurrerande (nåja… Konkurrerande om
äran, I guess) patiensvarianter och jag spelade en av dom i natt! Jag
använde <a href="https://boardgamegeek.com/filepage/218503/anne-caylus-1303-solo-automa-v1" title="Anne — A Caylus 1303 Solo Automa V1">den versionen som kallas för “Anne”</a> som använder sju små kort
för att styra sitt beteende. Jag förlorade stort! 174 mot 147.</p>

<p>Poängen med patienserna är ju att cutta skärmtid (inte av nån speciell
anledning, tror brädspel är ungefär lika dåligt/bra för ögonen som
skärm är men vad vet jag, förutom då den grundanledningen att jag vill
och känner för att slippa kolla på skärm. Feels over reals♥︎) men
eftersom jag inte hade skrivit ut regel-PDF-en till “Anne”-Caylus
(bara korten) så blev det ändå att jag hade datorn uppe hela tiden,
för att kolla i reglerna och att jag använde skärmen som extralampa
typ. Men jag resonerade som så att det var för att lära mig reglerna
så jag kan antingen spela igen med patiensversionens regler utantill,
eller, skriva ut en sammanfattning/påminnelselapp när jag vet med en
testomgångs erfarenhet vilka regler som är svåra att komma ihåg.</p>

<p>“<a href="https://magic.wizards.com/en/articles/archive/arcana/mana-maze-solitaire-2012-08-28" title="Mana Maze — the original">Mana Maze</a>” som är en patiensvariant av Magic the Gathering tycker
jag också är jättebra (den skiljer sig väldigt mycket från vanliga
magic), det var länge sen jag spelade den. Det finns så många dataspel
som är inspirerade av Magic så det ska mycket till innan jag släpar
fram och försöker sortera korten, dom är i en total röra tyvärr. Ja jo
att sortera dom vore väl en bra patiensaktivitet i så fall.♥︎ När jag
var liten så bodde jag där det inte fanns så många andra som spelade
Magic (och jag hade inte så många kompisar hahaha) så det här är under
årens lopp kanske det spel jag solospelat mest. Mana Maze lite grann
även då, men på den tiden framförallt goldfish, rat, dog, osv och
liknande versioner. Dom versionerna var roliga då men totalt
sönderspelade för mig nu. Känns som dom styr spelet i en alldeles för
aggro riktning. Jag ser nu att det har kommit
lite <a href="https://www.reddit.com/r/magicTCG/comments/ealhtm/magic_solo_mana_maze_2019/" title="Mana Maze — Reddit thread with link to the original, to a 2010 version, and proposes its own 2019 version">nya versioner av Mana Maze</a>. Jag får testa dom sen när jag
har sorterat korten.♥︎</p>

<p>Jag ska kolla sen om det finns några bra patiensvarianter för Ticket
to Ride, South Seas och Rebellion för där har vi några spel jag saknar
att spela. Men det är ingen brådska för jag har snarare redan nu en
stressande stor hög med saker att göra och det blir bara patiens nån
gång varannan vecka typ eller mer sällan kanske.</p>


        </div>
      </div>
    </content>
    <updated>2021-04-03T01:50:22+02:00</updated>
    <link href="https://idiomdrottning.org/patiensspel"/>
    <author>
      <name>Idiomdrottning</name>
      <email>sandra.snan@idiomdrottning.org</email>
    </author>
    </entry>
  <entry>
    <link rel="self" href="https://idiomdrottning.org/det-vita-kortdraget-i-strixhaven"/>
    <id>https://idiomdrottning.org/det-vita-kortdraget-i-strixhaven</id>
    <title type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="https://idiomdrottning.org/det-vita-kortdraget-i-strixhaven">Det vita kortdraget i Strixhaven</a></div></title>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">
	      <div>
        

<p>Halo skrev in:</p>

<blockquote>
  <p>Gillar verkligen Secret Rendevouz</p>
</blockquote>

<p>Ja, jag med!</p>

<p>Inte helt ny color pie för oss diggare av Homelands och Portal:</p>

<ul>
  <li><a href="https://scryfall.com/card/hml/20/truce">Truce</a></li>
  <li><a href="https://scryfall.com/card/por/33/temporary-truce">Temporary Truce</a></li>
</ul>

<p>Fast den här är ju mycket bättre för den är targeted.</p>

<p>Jag tycker också jättemycket om Secret Rendevouz. Är heartbreaking att
Reddit-töntarna sågar kortet. 99% av allt dom tjatar om är hur vitt
suger i Commander och det är därför det här kortet gjordes och ändå
gillar dom inte det. Så fort nåt kort spoilas, spelar ingen roll vad det
är för kort, så handlar det om att vitt suger. Är så trött på det.</p>

<p>Ett grönt eller annat o-vitt kort kommer, vilket som helst? “Booohoooo
varför kan inte <em>vitt</em> få såna här bra kort!?!”</p>

<p>Ett vitt kort kommer, vilket som helst, en ensidig Wrath of All Gods för
två manor som tar motståndarnas alla permanter men inga av ens egna,
eller en fem/fem mega-isamaru för en mana? Spelar ingen roll. Det blir
ändå: “Fy satan vad dåligt. Det fatt’ man ju, att Wizards som vanligt
inte ger vit en gratis ensidig tre-korts howling mine per runda för en
mana. Förutom Land Tax dårå. Inse att vi vill ha vitt kortdrag nu!
#SparkaMaro”</p>

<p>Orkar inte med dom.</p>

<p>Commander är ett spelardrivet format (precis som Pauper) och Wizards
anpassar redan poolen tillräckligt mycket. Färgerna är som dom är, dom
behöver inte vara lika bra på allt.</p>

<p>Vitt saknar inte direkt card advantage iom kort som hatebears, Ghostly
Prison, Wrath of God, Rest in Peace, Presence of the Master osv som
nukar / neutraliserar hela kategorier av kort.</p>

<p>Och Secret Rendezvous är ett jättebra tillägg till den verktygslådan.
Du drar in i din Presence of the Master och dom drar in i tre useless
enchantments. Happy med det. Det är dessutom bara en början, det
kanske kommer bättre kort på samma tema sen. Alltså, jag säger inte
som Spike att kortet är speciellt starkt. Det jag säger som Mel är att
jag tycker om design-inriktningen. Och som Vorthos och Tammy tycker
jag också om kortet. Tror det kan leda till roliga partier.</p>

<h2 id="gavins-video">Gavins video</h2>

<p>Jag skrev ovanstående rant i början av april. Idag, slutet av april,
fick jag se att <a href="https://youtu.be/oZebARa4xE8" title="White gets flash now!? Here's what's next for white!">Gavin har gjort en bra video</a> om det här. Den
videon kom ut i mitten av februari. Det gör mig bara ännu mer salty
över communityns klagande, att dom fortsatte efter videon. Anledningen
till att jag fick reda på det just idag var för
att <a href="https://youtu.be/3De_EXAo5QA" title="An update on white! What's new in the color pie? w/ Ari Nieh">Gavin har gjort en ny video</a>. Nu ska väl folk fatta att det
tar tid att pilla ihop Magic-kort.</p>


        </div>
      </div>
    </content>
    <updated>2021-04-01T19:54:45+02:00</updated>
    <link href="https://idiomdrottning.org/det-vita-kortdraget-i-strixhaven"/>
    <author>
      <name>Idiomdrottning</name>
      <email>sandra.snan@idiomdrottning.org</email>
    </author>
    </entry>
</feed>

