Returning to Magic The Gathering

DedicationSi
6 min readSep 13, 2022

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My Magic The Gathering journey started back in 2015 during the Origins/Battle For Zendikar era, but we’ll save that story for another time. Today I wanted to offer my experiences with the sets after I returned to the game in May 2021, from the perspective of a casual fan. Somebody who adores the game but actively tries not to go too far down the rabbit hole, enough to enjoy the sights and sounds but without being tainted by busted cards or restrictives metas.

There is so much to love about this game and I’d like this post to radiate that, in spite of some flaws or imperfections. Exploring a new set, with incredible artwork and interesting mechanics is something I really look forward to. Especially as the nights start to pull in after the summer, there’s no better time to shuffle your deck and create some great memories.

Adventures in the Forgotten Realms

AFR as it is colloquially known, was the first set to be released after my return. I’ve never played Dungeons & Dragons but I did listen to the Adventure Zone podcast back in 2014/2015, which gave me some idea of what adventuring is all about. Overall I think DnD and Magic as a crossover makes a whole lot of sense. Both appeal to similar audiences and both include similar staples, Spells, Equipment, Dragons etc so I think the two blended together seamlessly. Cards like Kick in the Door, You Happen On A Glade and Improvised Weaponry really sell the flavour of a campaign, with Check For Traps being a great example of how the DnD flavour really enhances the experience as the name and mechanic work so perfectly together. The card list is absolutely packed with this level of flavour. I think a DnD fan who has no knowledge of Magic would get a real kick out of seeing the cards. Mimic, Bulette and +2 Mace all instantly recognisable and, from a casual fans perspective, implemented very well.

The biggest departure from ‘normal’ Magic came in the form of Dungeons. Certain cards gave you the ability to venture into a Dungeon of your choice, gaining small advantages as you go. You can only venture into one dungeon at a time with various levels of payoff. Tomb of Annihilation had the biggest final reward but you would sustain a beating along the way!

We can’t leave this set without mentioning the D20 rolls. Treasure Chest is a pretty high variance example that I can’t guarantee every Magic player loves, but I really enjoy this kind of thing. It may cause you to lose a game from time to time, but at least you’ll have fun doing so.

Favourite Artwork: Plains — Ice Landscape.

Innistrad: Midnight Hunt

Next came Midnight Hunt, and oh boy was I ready to dive into this one. The release date was September 24th 2021, right as the leaves started to turn and the breeze gained that autumnal chill. Cards like Path to the Festival, Heirloom Mirror and Crossroads Candleguide were among my favourites for adding that Halloween feel. Not to mention Tapping at the Window which I swear I can hear every time I see that artwork, a blustery night as the wind whips around the house, causing branches to scrape and scratch at the glass.

Cohesion is a big part of what I think makes a great Magic The Gathering set and Midnight Hunt did not disappoint. I think every colour was well represented and fit within the overall theme of the set, nothing stood out as an outlier here. The set also included a Day/Night cycle mechanic which added a good level of tension to games, especially if you were frantically trying to turn it Day before your opponent could dish out any more damage!

Hands down my favourite card from the set was Hostile Hostel/Creeping Inn. A double faced, double play on words card that took some positioning to make work, but I really enjoyed playing with.

Favourite Artwork: Primal Adversary

Innistrad: Crimson Vow

The hallowed theme continued with Crimson Vow. Picking up where Midnight Hunt left off, this set would turn things up a notch, which could be seen in the artwork for the set. There’s much more motion and energy. Where Primal Adversary was brooding, Cemetery Desecrator is hellbent. Bats fly and blood rains. All this mayhem summed up perfect in the flavour text of Dreadfeast Demon which reads, “By the sixth day of darkness, the lake was more blood than water”.

This set will always stick with me as it was my first paper draft event. On a brisk but clear November night I made the trip to Archeron Games in Hull and had a fantastic evening losing every game! And that is not sarcasm. I enjoyed every second. My pick one pack one was Faithbound Judge and from there I almost panic picked at random and only just had enough playable come the end. I was surprised just how much thought goes into paper Magic compared to Arena. The video game handles a lot of the house keeping for you, which you are suddenly responsible for when playing IRL. Life totals, untapping, ability triggers all drain a little bit of concentration away from making the correct play. I was in a low key panic the entire time. Overall the Magic experience is only heightened with in person play, being sat opposite your opponent and having the physical cards laid out in front of you is a fantastic experience.

Favourite Artwork: Gluttonous Guest — Fang Treatment

Kamigawa: Neon Dynasty

I got the sense there was some trepidation from long term fans going into Neon Dynasty. Magic The Gathering meets futuristic Japan, where the old muted temples make way for fluorescent lights and glass. I can understand their concerns after being in love with the previous three sets, but those concerns quickly faded! Magic does have its aesthetic or traditions, but from time to time a set like NEO simultaneously reinforces why we love previous sets and cements a new style into the history books.

Cards like Kami of Transience, Moonsnare Specialist and Mukotai Ambusher epitomise the frantic action and unusual combat style found on the plane. And through Skyswimmer Koi, Network Terminal and Uncharted Haven we see the breadth of landscapes on offer here is vast. From the city packed with everything modern to the countryside respected and untouched, there is a real balance between Past and Present.

There wasn’t any particular new mechanic or gimmick with the set, but I don’t feel it needed one. The gameplay was solid Magic and I had my best first ever 7 win draft with a vehicles deck made possible by two copies of Mobilizer Mech. The battlefield on Arena has a very unique design too.

Favourite Artwork: Wanderer’s Intervention

Streets of New Capenna

I spoke earlier about cohesion within a Magic set and SNC certainly delivered on that. They nailed the Art Deco styling, from the clothing to the architecture, that 1920’s aesthetics oozes from every inch of cardboard. I can’t help but think about New York City and it’s boujee bars and lounges that played host to the high society of the day, who’s profits may not have always been legitimate.

Mysterious Limousine is among my favourite flavour cards. As it enters the battlefield (or attacks) you exile an opponents creature. You can just image this thing pulling up along a target and dragging them inside for ‘a little chat’. Brass Knuckles, Cement Shoes and Cut of the Profits are among a host of cards that reinforce how much the mob rules on this plane.

This sets life span was a little longer than normal, but I play less Magic during the summer months anyway so I didn’t feel the stretch as much as others did. I think this is another benefit of trying to maintain casual fan status, being able to bounce around to other hobbies for a while and return to Magic on my own terms feels really great. After some distance, diving back into a new sets feels really fresh and exciting.

Favourite Artwork: Halo Scarab

/Si

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DedicationSi
DedicationSi

Written by DedicationSi

Exploring value. What has it, why does it have it and how does it change over time. @DedicationSi

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