Like many fully-gestated nerds, I spent some of my formative teenage years collecting shockingly expensive pieces of plastic-coated cardboard with printed pictures on them. Some played Yu-Gi-Oh, others played with Pokemon cards, but for myself, nothing beat the dark, mature setting and themes of Magic: The Gathering. As I got older though, I realized that paying $12 for a rare card I needed for my squirrel deck (yes, I had a squirrel deck) was a little ridiculous. For a brief time, my friends and I focused more on the deck building, and just used “cards” printed off of the internet on standard printer paper, but that seemed to make it a little too easy to get all the cards you wanted, and before long, we had all moved on to expensive pieces of painted plastic instead (ie. Warhammer).
Wizards of the Coast has been releasing Magic: The Gathering based games for a variety of systems for a while now. Of course, the games are laden with heavy-handed sales pitches trying to get people to pick up the card game (profit margins, anyone?), but have overall been fun experiences in their own right. I recently purchased and began playing the latest release, Magic: 2014 on my PC.
Previous entries have all had the same format: you have access to a couple of starter decks, and you unlock others by playing through the campaign. Every time you win a match, you unlock a new card you can use (or not use) in the winning deck. It could never truly be called “deck building” though; it was more like “deck tweaking”. The fundamental aspects of the deck were fixed, you couldn’t change the amount of land, and you usually ended up with a total of 30 extra cards unlocked (giving you a total of 65 or so to arrange how you want, usually in a 60 card deck). Wizards would occasionally come out with new “deck packs” in the form of DLC, which gave you access to entirely new decks to play with and unlock, usually at $2 a piece or so. The campaign mode looks much the same in the new game, but you can now adjust the number of lands in your deck, which is a massive improvement for those of us who like a deck with less than 40% land. One other interesting change to the campaign mode is that there’s a bit of a story now, and even some voiced dialogue. I didn’t really pay close attention, but it has something to do with Chandra wanting to kill some guy, but to find him you have to go kill some other guys, and blah blah blah… just let me start playing lands and casting spells.
The decks in the new game are good entries overall for the most part, with a couple of exceptions. The most well known characters make a return, but many of their decks have seen serious overhauls. Regrettably though, a few of them, such as Masks of the Dimir, Enter the Dracomancer, and even poster-child Chandra’s burn deck all seem a little underwhelming compared to some of the other options. Nevertheless, the styles and colours are varied and interesting enough to keep things fresh for quite a while.
The new star on the scene in 2014 is the addictive “sealed deck mode”, which is all about deck building through its very core. Much like a real sealed deck tournament, you receive a number of booster packs and use them to create a 40 card deck from scratch. You can even play against other players online to see how your decks stack up, though unfortunately you can’t play 2 vs 2 in this mode (which is my favourite mode, darn it).
The only limiting factor when making decks is the cards you manage to unlock, which depending on individual luck, could leave your deck ranging from stellar to a total flop. This is where the catch comes in… one might think “well… I got pretty unlucky with this draft, so I’ll just delete my deck and start over.” Nope, ‘fraid not! There is no way to delete a deck once it’s created. “Oh but I’m a crafty one, Uni… I’ll just go into the guts of the game and delete the saved decks, then unlock all my boosters again! I’ve outsmarted you, game! Muhahaha!!” Nice try Captain Kirk, but this Kobayashi Maru can’t be reprogrammed; all of your unlocked cards were determined the moment you bought the game. They’re all locked to your personal copy, and there’s nothing you can do to change that. “But… all of my cards were terrible! What am I supposed to do? This isn’t fair to me as a player!” Nope, it’s not, but don’t worry, Wizards will save you unlucky players! You can have up to 20 sealed decks! You just have to shell out $2 per deck. “Wait… I have to pay you more for the game because I’m not very lucky?” No no no… of course not! You just have to pay more for the game if you want to be competitive because you’re not very lucky. It was a crafty marketing ploy, and I’ll admit, it worked on me; so far I’ve bought another $10 worth of decks, and I considered getting more. The process of building a new deck from scratch and trying to combine your cards in interesting ways was one of the major draws of the card game, and for the first time since Microprose’s Magic the Gathering (which is still a great game and very worth playing by the way), you can actually do that in a video game (yeah, yeah, there’s Magic the Gathering: Online, but if I wasn’t going to pay for pieces of cardboard, I’m certainly not going to pay for scraps of code).
Whether unlocking cards for the core decks or experimenting with sealed decks, Magic 2014 has a quite a bit to offer a fan of the card game or the video game series. With a price tag of $9.99 on Steam (without any DLC), it’s a bargain for the volume of entertainment you could derive from it. That’s probably why I’m not so bothered about giving them money to gain access to more sealed decks, which feels like a blatant cash grab. If you’re not ready to dive into the fairly complex rules system and strategy of the Magic: The Gathering game though, this may be one to pass on; it could be an exercise in frustration for the uninitiated, particularly sealed deck mode.
Go gather some magic, fellow planeswalkers.
Uni