Kraken Opus https://krakenopus.com/ Entertainment Thu, 29 Feb 2024 02:16:58 +0000 en-US hourly 1 https://wordpress.org/?v=6.7 https://krakenopus.com/wp-content/uploads/2023/07/cropped-kraken-opus-site-icon-32x32.jpg Kraken Opus https://krakenopus.com/ 32 32 What are MTG Proxy Cards and How to Get Them | Everything About Magic Proxies https://krakenopus.com/what-are-mtg-proxy-cards-and-how-to-get-them/ Wed, 28 Feb 2024 18:00:31 +0000 https://krakenopus.com/?p=768 Cards are important in Magic, believe it or not. It is a trading card game, after all. And the cards that you play with in paper Magic, the ones you buy at your local game store, are printed by Wizards of the Coast (WotC). They’re outsourced to a printing press, but you get my point. […]

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Cards are important in Magic, believe it or not. It is a trading card game, after all. And the cards that you play with in paper Magic, the ones you buy at your local game store, are printed by Wizards of the Coast (WotC). They’re outsourced to a printing press, but you get my point. Official cards are made and distributed by our Wizard overlords.

But what about cards that a third party printed?

I’m obviously talking about proxies. It’s in the title; I’m sure you’re not surprised. Proxies are a lot of things. They can be fun, but they’re controversial. In some cases, they’re necessary. I don’t know about you, but I can only afford a few cards from Magic’s past that go for hundreds or thousands of dollars. The reserved list ensures that many will never go for much less, but that’s neither here nor there.

But what is a proxy? Where can you get them? What’s the difference between a proxy and a counterfeit card? I’m here to answer all of your questions on the topic. So, without further ado, let’s get started!

So, What Is a Proxy?

I’m so glad you asked!

Proxies are homemade copies or stand-ins for MTG cards. There’s a wide range of ways to make a “proxy.”

Some people write their name and abilities on a piece of paper covering a reversed card in a sleeve, some write the name of a card on the back of a bulk card like basic lands, and many people just print out the card in question. The latter is the type of proxy I want to talk about today.

Printed proxies might have different art and abilities or be custom cards that don’t exist in Magic. They also might be a homemade version of a card that’s not feasible. Think of the infamous Black Lotus. Some players also use them for more “authentic” playtesting of decks before they spend crazy amounts of money on them.

Obviously, you can’t use proxies in just any scenario. They’re perfect for kitchen table Magic, but anywhere outside your playgroup is either a straight-up “no” or a “probably not.” It’s always best to check and make sure first. Still, anything competitive or even vaguely non-casual is a heavy “almost definitely not.”

Proxies aren’t legal in MTG, and depending on how they’re made, they sometimes skirt the line of legality in general. Counterfeit cards and proxy cards aren’t technically the same. There is a distinction, but it can be a gray area.

Getting Your Hands on Proxies

Let’s get to the fun stuff. How do you make proxies, where can you get them, how do you print them, etc.?

Where to Buy Proxies

Buying proxies is a very convenient way to get a Black Lotus or some dual land lookalikes for your Cube at an affordable price.

However, you might get into some slippery slopes regarding proxies versus counterfeits and the ethics of the whole thing. Still, I went over that already, so we’ll move on to some options for you.

  • Print MTG – Our pick for print on demand proxy cards
  • Proxy King – Best for high quality, realistic proxies
  • MTG Print – Best option for printing proxies at home
  • Proxy MTG – A solid alternative for quality proxies

You can also find printers on eBay, Etsy, or even Reddit. Plenty of people have the means to print really nice-looking and feeling proxies. However, eBay might get a little weird and counterfeit-y, so be careful over there. Etsy is a good spot, but you’ll have to provide the seller with the file you want printed. Reddit has some general proxy subs, and there are some for MTG proxies.

Make Them Yourself

The first and easiest way to get proxies is to make them yourself. There are sites out there that will do the formatting for you. All you need is a printer, paper, ink, and scissors! If you want to get fancy, some other supplies will make your proxies prettier or nicer to hold, but those are the basics.

The printer is important. Any old printer will get the job done, but it might be different from what you’re expecting. Of course, some printers are better than others, but what’s the best printer for proxies? Inkjet printers are generally hailed as good options. If you want to really step up your game, laser color printers will be your best friend.

There’s a big tradeoff in quality depending on how much you invest, so if you only need a few, you may be better off ordering them.

Proxy Sites

When it comes to proxy sites, I had trouble finding a good one. My recommendation is going to go to Print MTG.

Their site is easy to use, has a mass card list upload, and has many options you can mess with for your proxies. You can print a whole deck at once, which is excellent. They’ve also got an easy dropdown menu where you can choose which version of each card you want to print.

If you want to make completely custom cards or want to use your own art, there are other options. The site also has every single card in Magic available and prints for you on demand.

For many purposes, proxies like that may suit your demands. However, if you are looking for something that is even higher quality (better ink and card stock), then Proxy King is another option.

Proxy Photoshop and PDF Templates

You could use Photoshop if you’re already familiar with it. PDF templates give you something to work with, and you can find plenty online. They’re relatively easy to make yourself if you’ve got a bit of time.

Then there’s Magic Set Editor, which looks pretty cool. You can use it to design your own cards to print or share online. It’s also got a stats window, which will give you some info about the cards you’ve created like average mana cost, how many rares there are, and more. It lets you export to an HTML file, Apprentice, or CCG Lackey if you wanna play with them online. You can’t export high-quality images, so you might have better options, depending on what you want to do with them.

How to Make Special Proxies

Did anybody here ever watch that show How It’s Made? I used to watch that all the time when I was a kid. Something about watching factory machines do the same thing over and over again and listening to the narrator’s soothing voice was super captivating.

As a result, I’m way too into finding out how various things are made. It might be an obsession, but it’s okay.

There are a few different ways you can make foil proxies at home. The best way is to use existing foil cards. This guide on preparing foil proxies tells you all you need to know, but I’ll review a TL;DR version here.

You should remove the ink from the card and then glue a transparent sheet onto the now-blank card. It’s easy, and your result looks fantastic. You will need some patience to complete this, even if it’s relatively simple.

Before you start, ensure you have a foil Magic card, double-sided tape, acetone, spray adhesive, transparent printer sheets, and a soft rag. You’ll obviously also need a color printer, somewhere to work, and a PDF of the card you’ll be printing.

Tokens

This is arguably the least controversial and ethically questionable type of proxy. Tokens are a great way to customize your deck, and making your own means you can use whatever art you want! This is the only thing that would ever get me into proxies or making them myself.

MTGcardsmith is one of the most popular sites that allows you to make your own MTG cards, and it’s pretty awesome. You can check out what others have made and make your own. Pair that with card editing software for any last-minute tweaks, and you’re ready!

Proxy Cube

Proxies might have come up before if you’re into Cube at all. Maybe you want to create a higher-powered cube for you and your friends or something fun and crazy with custom cards. Everything I’ve already mentioned gives you a base for how to make your own proxies or where to get them, but making a cube means you’ll need proxies in bulk.

This Reddit thread about where to start with proxy cubes has many helpful options for making hundreds of proxies quickly and relatively cheaply. If you’ve got a printer, you could print out the cards you want on regular paper and then sleeve them with reversed MTG cards. Some proxy printing sites were also offered as an option, as well as printing PDFs at an office store or the post office.

Well, that was a lot. But we’re done now, and I’ve only got a few more things to say before we can move on with our days.

The Boring Stuff: Ethics and Legality

Here’s the thing with proxies. Technically, There is a difference between proxy and counterfeit cards, but some people use them interchangeably. Or they think a counterfeit card is a proxy card, or vice versa. It can get messy sometimes, so let me clear the air before we proceed.

Proxy cards shouldn’t be indistinguishable from their official counterparts. That’s basically the main thing that separates proxies from counterfeits. If your proxy is very official-looking and it’s hard to tell it’s a proxy, you’re getting into dangerous territory. I’ve talked about Magic proxy cards size before, so I will say the same thing here as I did there.

You can’t just make MTG cards to sell or distribute. WotC owns the rights to the card’s artwork through first printing rights (most likely) or full purchased rights (less likely). Lookalike Magic cards just for personal use are already toeing the line. Any printing service that knows what it’s doing will refuse to print Magic cards for you because they know it’s copyrighted material and can’t print it without permission.

That being said, will Wizards bust down your door because you printed a realistic-looking playset of the Power 9 to use at your kitchen table games? Probably not. Almost definitely not, actually. They might step in if you use them at your LGS or a DCI-sanctioned event, but personal use isn’t worth their time or money.

That’s all the legal jargon, but what about ethics?

Using proxies in casual, everyday Magic is fine, in my opinion. What happens at your kitchen table games with your friends is between you and them. There is something to be said about the snowball effect of proxies. If it becomes a normal thing to proxy insanely expensive and powerful cards, you’re all probably going to end up doing it. Does it eventually lead to you proxying all Magic cards, even those that are easy to get your hands on and relatively cheap, like current Standard sets? That will result in actual losses not just for WotC (boohoo) but likely for your LGS.

Realistically, proxies are ethically acceptable for anything on the reserved list as a start. Any card that is just about impossible to find or wildly expensive if you ever manage to find it. When it comes to any singles that you could find at an LGS? I’m no longer on board, and you shouldn’t be either. LGSs’ have enough problems competing with Wizards and their online discounts, alternatives, incentives, etc. They don’t need to be competing with proxies, too.

If you feel the need to hide your use of proxies, you’ve already got your answer as to whether or not you should be using them. I don’t think you’re gonna like it.

“Official” Proxies

Tournaments are a whole other bag. I’m sure you guessed that non-official cards are not allowed in competitive play. DCI-sanctioned events sometimes have judges print proxies if a card is accidentally damaged. Spill some water on the table? Proxy. Cards fall off the table and get squished? Proxy. You tilted and shuffled your poor cards into a bent mess? Try taking a few deep breaths before you ruin all your other decks.

“Accidentally” is also important there. Don’t splash water everywhere or throw your cards around just cause you want a proxy. I’m unsure why you’d ever do that anyway, but I had to say it.

WotC Stance

WotC has said little about proxies over the years, but they have said some things. They’ve got a whole post from back in 2016 after some LGS debacle on proxies and counterfeits. They mostly talk about DCI-sanctioned events, but they also mention counterfeits and playtest cards. You can’t use proxies/playtest cards at DCI-sanctioned events. Wizards are very against counterfeit cards (surprise, surprise) and don’t care about proxy/playtest cards made for personal use.

Their definition of proxy/playtest cards is super basic, only including when a card has the info for another card written over it. They specifically mention that playtest/proxy cards don’t have official art, though, which isn’t surprising. Even if they’re not going to go after people for printing MTG cards with official art for personal use, they still have to uphold their legal right to do that. Suppose Wizards went around being honest that doing it for personal use won’t get their attention. In that case, they’d lose a lot of legal ground.

I’m not surprised by their stance on all of this, nor their vagueness when it comes to what they consider a proxy/playtest card. It’s also probably very intentional that they used the word “playtest” and not “proxy card,” but that’s another conversation.

I’m out of juice for the day, so I will wrap it up now. What are your thoughts on proxies? Ethical, not ethical, do you care at all? Does the format they’re used in change your stance at all?

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Errata Announced for Magic: The Gathering’s Bloomburrow Set https://krakenopus.com/errata-announced-for-magic-the-gatherings-bloomburrow-set/ Wed, 28 Feb 2024 03:44:05 +0000 https://krakenopus.com/?p=759 The announcement of a significant errata in conjunction with the release of the Bloomburrow set has captured the attention of the player base. The series of events leading to this development saw the MTG community engaged with various activities, including the unveiling of Secret Lairs, a plethora of announcements, a full spoiler season, and a […]

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The announcement of a significant errata in conjunction with the release of the Bloomburrow set has captured the attention of the player base. The series of events leading to this development saw the MTG community engaged with various activities, including the unveiling of Secret Lairs, a plethora of announcements, a full spoiler season, and a substantial livestream event. This continuous influx of content has kept the community on its toes, leaving little room for respite.

Mark Rosewater on the Change

The fervor continued as Mark Rosewater, the Lead Designer for MTG, disclosed through the Blogatog Tumblr blog, an impending major errata timed with Bloomburrow’s launch. This revelation came amid the First Look event for Bloomburrow, where the set’s unique thematic elements and charming art style, particularly evident in the limited reveal of four cards, garnered much admiration.

Among these, the character Mabel, Heir to Cragflame, introduced a subtle yet significant change in terminology from the traditional “Enters the battlefield” to a succinct “Enters.” Rosewater confirmed this adjustment as a precursor to more widespread application in future sets and retroactively to applicable cards’ Oracle text starting August 2nd. While the change aims to streamline card text, “enters the battlefield” will still find occasional use for clarity.

This adjustment is part of a broader strategy to manage the increasing complexity and verbosity seen in MTG card design. By reducing the phrasing to “enters,” designers gain valuable space on the cards, potentially accommodating additional rules text or flavor text, enhancing overall comprehension without significantly complicating gameplay. This approach is not without precedent, as seen in prior revisions such as simplifying “shuffle your library” to “shuffle” and condensing “add mana to your mana pool.” These modifications, while introducing a degree of complexity, did not disrupt the game’s flow or understanding.

Sagas Errata

Interestingly, the application of “enters” is not entirely new within MTG. Sagas, introduced in Dominaria, have employed “enters” without significant issues, despite a unique interaction with replacement effects rather than triggers, highlighting a nuanced distinction in gameplay mechanics. The dual usage of “enters” post-Bloomburrow’s release might pose challenges, particularly for newer players, amidst MTG’s vast array of interactions and mechanics.

As the community anticipates Bloomburrow’s debut, excitement builds not only for the set’s aesthetic appeal but also for the gameplay innovations and the streamlined card text that the errata promises. With Bloomburrow’s release scheduled after three significant set launches—Outlaws at Thunder Junction, Assassin’s Creed, and Modern Horizons 3—the MTG calendar remains packed, yet the focus on enhancing player experience through thoughtful changes remains clear.

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Magic: The Gathering – Assassin’s Creed Collaboration Overview and Predictions https://krakenopus.com/magic-the-gathering-assassins-creed-collaboration-overview-and-predictions/ Wed, 28 Feb 2024 03:35:46 +0000 https://krakenopus.com/?p=752 MAGIC: THE GATHERING® – ASSASSIN’S CREED® PREVIEW EVENTS The “Magic: The Gathering – Assassin’s Creed” collaboration represents a significant crossover between two major franchises, blending the historical and fantasy elements of Assassin’s Creed with the strategic gameplay of Magic: The Gathering (MTG). This collaboration introduces a new set within the MTG universe, incorporating characters, lore, […]

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MAGIC: THE GATHERING® – ASSASSIN’S CREED® PREVIEW EVENTS
  • Debut and Previews Begin on WeeklyMTG: June 18
  • Card Image Gallery and Previews Complete: June 21
  • Global Tabletop Launch: July 5

The “Magic: The Gathering – Assassin’s Creed” collaboration represents a significant crossover between two major franchises, blending the historical and fantasy elements of Assassin’s Creed with the strategic gameplay of Magic: The Gathering (MTG). This collaboration introduces a new set within the MTG universe, incorporating characters, lore, and thematic elements from the Assassin’s Creed video games.

Release Details

Scheduled for release on July 5, the set has garnered attention for its innovative approach to integrating Assassin’s Creed’s rich narrative history with MTG’s gameplay mechanics. The collaboration features a variety of products, including Collector Boosters, Beyond Boosters, a Bundle, and a Starter Kit, aiming to appeal to both long-time fans and newcomers to either franchise​​​​.

Collector Boosters are designed to provide a premium opening experience, containing rares, foils, and exclusive special treatments. Beyond Boosters offer a curated set of cards, including a Borderless card and a foil in every pack, designed to enhance the thematic immersion of the Assassin’s Creed universe. The Bundle includes themed cards and accessories, while the Starter Kit is geared towards new players, containing two themed decks and a guide to the game​​.

Notably, the set is confirmed to be Modern-legal, featuring 80 new cards and 20 reprints, but it will not be draftable or available on MTG Arena​​.

Predictions and Speculations

Given the depth of the Assassin’s Creed universe, there is much speculation about the characters and mechanics that may be featured. It is anticipated that iconic characters from the series, such as Altaïr Ibn-La’Ahad and Ezio Auditore da Firenze, will be central to the set, potentially as legendary creatures or with unique abilities reflecting their skills and stories from the video games​​​​.

Mechanics speculation includes the potential for “Beyond Boosters” to offer a narrative-driven opening experience, possibly reflecting individual games or story arcs from the Assassin’s Creed series. This could introduce new gameplay elements or card interactions based on reconnaissance, stealth, and the historical settings of the Assassin’s Creed games​​.

Furthermore, the introduction of serialized Leonardo da Vinci cards, localized in Italian and available in Collector Boosters, suggests a focus on historical figures and their impact within the game’s universe. This opens the door for a wide range of thematic elements, from Renaissance artistry to the philosophical and political undercurrents that run through the Assassin’s Creed narrative​​.

Conclusion

The “Magic: The Gathering – Assassin’s Creed” collaboration looks to be an interesting fusion of two universes, offering fans a new way to engage with both franchises. As the release date approaches, anticipation continues to build over the exact details of the set and how it will capture the essence of Assassin’s Creed within the framework of MTG.

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Ultimate Guide to Deathtouch in Magic: The Gathering https://krakenopus.com/ultimate-guide-to-deathtouch-in-magic-the-gathering/ Mon, 26 Feb 2024 17:14:30 +0000 https://krakenopus.com/?p=744 Deathtouch is a keyword ability in Magic: The Gathering (MTG) that fundamentally changes battlefield dynamics. At its core, Deathtouch allows any damage dealt by a creature to be lethal to another creature. This simple yet powerful mechanic means that even the most diminutive creature, like a 1/1, can threaten the game’s most formidable creatures, forcing […]

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Deathtouch is a keyword ability in Magic: The Gathering (MTG) that fundamentally changes battlefield dynamics. At its core, Deathtouch allows any damage dealt by a creature to be lethal to another creature. This simple yet powerful mechanic means that even the most diminutive creature, like a 1/1, can threaten the game’s most formidable creatures, forcing opponents to reconsider their strategies. The beauty of Deathtouch lies in its simplicity and its strategic depth. It democratizes the battlefield, giving low-power creatures a chance to impact the game significantly.

The concept of Deathtouch has evolved within MTG, existing in various forms since the game’s inception. Initially introduced in a more complex form with creatures like Thicket Basilisk in the game’s Alpha set, the Deathtouch keyword as we know it today was first officially printed in the 2007 MTG set Future Sight on the card Thornweald Archer. This evolution has seen Deathtouch become a staple in decks focusing on control and precision removal, offering players a cost-effective way to handle larger threats. Deathtouch’s ability to make any creature, regardless of its power, a significant threat transforms how players approach deck building and gameplay.

Example Card: Sedge Scorpion

Sedge Scorpion exemplifies the quintessential Deathtouch creature. As a 1/1 for a single green mana, it embodies efficiency and threat in a minimal package. This small creature can defend against or eliminate much larger creatures. It is a valuable asset in green decks prioritizing survival and creature combat. The presence of Sedge Scorpion on the battlefield can deter opponents from attacking, as they risk losing their more powerful creatures to its Deathtouch ability. It serves as a testament to the power of Deathtouch, showcasing that even the smallest creature can carry a game-changing ability.

The significance of Sedge Scorpion and similar Deathtouch creatures extends beyond their ability to kill larger creatures. They force opponents to adapt their strategies, potentially holding back attacks or using removal spells prematurely. The psychological impact of Deathtouch creatures can be just as potent as their physical effect on the game, making cards like Sedge Scorpion valuable tools in a player’s arsenal for controlling the pace and flow of the game.

Dealing Damage Beyond Combat

Deathtouch’s application to non-combat damage opens a plethora of strategic possibilities. Cards such as Rabid Bite, which allows a creature to deal damage directly to another creature without engaging in combat, become significantly more powerful when combined with Deathtouch. This interaction means that Deathtouch creatures can safely remove opposing threats without the risk of counterattack, making them excellent for controlling the board. The synergy between Deathtouch and direct damage spells or abilities highlights the versatility of Deathtouch, allowing for creative and strategic deck-building options.

This aspect of Deathtouch encourages players to explore combinations and interactions, extending their creatures’ utility beyond the combat phase. It enables a proactive approach to removing threats, allowing players to shape the battlefield to their advantage. Players can efficiently manage opponents’ creatures by utilizing Deathtouch in conjunction with direct damage abilities, maintaining control and momentum throughout the game.

Deathtouch vs. Planeswalkers

While traditional Deathtouch does not directly affect planeswalkers, specific cards, and abilities can introduce “planeswalker deathtouch” or create tokens with this ability, expanding the scope of Deathtouch’s utility. Cards like Vraska, Swarm’s Eminence, exemplify this by generating assassin tokens that can potentially destroy a planeswalker upon dealing damage. This nuanced application of Deathtouch offers players additional strategic dimensions, allowing them to target not just creatures but also the pivotal planeswalkers that can often determine the game’s outcome.

The introduction of “planeswalker deathtouch” adds a layer of depth to MTG’s gameplay and strategy. It provides players with tools to counteract the growing influence of planeswalkers in various formats, offering a direct and efficient means of removal. This adaptation of Deathtouch reflects the evolving nature of MTG, showcasing the game’s ability to introduce new mechanics and interactions that keep the gameplay fresh and engaging.

Utilizing and Countering Deathtouch

Incorporating Deathtouch into your strategy can significantly impact your gameplay, offering both offensive and defensive benefits. Offensively, Deathtouch creatures can serve as effective deterrents, making opponents hesitant to block or attack. Defensively, they can protect more valuable creatures or your life total by threatening any attackers with certain destruction. Deathtouch creatures often require opponents to use removal spells or engage in unfavorable trades, providing a tactical advantage.

Countering Deathtouch involves strategic planning and including specific cards or abilities in your deck. Removal spells reduce a creature’s power to zero, and leveraging the mechanics of First Strike or Double Strike can neutralize the threat of Deathtouch creatures. Indestructible creatures are immune to Deathtouch, providing a solid defense against such threats. Alternatively, strategies that bypass Deathtouch creatures through evasion abilities like flying or trample can mitigate their impact on the game. Understanding and employing these countermeasures can be crucial in matchups where Deathtouch plays a significant role.

Moreover, engaging with Deathtouch creatures directly sometimes becomes inevitable. In such scenarios, making calculated decisions is essential, possibly sacrificing less critical creatures to preserve more valuable assets for later stages of the game. The strategic depth of dealing with Deathtouch highlights the importance of tactical play and resource management in MTG. Balancing aggression with caution can turn the presence of Deathtouch on the battlefield from a threat into an opportunity.

Final Thoughts

In conclusion, Deathtouch is a powerful and versatile mechanic in Magic: The Gathering that can significantly influence the game’s outcome. Whether utilizing Deathtouch to control the board or devising strategies to counter it, understanding this ability’s nuances can enhance a player’s competitive edge. Through strategic deployment and counterplay, Deathtouch can be a pivotal element in the complex dance of MTG gameplay, underscoring the game’s enduring appeal and strategic depth.

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Ugin MTG Character Background and Overview https://krakenopus.com/ugin-mtg-character-background-and-overview/ Sat, 24 Feb 2024 16:04:27 +0000 https://krakenopus.com/?p=733 Some Magic characters are straightforward, while others require more explanation. New players might encounter a massive silver golem or a hollow metal man with a clawed hand and rightly assume there’s some backstory to these characters. And, for the most part, they’d be correct. Ugin at a Glance Typically depicted as a glowing blue dragon […]

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Some Magic characters are straightforward, while others require more explanation. New players might encounter a massive silver golem or a hollow metal man with a clawed hand and rightly assume there’s some backstory to these characters. And, for the most part, they’d be correct.

Ugin at a Glance

Typically depicted as a glowing blue dragon with angel wings, it’s clear at first glance that Ugin isn’t your average dragon. His massive horns, reminiscent of Nicol Bolas’s, also give him a distinct look. But Ugin isn’t just one of the most unique-looking characters; he has also played a significant role in several big storylines across Magic’s history.

Ugin’s efforts have helped several different planes, including Tarkir and Zendikar. He was instrumental in helping win the War of the Spark against Nicol Bolas. Who is Ugin, and why is he so powerful? Let’s dive in and find out!

Who Is Ugin?

Ugin is one of the original Elder Dragons birthed from The Ur-Dragon. Ugin’s spark ignited after a shocking revelation, and he planeswalked to the Meditation Plane. As both an Elder Dragon and a planeswalker, Ugin is an incredibly powerful being capable of using all five colors of mana. He’s also transcended the use of colored mana entirely, now able to wield colorless mana.

Despite his imposing form and immense power, Ugin is a benevolent figure. He’s been an ally to many planeswalkers, including Sarkhan Vol, Sorin Markov, and Nahiri. More recently, Ugin aided Jace Beleren of the Gatewatch on Zendikar and Ravnica.

List of Ugin Cards

As of now, there are only two Ugin cards in the game. Both are relatively powerful, just like Ugin in the lore.

  • Ugin, the Spirit Dragon: This planeswalker card is expensive but well worth the price. It features two powerful forms of removal, especially the built-in board wipe. Its ultimate ability can put you far ahead of your opponent(s) and position you to win the game.
  • Ugin, the Ineffable: This card might not have the same immediate impact as Ugin, the Spirit Dragon, but it can still be very effective. Its cost reduction can be potent in artifact decks, especially since it allows for casting many cheaper artifacts for free. This can lead to significant payoffs from casting artifacts or historic spells, like with Jhoira, Weatherlight Captain.

Ugin’s Backstory

Ugin was a flesh-and-blood Elder Dragon on the plane of Dominaria before he became a spirit dragon. After witnessing a pack of hunters and their dogs kill Merrevia Sal (a fellow Elder Dragon), Ugin sought to convene with the rest of his siblings and gain more knowledge to keep them safe. He then befriended Te Ju Ki, an elderly human who explained the other planes of the multiverse to Ugin.

After learning what he could from Te Ju Ki, Ugin returned to the mountain, where he was born with his twin elder dragon, Nicol Bolas. Dragon hunters wounded him on the way, whom Bolas quickly manipulated and conquered. Nicol Bolas even tried to use Ugin as a pawn in his plans. This shock to Ugin ignited his spark, turning him into a planeswalker.

Ugin began traveling the multiverse, learning much about the worlds beyond Dominaria. When he finally returned to his home plane, he was surprised to find a war between the Elder Dragons. Nicol Bolas tried to sway Ugin to join his side, but he refused, leading to the two falling out for good.

How Do You Pronounce Ugin?

There’s some debate in the Magic community on pronouncing Ugin. Still, the official pronunciation is oo-gin with a hard “g” as in “game.”

Some players believe his name is pronounced like “Eugene,” but this is incorrect. It’s an effective way to annoy your fellow players if you feel like starting an argument at your local game store (LGS).

Is Ugin Dead?

Ugin has died but isn’t technically dead. After being killed in the Meditation Plane, his body reformed itself from the magical water-like substance that makes up the realm. Ugin is still alive, even though he no longer has his original body.

Ugin has died twice, both times at the hands of Nicol Bolas. The first time was when Bolas killed him in the Meditation Plane, leading to him losing his original body. The two fought again years later on the plane of Tarkir, and once again, Bolas “killed” Ugin.

Ugin’s spirit was able to communicate with the planeswalker Sarkhan Vol after Nicol Bolas killed him a second time. Returning to his home plane of Tarkir, Sarkhan sought a way to help Ugin. Sarkhan traveled back to just before Nicol Bolas killed Ugin with the help of Ugin’s Nexus. He managed to save Ugin, which changed the entire history of Tarkir.

Where Is Ugin?

Ugin managed to trap a desparked Nicol Bolas on the Meditation Plane after the War of the Spark. Ugin explained how he defeated Bolas and then dissolved his body to spread himself across the plane. This way, he could stop anyone from ever entering or leaving the Meditation Realm again, ensuring that Bolas would eventually die of old age and be unable to cause further harm.

How Old Is Ugin in MTG?

Ugin was born in -25,000 AR. The present year in Magic is 4,562 AR, so Ugin is 29,562 years old. Ugin is one of the oldest characters in Magic who’s still alive and was around even before the creation of Phyrexia.

Is Ugin Related To Nicol Bolas?

Yes, like all Elder Dragons, Nicol Bolas and Ugin are siblings. But the two share an even closer bond: they were the only two Elder Dragons born as twins in the same egg. The two had only one name, while the other Elder Dragons had two. Nicol later adopted Bolas so he wouldn’t feel inferior to the other more giant Elder Dragons, while Ugin kept his one name.

Because Nicol and Ugin are twins, Bolas’ betrayal hurt Ugin badly enough to ignite his spark. This is also why the two dragons resemble one another, like having the same horns.

How Did Ugin Become A Spirit Dragon?

Ugin became a spirit dragon when Nicol Bolas first killed Ugin in the Meditation Realm, and his body reformed itself. Ugin seems to be the only spirit dragon of his kind in Magic’s story, and his origins and abilities differ significantly from the Dragon Spirits of Kamigawa.

Does Ugin Count as a Dragon?

No. Neither Ugin, the Spirit Dragon, nor Ugin, the Ineffable, counts as a dragon card. Dragon is a creature subtype and needs to be present on a card’s typeline for that card to be considered a dragon. Ugin’s typeline on both cards reads “Legendary Planeswalker – Ugin,” so neither card counts as a dragon.

Is Ugin, the Spirit Dragon a Good Card?

Ugin, the Spirit Dragon is a very good planeswalker. Its casting cost is high but not restrictive, so it’s easy to ramp up for it using lands and mana rocks that produce multiple colorless mana. Its mass removal ability doesn’t target colorless permanents, so Ugin, the Spirit Dragon works well in artifact-heavy decks.

And even if you never get its ultimate ability off, its first two abilities are great for defending Ugin and yourself, making Ugin, the Spirit Dragon, a valuable piece on the board.

How Does Ugin, the Spirit Dragon Work?

Ugin, the Spirit Dragon’s +2 ability is pretty straightforward. It’s like casting a free Lightning Bolt, allowing you to ping any target for three damage.

Ugin’s ultimate ability is also relatively straightforward. Still, it’s important to remember that the seven permanents you choose from your hand don’t have to be ones you just drew. If you’ve been holding onto a high-mana permanent, you can drop that instead of a new card. The ability allows any permanent in your hand to be put onto the battlefield. It’s also important to remember that this doesn’t count as casting the card.

Ugin, the Spirit Dragon’s most complicated ability, is its -X ability, which allows you to choose how many loyalty counters you want to remove from Ugin. All permanents with a mana value less than the X value you chose will be exiled if they’re one or more colors.

Remember that lands, even if they tap for colored mana, are considered colorless. Tokens also have no mana value unless they’re an exact copy of another permanent. You can activate Ugin’s second ability with an X value of 0 and still wipe out all the tokens on the board.

Ugin, the Spirit Dragon proxy card.

Can Ugin, the Spirit Dragon Target Planeswalkers?

Yes, Ugin, the Spirit Dragon’s +2 ability allows you to damage any target, including planeswalkers. You can also target players or creatures.

Is Ugin, the Ineffable Good?

Ugin, the Ineffable can work well in the right decks. Its cost reduction is excellent for casting expensive artifacts or colorless creatures like Eldrazi. It’s also helpful for playing low-cost artifacts for free, allowing you to drop cheap mana rocks for no mana.

Ugin’s other abilities are also good. Its +1 is interesting because it can give you a much-needed blocker and an extra card. You can also keep the Spirit token around as long as you need it if the card you exile isn’t that important. The -3 is a significant cost with only 4 starting loyalty. However, it’s still nice that this planeswalker can act as removal immediately if you’re in desperate need.

How Does Ugin, the Ineffable Work?

Ugin, the Ineffable’s cost reduction ability is a passive one. You don’t have to activate it; you pay two less for colorless spells as long as it’s on the field. The -3 ability is also pretty straightforward; remember that lands are colorless and can’t be targeted as with the other Ugin’s board wipe.

Ugin’s +1 ability is more complicated. You place the top card of your library face down in exile and put a 2/2 Spirit token on the battlefield when you activate this ability. Many players put the card from the top of their deck below the Spirit token or flip it upside down on the field to act as the Spirit.

It’s important to remember that the card is technically in exile even if the player chooses to put it in place of or under the token. There’s also no way to remove the card that’s been exiled; only the token can be removed. You can add the exiled card to your hand when the token is destroyed, exiled, or bounced.

How Much is Ugin, the Ineffable Worth?

Ugin, the Ineffable has a market price of just under $4 on TCGPlayer. If you’re after a flashier version of the card, the Japanese alternate art version has a market value of around $5, while the Secret Lair stained glass version of Ugin has a market price of around $25.

Bonus: Ugin in Oathbreaker

When thinking about what kind of Ugin deck to include, I decided to go outside the box and present a deck for an obscure format: Oathbreaker.

For the uninitiated, Oathbreaker is a lesser-known spinoff of Commander where players use a planeswalker and an instant or sorcery (called a signature spell) instead of a legendary creature in the command zone. Players can cast their chosen planeswalker just like in Commander. Still, they must have their planeswalker on the board to cast their signature spell. Similar to the commander tax, both your planeswalker and signature spell are taxed every time you cast them.

I chose Ugin, the Ineffable to lead it because its cost-reduction ability can be beneficial in a colorless deck. For the signature spell, I went with a nasty removal spell, All Is Dust, which forces players to sacrifice any permanent one or more colors. What makes this so devastating is that players can’t regenerate their creatures to prevent this, and indestructible doesn’t prevent something from being sacrificed. And it also only costs five mana the first time you cast it thanks to Ugin.

Oathbreaker decks are usually quick and looking to combo off, so I included ways to generate infinite mana like Basalt Monolith and Rings of Brighthearth. You can pay off your infinite combos with a Walking Ballista. Just pump it with enough +1/+1 counters and then directly damage your opponents until they have no life. Learn more.

Wrap Up

You now know all you wanted to know about Ugin as a character and a planeswalker. Unfortunately, it looks as though Ugin won’t be part of Magic’s story for a while, but Wizards left the door open for his possible return. Modern Horizons-type sets always print cards from the game’s past, so we might still get a new version of Ugin at some point.

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Ward in MTG Guide | Mechanics, Cards, & History https://krakenopus.com/ward-in-mtg-guide-mechanics-cards-history/ Sat, 24 Feb 2024 01:24:23 +0000 https://krakenopus.com/?p=728 How does it work? Why do all the boomers you play with like it more than hexproof? What is Kappa Cannoneer and why is it showing up in Legacy and Vintage decks? Let’s find out! How Does Ward Work? Ward is a keyword that counters a targeted spell or ability from an opponent unless the […]

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How does it work? Why do all the boomers you play with like it more than hexproof? What is Kappa Cannoneer and why is it showing up in Legacy and Vintage decks?

Let’s find out!

How Does Ward Work?

Ward is a keyword that counters a targeted spell or ability from an opponent unless the ward cost is paid. That can be paying life, discarding a card, or (most commonly) paying a mana cost. The latter is usually 2 but ranges from 1 all the way to 10.

Introduced in the Strixhaven: School of Mages set, the Ward mechanic essentially acts as a cost barrier that opponents must pay if they wish to target a creature with Ward using a spell or ability. This cost is specified alongside the Ward keyword and can vary, typically involving mana, but it may also require discarding a card, paying life, or other actions.

The presence of Ward on a creature makes it more expensive and, therefore, more challenging for opponents to remove or interact with that creature using targeted spells or abilities. For example, if a creature has “Ward [cost],” any opponent’s spell or ability targeting it will be countered unless that opponent pays the specified cost. This mechanic does not, however, protect against board wipes or sacrifice effects, as these do not target individual creatures. Moreover, spells or abilities that say “can’t be countered” bypass the Ward protection entirely because they do not respect the Ward’s countering effect.

Ward is designed to enhance the game’s strategic depth by making creature removal less efficient and promoting more interactive gameplay. While it shares similarities with Hexproof, Ward allows for more nuanced interactions since it doesn’t render creatures entirely immune to targeted spells and abilities, just more costly to target.

The History of Ward in MTG

Ward appeared in Strixhaven in 2021 on four cards: Owlin Shieldmage, Torrent Sculptor, Waterfall Aerialist, and, most significantly, Sedgemoor Witch. It’s now an evergreen mechanic that has appeared on a few cards in each set, including their associated Commander precons.

What is “Ward X”?

The X in “Ward X” is the cost that has to be paid to prevent the spell you’re casting from being countered. You can cast the spell without being able to pay this cost, but it’ll fizzle. Although paying mana is the most common and typical cost, there have been a number of innovations.

  • First there was the ward cost of paying three life, introduced on Owlin Shieldmage and Sedgemoor Witch.
  • Then there was a discard tax for Westgate Regent in Forgotten Realms.
  • The conditional ward for The Tarrasque and Iymrith, Desert Doom.
  • There was also the variable ward costs for flip cards like Burly Breaker in Midnight Hunt.

Is “Ward – Sacrifice a creature” or “Ward – Mill 3 cards” that far off?

Who Pays the Ward Cost?

The caster of the spell that targets a permanent with ward has to pay the cost if they want the spell to resolve.

Do You Have to Pay for Ward?

You don’t have to pay the ward cost. But why wouldn’t you?

Well, if you cast something targeting a warded creature and then don’t pay the tax, it means a casting trigger happened and your spell ends up in the graveyard. These are two things you might want if you have an attacking Festival Crasher for the former and an escape or delve card you want to cast for the latter.

This is also important because your situation might change and your interest in and ability to pay the ward cost might shift after casting.

Does Ward Use the Stack?

Yes, ward uses the stack. That’s what makes it so interesting and why it seems to be largely replacing similar mechanics in this design space.

Let’s say I cast Bloodchief’s Thirst on your Sedgemoor Witch while I have only four life. The ward cost trigger lands on the stack. You can then lob Play with Fire at my face, which means I either don’t to pay the ward cost or I die.

A more common interaction is something like this: Let’s say I cast the Bloodchief’s Thirst at your Armguard Familiar with exactly three mana open and a Disruption Protocol in my hand. You can respond to that by casting Infernal Grasp at one of my creatures. I was all set to pay the ward cost, but now I have to choose. I can counter your kill spell, but that taps out the mana I need for the ward tax, which means your Familiar survives. Or, if I really have it out for that Familiar, I can pay the ward tax and let your Grasp resolve.

Maybe I just like blue decks too much, but that sounds like fun to me.

Ward vs. Hexproof vs. Shroud

The evolution from Shroud to Hexproof, and eventually to Ward, in Magic: The Gathering (MTG) reflects the game’s ongoing refinement in balancing interaction and protection for creatures and permanents. Each mechanic offers a unique approach to safeguarding cards from opponents’ spells and abilities, with their implications deeply influencing gameplay and deck-building strategies.

The earliest of these mechanics, shroud, shields a card from all spells and abilities, even those of its controller. This broad shield was both a blessing and a curse, as it restricted players from targeting their own permanents, often leading to frustrating gameplay scenarios. Cards like “Spectral Cloak” from Legends and “Autumn Willow” from Homelands were among the first to introduce this concept​​.

Hexproof evolved from Shroud to allow a more nuanced form of protection. It grants permanents immunity from opponents’ targeted spells and abilities while still permitting their controller to target them. This change fostered new strategies, particularly in formats like Commander, where protecting key creatures or permanents without completely negating interaction became crucial. Hexproof’s ability to enable powerful, synergistic plays without shutting down all forms of counterplay has made it a favored mechanic in the game’s ecosystem​​​​.

Ward is a more recent innovation, introduced in the Strixhaven: School of Mages set, representing a further refinement in the game’s approach to protection mechanics. Unlike Hexproof, Ward imposes an additional cost on opponents attempting to target a ward-protected permanent with spells or abilities. If the cost is not paid, the spell or ability is countered. This mechanic introduces a conditional barrier to interaction, offering a dynamic layer of strategy. Ward’s flexibility and the variability of its associated costs (ranging from mana payments to life points or other resources) enrich the game’s strategic depth, encouraging players to carefully consider their actions and resources​​​​.

The transition from Shroud to Hexproof and Ward illustrates MTG’s design philosophy of evolving game mechanics to enhance interactivity, strategic depth, and player engagement. While Shroud offered a blunt instrument of protection, Hexproof refined this by allowing controlled interaction. Ward takes this evolution further, adding a strategic cost-based layer to the game’s interaction paradigm

Did Ward Replace Hexproof?

Not exactly, but it partially has. After everything I’ve gone over so far you’d think that ward replaced hexproof, right? But then we had Avabruck Caretaker making opponents scoop left and right in Crimson Vow drafts.

Aside from that egregious example, it looks like hexproof is moving almost entirely to conditional or temporary effects. Think Snakeskin Veil. A good example is Walking Skyscraper in Neon Dynasty. Like Paradise Druid, its hexproof evaporates when it’s tapped. Or there’s Sungold Sentinel from Midnight Hunt. It’s got a hard-to-achieve activated ability to gain a really limited version of hexproof for one turn.

WotC suggests that “big creatures that are hard to interact with are positive additions to their environments.” They might have been thinking of the Caretaker when they said that, but I’m not sure anyone would agree in the case of that card.

What if a Spell or Ability that Can’t Be Countered Targets a Ward Creature?

The ward ability doesn’t apply to spells or abilities that can’t be countered. So nothing happens and no ward cost has to be paid.

That’s right – you get to just ignore ward.

Does Ward Work Against Planeswalker Abilities?

Ward does work against planeswalker abilities. Just like with shroud and hexproof, anything that targets the permanent with ward has to pay the tax or it’s countered.

Does Ward Stop Deathtouch?

No. Ward only taxes/counters targeted spells or abilities, but deathtouch doesn’t target anything. It’s a static ability of the creature with deathtouch, so it doesn’t do anything.

Best Ward Cards

Although a lot of the cards are on this list because they’d be powerful even without their ward costs, many of them make the most interesting use of ward as a mechanic in case you just wanted to browse what’s possible.

#34. Mirrorshell Crab

Stifle effects only get more important. Mirrorshell Crab isn’t a super-efficient one, but in a counter war, this can only be countered by other Stifles if they lack the mana, so that’s pretty good. As turns go on and everyone can play the three this gets worse, but there are decks where this is a must include.

#33. Colossal Skyturtle

This is kind of like a turtle power charm, it’s so flexible. There’s a lot of competition in Simic decks, which might crowd out Colossal Skyturtle, but as new sets come out and I update decks, I find myself gravitating toward cards I always have a use for. This is one of those.

#32. Ancient Imperiosaur + Hierophant Bio-Titan

Two big, dumb, cost-cutting brutes we all sorta wish had more protection than ward 2 given the investment. But in the kind of green deck that leans on Tamiyo’s Safekeeping effects, Ancient Imperiosaur and Hierophant Bio-Titan are super fun.

#31. Combat Research

You know who you are. You either need another Curiosity variant and will snap up Combat Research like candy or you will shrug and move along. #tempo.

#30. Cultist of the Absolute

Cultist of the Absolute seems better than it is, but it’s good value for its cost.

#29. Team Ward Cards Coppercoat Vanguard Gold-Forged Thopteryx Radagast, Wizard of Wilds Rith, Liberated Primeval

These are really different cards, but it’s worth discussing this effect in one place. How valuable is warding the whole team in a world of board wipe profusion? It’s probably most impactful for 1) tribes where opponents want to use targeted removal while holding back sweepers, or 2) faster tribes that solicit quick defensive interactions.

As a result, these four probably rank Rith, Liberated Primeval, Coppercoat Vanguard, Gold-Forged Thopteryx, and then Radagast, Wizard of Wilds.

#28. Nine-Fingers Keene

Gates players rejoiced at a gate commander and then immediately bemoaned that Nine-Fingers Keene was only three colors. With only 12 gates that can be in this deck, does it work? Sometimes. That ward cost is smoking, though.

#27. Mishra, Tamer of Mak Fawa

A powerful ward text mixed with mass unearth makes Mishra, Tamer of Mak Fawa a very good buildaround.

#26. Wondrous Crucible

Wondrous Crucible does work in Mishra, Eminent One decks.

#25. Leyline Immersion

This seems impossible to play in a normal deck, but if you can drop this onto like a Ragavan, Nimble Pilferer on turn three, that’s a lot of ramp. But Leyline Immersion is for broken nonsense.

There are limits. It doesn’t give infinite mana on a card like Fain, the Broker because the mana can only be used for spells. But things like Leyline of Singularity make Pili-Pala legendary, so winter is coming.

#24. Storm of Saruman

How good is a less powerful Thousand-Year Storm in monoblue? I think better than we’re imagining, in EDH at least. Blue can cantrip its way to enabling Storm of Saruman on each opponents’ turn.

The limits are that this is a magecraft trigger, and most of what you want to work with these kinds of cards doesn’t trigger off copied spells.

#23. Graveyard Trespasser / Graveyard Glutton

Graveyard Trespasser has stymied graveyard strategies in Standard since it was printed, although the gluttony of Graveyard Glutton is a bit less good in EDH. And that ward cost, so punishing in conjunction with its abilities, is also easier to manage in Commander.

#22. Saruman of Many Colors

We’re gonna have to see this in action to really get a sense of how it’s going to work, but Saruman of Many Colors yoinks enchantments out of opponents’ graveyards, which is easy to gloss over when reading the more common text about instants and sorceries.

It’s hard to evaluate how strong that is because we haven’t really seen a lot of that, and I don’t usually see Omniscience in graveyards. Wicked ward cost, though, with a nice bit of synergy.

#21. Svyelun of Sea and Sky

Giving all merfolk ward is pretty sweet, as is being an often-indestructible card drawer. Svyelun of Sea and Sky will be a key part of Modern merfolk if that ever happens. Until then, it’ll be a powerful part of the 99 in a Simic merfolk EDH deck.

#20. Kairi, the Swirling Sky

Is Kairi, the Swirling Sky the best blue dragon aside from reigning champ Ancient Silver Dragon? Yes, it is.

#19. Winged Boots

Winged Boots Granting ward 4 reasonably easily is really nice. And Winged Boots has to be high on any equipment deck that uses blue.

#18. Flowering of the White Tree

Flowering of the White Tree is the cheapest to cast Glorious Anthem we have, even ignoring the legendary text. We’ve seen a few cards now that give ward 1 to the whole team. This is the best of those cards. It’s hard to evaluate how important that is, but it can’t be nothing.

#17. Kiora, Sovereign of the Deep

Kiora, Sovereign of the Deep is a powerful card looking for the right build, as the most popular commander for sea creatures is Runo Stromkirk, and we don’t really have a good Sultai commander yet to unite the factions.

#16. Invasion of Karsus / Refraction Elemental

Three damage wraths aren’t always the thing these days, but Invasion of Karsus flips into a spellslinger wincon Guttersnipe variant, so it can’t be discounted.

#15. Ratadrabik of Urborg

Ratadrabik of Urborg is a value player in Standard legends decks, a role it also plays in the 99 of pretty much every legends tribal deck that can run it.

#14. Invasion of New Phyrexia / Teferi Akosa of Zhalfir

The added angels in Finale of Glory are better than the ward-granting planeswalker from March of the Machine Invasion of New Phyrexia flips into, but this is still an excellent card. Teferi dishing out buffs and ward emblems is really nice.

#13. Kappa Cannoneer

In the right kind of blue affinity decks, Kappa Cannoneer regularly comes down on turns two or three. At that stage of the game, ward 4 is basically hexproof. It’ll start growing and hitting for big unblockable damage right away assuming you can keep dropping artifacts. This is a powerful card because this easily slots into decks that already run most of the pieces it needs.

#12. Sedgemoor Witch

The Witch’s Young Pyromancer effect is super nice in black decks which want sacrifice fodder. The fact that the pests Sedgemoor Witch makes synergize with life drain and gain effects like Dina, Soul Steeper is really good.

#11. Tivit, Seller of Secrets

Tivit, Seller of Secrets makes a lot of artifact tokens, probably once. They all either crack for mana or draw cards. You need blink or an engine that’s rolling along with Tivit as grease to the wheels. Even adding vote adjustment cards, this feels too twitchy to me, but it can really go off.

#10. Ovika, Enigma Goliath

Goliath Enigma, that’s for sure! This requires some careful building. Ovika, Enigma Goliath is a powerful buildaround, but it’s also a 7-drop. It’s a giant Young Pyromancer, and there aren’t that many of those in command zones.

#9. Aboleth Spawn

Flash out Aboleth Spawn to snap up a broken ETB like Craterhoof Behemoth or Fury and rejoice.

#8. Pippin, Guard of the Citadel

Pippin, Guard of the Citadel indeed! Need another Mother of Runes effect? Sure.

#7. Bronze Guardian

Bronze Guardian giving all artifacts ward is more useful than effects that give other tribal creatures ward, as there are less all-artifact wipes than there are creature board wipes. I usually don’t swing with this, even if its power swells, until I feel confident I won’t lose it. That team ward is really important, especially in an artifact combo deck. Isn’t that really the only kind? The value of this card goes up the higher power the table, when you can expect more interaction.

#6. Adrix and Nev, Twincasters

The face of one of the Strixhaven Commander precons, Doubling Season on a stick Adrix and Nev, Twincasters is far more commonly used in the 99 for Simic commanders running busted tokens builds. Which is, like, every Simic deck, right? Koma, Cosmos Serpent is especially nice.

#5. Hall of Storm Giants

Hall of Storm Giants is one of the better living lands for EDH. It hits big enough to matter for all sorts of control shells, especially after a board wipe.

#4. Sauron, the Dark Lord

Sauron, the Dark Lord has the most pushed ward text we’ve seen, and it’ll feel like hexproof against a lot of decks. That final sentence in the text box seems just totally cracked, like the only way to beat this guy is to get eight friends and have three books’ worth of adventures.

#3. Jin-Gitaxias / The Great Synthesis

JJin-Gitaxias is super powerful, and I don’t think we’ve seen the best build of it yet as a commander. Like Keruga, the Macrosage, which has a similar ability, it’s hard to get the balance right of cheap and 3+ cost spells.

#2. Raffine, Scheming Seer

As the final boss of the Standard Esper legends deck, Raffine, Scheming Seer makes a lot of great targets, and the advantage it confers is non-ignorable. You also can’t put down that extra land in your opening hand. It’s like, “It’s okay, you still have your body.” It’s better in a legendary creature deck, and the more removal you expect to face, the better it is.

#1. Taric, the Outrageous

Ward X is the most prevalent ward in MTG, and Taric, the Outrageous is the cheapest Ward X we have. For that reason, it’s the top card on this list. In EDH, it’s another one of those cards that comes down fast and grows fast. We don’t have a lot of cards like this.

Final Thoughts

Overall, ward is an evergreen mechanic in Magic: The Gathering that adds an interesting layer of interaction to the game. With its ability to tax opponents’ spells and abilities, it provides strategic depth and decision-making for both players. As it continues to appear on new cards and in different sets, it will be fascinating to see how players incorporate ward into their decks and strategies.

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What is Hexproof in MTG? Rules, Cards, and Questions https://krakenopus.com/what-is-hexproof-in-mtg-rules-cards-and-questions/ Sat, 24 Feb 2024 01:02:54 +0000 https://krakenopus.com/?p=721 Magic: The Gathering is a game where words hold immense importance. The language used on a card and how it’s employed are central to its mechanics. To streamline comprehension, cards often feature what we call “keyword abilities.” If every aspect of a card like Soulflayer were explicitly explained, its reminder text would span pages. The […]

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Magic: The Gathering is a game where words hold immense importance. The language used on a card and how it’s employed are central to its mechanics. To streamline comprehension, cards often feature what we call “keyword abilities.” If every aspect of a card like Soulflayer were explicitly explained, its reminder text would span pages.

The breadth of keywords in Magic is vast, perhaps numbering in the hundreds, though many players might guess it to be around fifty or sixty. Among these, hexproof stands out as one of the most recognizable, albeit occasionally notorious, especially when facing it on the battlefield.

But why does this ability enjoy such widespread recognition—and at times, disdain? Let’s delve into that.

How Does Hexproof Work?

In essence, hexproof states that no spell or ability under the control of an opponent may target a card.

Magic is rife with spells and abilities that require “targeting.” Depending on the ability, these targets can range from creatures and planeswalkers to players, enchantments, spells on the stack, or artifacts. Practically anything within the game can serve as a target—except when it has hexproof.

Both permanents and players can possess hexproof, rendering them immune to targeting by opponents. For instance, if you control an Aven Fleetwing and your opponent casts Shock, they cannot direct the spell at your creature.

A Brief History of Hexproof

Hexproof made its initial appearance before being designated as a keyword. The first instances of this ability can be traced back to Portal Three Kingdoms in 1999—predating its formal keyword status by twelve years.

The first cards to exhibit this ability were Taoist Hermit and Zuo Ci, the Mocking Sage. While a few cards sporadically featured hexproof thereafter, it wasn’t until the release of Duels of the Planeswalkers 2012 in 2011 that hexproof was granted its keyword status. This mechanic debuted in physical sets through Magic 2012 and Commander 2011, both released in the same year as the Duels game.

Since its formal designation, hexproof has become an evergreen ability, appearing in numerous cards across almost every set. As an evergreen trait, hexproof is expected to persist across future sets, maintaining its presence in the game.

Is Hexproof Gone from Magic? Why?

Yes and no. While hexproof remains an integral aspect of the game, its functional application has undergone slight alterations.

Hexproof is now employed not as a keyword inherent to the card itself, but rather as a quality conferred to you or other creatures under your control. Recent cards featuring hexproof, such as Guardian Augmenter and Keen-Eared Sentry, grant the ability to other creatures you control or to yourself, rather than possessing it intrinsically.

This transformation is linked directly to the introduction of the “ward” mechanic. Wizards of the Coast (WotC) recognized that hexproof, in its traditional form, could be excessively potent and occasionally detracted from gameplay enjoyment. A creature with hexproof is notoriously challenging to deal with, especially when combined with other forms of evasion.

To address this, WotC introduced the “ward” mechanic, offering a more balanced alternative. Ward provides significant protection to individual creatures by countering opponent’s spells unless they pay an additional cost.

While hexproof remains present in Magic, its prevalence has diminished, sharing the spotlight with the emerging ward mechanic.

What Is “Hexproof From”?

In an effort to temper the potency of hexproof while preserving its functionality, certain cards have been endowed with “hexproof from” specific colors or card types. This variant of hexproof prevents targeting by the specified color or type—similar to protection, albeit without immunity to combat damage.

For instance, a card like Eradicator Valkyrie is impervious to planeswalker abilities that would target it. However, it remains susceptible to abilities from other permanents and to spells.

What Does Hexproof Protect Against?

Hexproof safeguards against spells or abilities that target. This immunity extends to a broad spectrum of effects, excluding those specifically designated to bypass hexproof.

Does Hexproof Protect from Board Wipes?

No, hexproof does not shield against board wipes. Such effects, including Day of Judgment, typically lack target designations, affecting all relevant permanents indiscriminately.

What Does Hexproof Not Protect Against?

Hexproof is ineffective against effects that do not target the creature or player. Sweepers, sacrifice effects, and spells or abilities interacting with cards in the graveyard or library bypass hexproof’s defenses.

What Happens if a Creature Gains Hexproof After Being Targeted?

When a creature is the target of a spell and subsequently gains hexproof, the hexproof effect takes precedence and overrides the initial targeting. Consequently, the opponent’s spell fails to impact the creature.

Can You Counter a Hexproof Creature?

Yes, hexproof creatures can be countered. While they possess immunity to targeting as permanent cards, they remain susceptible to countermagic while still on the stack as creature spells.

Can You Be Attacked if You Have Hexproof?

Yes, hexproof does not hinder attacks. Unlike spells or abilities, attacking does not involve targeting, rendering hexproof inconsequential in combat situations.

Does Hexproof Stop Deathtouch?

No, hexproof does not impede deathtouch. By evading targeting restrictions, this ability makes sure that damage from creatures with deathtouch remains lethal regardless of the target’s hexproof status.

Hexproof vs. Shroud vs. Protection vs. Ward

Each of these abilities offers varying degrees of protection to creatures, albeit with nuanced distinctions.

  • Shroud: Prevents targeting of the creature by any player, including its controller, presenting a drawback for equipping or enchanting spells.
  • Hexproof: Similar to shroud, but permits the controller to target their own creatures while barring opponents from doing so, rendering it a more potent iteration.
  • Protection: Grants immunity from specified qualities, such as colors or card types, shielding the creature from corresponding spells, damage, and interactions.
  • Ward: Introduced as a counterbalance to hexproof, ward counters opponent’s spells unless they pay an additional cost, offering robust protection without rendering creatures impervious.

The Best Hexproof Cards

  • Swiftfoot Boots: A staple in Commander decks, providing swift and cost-effective protection for commanders.
  • Asceticism & Privileged Position: Offering resilience and versatility, these enchantments bolster creature protection while enabling regeneration.
  • Uril, the Miststalker: Combining hexproof with a scaling power boost, Uril excels in enchantment-themed decks and Voltron strategies.
  • Leyline of Sanctity: Offering pre-game protection, Leyline thwarts targeted spells and abilities, making it invaluable against mill and burn strategies.
  • Saryth, the Viper’s Fang: A versatile card for Standard play, offering strategic flexibility and synergy with poison counters.
  • Heroic Intervention: A versatile green spell, providing comprehensive board protection and countering targeted removal and board wipes.

Wrap Up

In conclusion, while hexproof confers formidable advantages when employed tactically, its prevalence can occasionally stifle interactivity and enjoyment, particularly for opponents. Restraining its application to effects like granting hexproof to other creatures or players fosters a healthier game environment, encouraging strategic diversity and engagement.

Get your own custom Magic cards at https://printmtg.com

Do you share my sentiments on hexproof? While potent, it can sometimes dampen gameplay dynamics. Yet, when utilized judiciously, it remains an intriguing mechanic. If you disagree or have alternative perspectives, I welcome your insights in the comments. Additionally, feel free to explore our blog and Twitter for more Magic-related content.

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Summoning Sickness Guide in Magic: The Gathering | Common Questions https://krakenopus.com/summoning-sickness-guide-in-magic-the-gathering-common-questions/ Sat, 24 Feb 2024 00:48:26 +0000 https://krakenopus.com/?p=711 Ever experienced that groggy detachment upon waking up in the morning? Well, imagine your creatures in Magic: The Gathering feeling just like that when summoned onto the battlefield. They need a moment to orient themselves before springing into action, akin to someone stumbling out of a portal. In this comprehensive guide, we’ll delve deep into […]

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Ever experienced that groggy detachment upon waking up in the morning? Well, imagine your creatures in Magic: The Gathering feeling just like that when summoned onto the battlefield. They need a moment to orient themselves before springing into action, akin to someone stumbling out of a portal. In this comprehensive guide, we’ll delve deep into the concept of summoning sickness in MTG, covering everything from its definition to its implications in gameplay.

What Is Summoning Sickness in MTG?

Summoning sickness refers to the condition of a creature that has recently been summoned onto the battlefield. As a result, it cannot attack or utilize tap abilities. This condition persists until the controller’s next turn. The term originates from the notion that newly summoned creatures are disoriented and require time to acclimate to their surroundings before engaging in actions.

How Does Summoning Sickness Work?

Upon entering the battlefield, whether through casting or other means, a creature is considered to be summoning sick. During this period, it is unable to tap for an attack or activate its own abilities that involve tapping. However, once the controller’s next turn begins, summoning sickness wears off, allowing the creature to function normally.

When Does Summoning Sickness End?

Summoning sickness concludes at the onset of its controller’s subsequent turn. Notably, a creature is always considered summoning sick unless it has been continuously controlled by a player since the beginning of that player’s most recent turn.

Can Creatures With Summoning Sickness Use Tap Abilities?

No, creatures with summoning sickness are unable to utilize tap abilities or launch attacks. Abilities requiring tapping or untapping symbols in their cost are off-limits until the creature overcomes summoning sickness. However, haste grants an exception to this rule.

What About Other Activated Abilities?

Creatures with summoning sickness can activate abilities that do not necessitate tapping. As long as the ability’s cost does not involve tapping or untapping symbols, it can be utilized without hindrance.

Can Creatures With Summoning Sickness Block?

Yes, creatures afflicted by summoning sickness can still serve as blockers. While they cannot initiate attacks, they retain the ability to block incoming threats, providing defensive utility to their controller.

Do Planeswalkers Have Summoning Sickness?

No, planeswalkers are not subject to summoning sickness. They can immediately utilize their abilities upon entering the battlefield, without any restrictions.

Do Artifacts Have Summoning Sickness?

Plain artifacts do not experience summoning sickness since they are not creatures. However, artifacts that are transformed into creatures, such as those affected by cards like Skilled Animator, adhere to the summoning sickness rules applicable to creatures.

Do Tokens Have Summoning Sickness?

Yes, tokens are subject to summoning sickness like other creatures. Despite not being permanent cards, tokens act as creatures on the battlefield and are subject to the same laws regarding summoning sickness unless they have haste.

Do Lands Have Summoning Sickness?

Indeed, lands also experience summoning sickness, although it may not frequently manifest in gameplay. For instance, lands animated into creatures, such as Creeping Tar Pit, cannot attack on the turn they are played due to summoning sickness.

Do Creatures Have Summoning Sickness After They Transform?

No, transforming into a different form does not trigger summoning sickness. A creature can still attack after transforming, provided it has been continuously controlled since the beginning of its controller’s turn.

Does Flickering Creatures into Exile Cause Summoning Sickness?

Yes, flickering a creature into exile and returning it causes summoning sickness to reapply. The creature is considered a new permanent upon returning to the battlefield, necessitating it to overcome summoning sickness once more.

Do Creatures From the Graveyard Have Summoning Sickness?

Yes, creatures resurrected from the graveyard are subject to summoning sickness. Despite re-entering the battlefield, they retain their summoning sickness until it naturally wears off or is negated by effects like haste.

Do Creatures With Flash Still Have Summoning Sickness?

Yes, unless granted haste, creatures with flash maintain summoning sickness upon entering the battlefield. However, playing a creature with flash during an opponent’s turn may mitigate the impact of summoning sickness by allowing it to be deployed with less vulnerability to removal.

How Does Mutate Work With Summoning Sickness?

The interaction between mutate and summoning sickness depends on the timing and status of the creature involved. A mutating creature retains summoning sickness if it was present upon entering the battlefield, while one without summoning sickness maintains its status after mutating.

When You Take Control of a Creature, Does it Have Summoning Sickness?

Yes, a creature seized by control-changing effects, such as Act of Treason, is affected by summoning sickness unless granted haste by the controlling player.

When You Morph a Creature, Does it Have Summoning Sickness?

Similar to mutating, morphing a creature does not subject it to summoning sickness again. However, if morphed immediately after entering the battlefield, the creature cannot attack until summoning sickness dissipates.

How Can You Get Around Summoning Sickness?

Haste and flash provide avenues to bypass summoning sickness. Haste allows creatures to act immediately upon entering the battlefield, while flash enables them to be cast at opportune moments, reducing their vulnerability to removal spells.

Why Does Summoning Sickness Exist?

Summoning sickness serves as a crucial balancing mechanism in Magic: The Gathering, preventing aggressive strategies from dominating the game. It ensures a diverse range of deck archetypes by incentivizing the use of creatures with unique abilities and attributes beyond sheer speed.

Wrapping Up

In summary, summoning sickness plays a vital role in shaping the dynamics of MTG gameplay. Whether you’re a novice or seasoned player, understanding its implications is essential for strategic decision-making and deck construction. By grasping the nuances of summoning sickness, you can navigate the battlefield with greater finesse and appreciation for the game’s intricacies.

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The Best Extra Combat Cards in Magic: The Gathering https://krakenopus.com/the-best-extra-combat-cards-in-magic-the-gathering/ Fri, 23 Feb 2024 05:43:05 +0000 https://krakenopus.com/?p=698 Magic: The Gathering is a game that involves intricate strategies and exciting gameplay, especially during the combat phase. This phase is crucial as creatures clash, showcasing the exhilarating essence of playing an aggro deck. This article explores the top extra combat cards that can turn the tide of battle by granting players additional combat phases, […]

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Magic: The Gathering is a game that involves intricate strategies and exciting gameplay, especially during the combat phase. This phase is crucial as creatures clash, showcasing the exhilarating essence of playing an aggro deck. This article explores the top extra combat cards that can turn the tide of battle by granting players additional combat phases, often leading to unexpected victories.

The concept of a second combat phase can catch many players off guard, offering a strategic advantage to those who utilize it effectively. Infinite turns may result in infinite extra combats. Still, this list focuses on cards that specifically grant an additional combat phase within a single turn.

Aggravated Assault: Aggravating For Your Opponents

Aggravated Assault is a card that shifts from relatively unimpressive in standard decks to potentially game-breaking in decks capable of generating significant mana. It allows for extra combat phases, which can be leveraged through combinations with creatures like Neheb, the Eternal, or Savage Ventmaw, leading to relentless attacks.

Breath of Fury: A Warning to Opponents

Breath of Fury represents the dual nature of extra combat cards as both potential combo pieces and strategic gambles. Sacrificing a creature for an additional combat phase requires careful planning, often involving generating new creatures to sustain the onslaught.

Scourge of the Throne: Dominance Challenged

Introduced in the Conspiracy sets, Scourge of the Throne utilizes the dethrone mechanic to encourage aggressive play against the leading player. It adds an extra combat phase and enhances the attacking creature, potentially shifting the game’s momentum.

Bloodthirster: The Unrelenting Force

Despite its name, Bloodthirster does not rely on the bloodthirst mechanic but instead focuses on dealing substantial damage across multiple combats. Its synergy with effects that double its power exemplifies its devastating impact on the battlefield.

Moraug, Fury of Akoum: Master of Combats

Moraug capitalizes on the landfall ability to offer potentially unlimited extra combat steps. However, players must navigate its timing intricacies to maximize its effectiveness, making it a card that rewards strategic land play.

Najeela, The Blade-Blossom: Solo Strategist

Najeela demonstrates the power of synergy and strategic play, offering extra combat phases without requiring intricate combos. Originating from the Battlebond set, it has become a formidable commander in its own right.

Anzrag, The Quake-Mole: The Defender’s Dilemma

Anzrag presents opponents with a challenging decision: block and trigger another combat phase or suffer significant damage. This card exemplifies the tactical depth extra combat cards can add to the game.

Combat Celebrant: Collective Assault

Combat Celebrant showcases the creative ways players can circumvent limitations to generate multiple combat phases. Through clever use of equipment and copies, it opens up endless possibilities for aggression.

Karlach, Fury Of Avernus: Game-Ending Potential

Karlach offers straightforward extra combat phases, enhancing any combat-focused deck. Its flexibility and immediate impact make it a valuable addition to any strategy aimed at overwhelming opponents through sheer aggression.

Aurelia, The Warleader: The Boros Champion

Aurelia embodies the spirit of the Boros Legion, providing haste and the potential for massive damage across multiple combat phases. Its synergy with Helm of the Host, among other strategies, makes it a key card for aggressive decks looking to close games swiftly.

Conclusion

Extra combat cards are a dynamic element of Magic: The Gathering, allowing players to seize the initiative and maintain pressure on their opponents. Through strategic deployment and synergy with other cards, these extra combat phases can turn the tide of battle, showcasing the depth and excitement that Magic brings to the tabletop.

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Richard Garfield Net Worth | Creator of Magic: the Gathering https://krakenopus.com/richard-garfield-net-worth-creator-of-magic-the-gathering/ Fri, 23 Feb 2024 01:28:03 +0000 https://krakenopus.com/?p=691 Richard Garfield’s net worth, as of the latest estimates, reflects the immense success of his career as a game designer and entrepreneur. After the sale of Wizards of the Coast to Hasbro in 2000, Garfield’s financial gain from this transaction was reported to be over $100 million. In collectible card games, few names are as […]

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Richard Garfield’s net worth, as of the latest estimates, reflects the immense success of his career as a game designer and entrepreneur. After the sale of Wizards of the Coast to Hasbro in 2000, Garfield’s financial gain from this transaction was reported to be over $100 million.

In collectible card games, few names are as synonymous with innovation and influence as Richard Garfield’s. Best known as the inventor of “Magic: The Gathering” (MTG), Garfield has carved out a legacy far beyond a single game’s confines. His creations have not only defined an entire genre of gaming but have also amassed a fortune that reflects his success and ingenuity. This article explores the life, creations, and net worth of Richard Garfield, shedding light on the man whose vision has captivated millions worldwide.

Early Life and Education

Born on June 26, 1963, in Philadelphia, Pennsylvania, Richard Garfield’s journey into game design began at an early age. With a family background that included former U.S. President James A. Garfield and the inventor of the paper clip among his ancestors, creativity, and innovation were part of his heritage.

Dungeons & Dragons introduced Garfield to games, which sparked his passion for them and inspired him to create his first game at the young age of 13. He pursued his academic interests with equal enthusiasm, earning a Bachelor of Science in computational mathematics from the University of Pennsylvania and a Ph.D. in combinatorial mathematics. This blend of creativity and mathematical prowess would become the hallmark of Garfield’s game design philosophy.

Creation of Magic: The Gathering

The conception of “Magic: The Gathering” in the early 1990s marked a turning point not only in Garfield’s career but also in the gaming industry. Tasked with creating an affordable and portable game, Garfield drew upon his background in mathematics and his love for games to develop MTG, the first modern collectible card game. Launched in 1993, MTG became an instant hit, setting the stage for a new genre of gaming that combined strategy, collectibility, and a rich narrative universe. The game’s success paved the way for Garfield’s enduring legacy, establishing him as a visionary in the gaming community.

Other Notable Games Designed by Garfield

Beyond MTG, Richard Garfield’s portfolio includes many games that have left an indelible mark on the industry. Titles such as “Netrunner,” “Vampire: The Eternal Struggle,” and “RoboRally” showcase his versatility and innovation as a game designer. Each creation carries Garfield’s signature blend of strategic depth and thematic richness, cementing his reputation as a game design master. While diverse in mechanics and theme, these games all reflect Garfield’s ability to create engaging, immersive experiences that captivate players of all ages.

Net Worth Analysis

Richard Garfield’s stake in Wizards of the Coast, the company he merged his sole proprietorship with Garfield Games, was a significant chapter in his storied career. Garfield cemented his legacy in the gaming industry by exchanging his company for 25% of Wizards’ stock. He set the stage for future financial success. With the help of Magic: The Gathering, a game he developed while pursuing his Ph.D., he was able to directly profit from the company’s expansion.

His stake in Wizards became even more valuable when Hasbro acquired the company in 2000 for $450 million, which reportedly netted over $100 million for Garfield. This monumental sale underscored the immense value of Magic: The Gathering and other fantasy games developed by Wizards and highlighted Garfield’s foresight in merging his efforts with a company that shared his vision for innovative gaming.

Richard Garfields Net Worth.

Personal Life

A profound sense of privacy marks Richard Garfield’s life outside the spotlight of game design. Married to Koni Kim in 2015, Garfield has managed to keep his personal life away from the public eye, focusing instead on his professional endeavors and contributions to the gaming community. Despite his global fame, Garfield remains grounded, with a life that balances the demands of his career with the joys of personal fulfillment and family life.

Legacy and Awards

Richard Garfield’s contributions to the gaming industry have been recognized with numerous awards and accolades. Inducted into the Adventure Gaming Hall of Fame in 1999, Garfield has received honors for “Best Card Game,” “Best Role-Playing Game,” and “Best Fantasy or Science Fiction Board Game” at the Origins Awards.

These accolades testify to his impact on the gaming industry and his ability to innovate within diverse genres. Garfield’s legacy is not just in the games he has created. Still, in the communities, he has inspired and influenced countless designers.

Conclusion

Richard Garfield’s journey from a young game enthusiast to a legendary designer is a story of creativity, innovation, and enduring success. Through his seminal creation, “Magic: The Gathering,” and his diverse portfolio of games, Garfield has shaped the gaming landscape and built a fortune that reflects his contributions. As the gaming world continues to evolve, Garfield’s legacy stands as a beacon of excellence, inspiring future generations of designers to dream big and innovate boldly.

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