Monday, November 26, 2012

INFR 3330 - Magic Cards and Stuff

One of the recent topics in our Game Design class dealt with resources in games. Little did I expect was that in one of our lectures this week we would spend the entire class analyzing Magic cards and trying to generate a formula as to how attack and toughness are related to the mana cost.

It was actually a pretty cool lecture. It made me feel wanna play Magic again. I got into it in first year after Branan talked me into trying it. Then like everyone I hung out with at UOIT got into it.

I'm too lazy to get up and take a picture, so here's a fuzzy zoomed picture.

Those were fun times. When GDW and assignments were less work and stress, and when we were actually had free time. I remember playing Magic like 3 - 5 nights a week with anywhere between 2 - 10 people. Miss those times haha.

One of the things I enjoy a lot about Magic is that it's a very complex and intellectual game. There are a bunch of different formats you can play, and within each format there are tons of deck combinations you may encounter. Sure, some are better than others, but you are bound to experience a lot of variety if you just play between friends.

I made an EDH deck with this card and 99 mountains for the lulz. (Gatherer)

I'm a really big fan of games that require skill and thinking. Sure, you don't need to think as much when you spend a trillion dollars on your deck and have the most overpowered cards ever, but generally when you play you have to play with a strategy in mind and learn to adapt to your opponent's moves.

But I find it pretty interesting how the game is balanced. I mean, the game has been out for like 20 years, and there are a ton of cards out. Not only that but there are five main colours, with other varients like multi-colour cards, colourless cards, etc. They all play differently, but for the most part the game is pretty balanced.

Reasonably balanced that is. (Wikipedia)

Like for example red cards embody destruction and reward players for being aggressive and dealing damage. Blue cards are actually magic, and are very spell heavy and used to control the flow of the game. Black cards are focused on death and corruption where they destroy things and leech health and stuff. Green cards are focused on growth and are centered around crushing your opponents with creatures. Finally, white cards are focused on order and protection and they just do things.

I normally play Red/Blue since burn/bounce/counter is like the greatest thing ever.

And of course purple sleeves cause Red/Blue.

I'm actually really curious as to how the design process goes for creating new cards. I think it'll be pretty interesting to know exactly how they do it, and how they test certain things.

Especially when they decide "screw it" and add cards like Emrakul.

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