Im sure
youve seen them. Hunkered down in dorm
rooms, in their parents basement, in comic book shops, in the break room at work,
twitching while they shuffle their cards, eyes searching for the next great combo. Their hands periodically flash a card and they
exchange libraries of strange sounding terminology and definitions. Maybe you though it was a cult. Maybe you were right. In the years since
its launch, Magic the Gathering has grown into the epitome of cultural phenomenon. With an estimated fan base of around seven million
active players from fifty-two countries, Magic is everywhere. Lest you thing Magic the Gathering is confined to
junior-high-school playgrounds, think again. With
a worldwide tournament schedule that includes a 1.5 million-dollar pro tour and a yearly
world championship tournament with a $250, 000 purse, the stakes are high and the
competition is intense. Ive always
loves games. All of them, but strategy games most of all. I think Ive played almost
all of them, and only a couple stick out in my mind as truly worthy of pursuit. When I was
a kid I played a lot of chess, and as an adult I play a lot less chess but its still
an amazing game. Their comes a time in chess
where you hit the wall of your natural aptitude and in order to improve youre going
to have to study the game. No matter how much
you love the game, spending three hours a day memorizing different lines from Bobby
Fishers poisoned pawn or the Kasparov system of the Kings Indian defense is going to
get old sooner or later. Probably sooner. The other truly
great strategy game Ive come across is Magic: The Gathering. Its a lot like
chess, except you get to decide which pieces you want to bring to the match. And there are thousands of different pieces to
choose from. Add in a hefty dose of strategy,
some random chance, and all the skills that make poker worth playing, and you have a game
that almost defies explanation and becomes the unlikely hero of gaming fans across the
world. Like chess, Magic requires its masters
to understand a host of strategic principles in order to win. Unlike chess, memorization and evaluation of a
position will take you nowhere. The emphasis
is on analytic thinking. Before the
tournament even starts you must consider how to combine various effects and cards to
produce a greater effect than the sum total of all cards taken individually. During the game you have to take em as they
come. Even the best-laid plans will find
unforeseen obstacles. Sometimes you wont have an answer, sometimes you can stall and
hope you find one. Sometimes you have the
perfect answer but you hold it, drawing your opponent out further and further
tillthwak game over. They never saw it
coming. You have to know when to hold em,
know when to fold em, know when to walk away, and know when to run. In an effort to
keep the game fresh and exciting, Wizards of the Coast releases periodic expansion to the
Magic universe. Some are excellent, some are
only pretty good. Their newest expansion,
Invasion, happens to be awesomeIts one of the best ever released. Invasion sports a
lot of new features never seen before. Some
new cards now have a kicker, an optional casting cost that can boost the effect of a card
later in the game, at the cost of a slightly less effective cost early in the game. In addition, the new set also introduces the split
card, a card with two mini cards printed on each card.
Each half is less effective then a comparable spell would be, but the added
flexibility of having two choices of which card to take can more than make up for the
deficiency. Dual lands also
make their triumphant return to Magic the gathering.
This time only in allied colors, and they have the drawback of coming into
play tapped, but still an amazing boon to multicolored decks. And multicolored is what its all about in
invasion, with dual lands, and hordes of new artifact mana and creature mana, its
easier to play multiple colors now then at any time since Unlimited. So easy, in fact, that the single color decks will
most likely become obsolete, as they should be, and give way to three, four, and even five
colored decks. Its pretty wild. A five colored deck in tournament play would have
been laughable a month ago, but with Invasion I guarantee you it will happen. Legends have
returned, including those extraordinarily powerful dragon legends, only unlike the ones
that were printed in the Legends expansion set, these dragons are actually playable. Gold cards have also returned in Invasion, and
theyve returned in massive numbers. Only
unlike most of the gold cards that have been printed throughout Magic history, these gold
cards dont suck. These gold cards are
not only some of the best in the set, theyre also some of the best in print, and
maybe some of the coolest cards ever made-- which is yet another reason why three and four
color decks will see a surge in popularity. Trust me on this
one. Invasion is an awesome set, and a
welcome sight after the adequate, but rather prosaic Mercadian Masques block cycle and the
disappointingly shallow Prophecy expansion set. Invasion
delivers with ingenuity and style, and the Standard tournament cycle is about to take a
decidedly cool turn. If youre a Magic
fan or have been thinking about giving it a whirl, this is a cant miss set. The Invasion block cycle will be completed with
the release of Odyssey in October of 2001, Vendetta in February of 2002, and Judgment in
June 2002. |