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382 lines
32 KiB
Plaintext
Episode: 3396
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Title: HPR3396: Card roles in Magic the Gathering
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr3396/hpr3396.mp3
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Transcribed: 2025-10-24 22:41:17
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---
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This is Hacker Public Radio Episode 3396 for Monday, 9th of August 2021.
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Tid's show is entitled, Card Rolls in Magic the Gathering.
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It is the 260th show of Clot 2 and is about 39 minutes long and carries a clean flag.
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The summary is, there are over 25,000 cards in MTGU only need 60 to play.
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This episode of HPR is brought to you by an honest host.com.
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Get 15% discount on all shared hosting with the offer code HPR-15.
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That's HPR-15.
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Better web hosting that's honest and fair at An HonestHose.com.
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Hey everybody, this is Clot 2, you're listening to Hacker Public Radio.
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I am going for a walk, but Ken has put out the dreaded call for shows.
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I say dreaded because that means that there aren't enough shows.
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It's not that I dread Ken's messages.
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I actually quite like to hear from Ken.
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It's a nice guy.
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So he said that we need shows in the queue.
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So while I'm walking, I decided why not record a show?
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And I know that audio quality under such conditions is not ideal.
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I'm going to apologize once quickly right now for that.
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And then I'm going to never mention it again, at least in this episode.
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So in this episode, I want to talk about Magic the Gathering.
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Back in 2018, I did an episode called Magic the Gathering for Cheapscapes.
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And I wanted to talk about that a little bit more now, like three years later.
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Three, three, eight, nine, ten, eleven, three years later.
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And I got a couple of months, I think, because I think that was like a march.
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And I'm recording this in July.
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So anyway, Magic the Gathering for Cheapscapes.
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The idea to that was that you go to a store, a game store,
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and you buy their cast-offs, like all the cards that nobody else wants.
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And you buy a bunch of them, like a lot of cards, more cards than you'll ever need.
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And then from that pile of worthless cards, you assemble a deck and you start playing.
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And that has served me well.
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I have stayed true to the ethos of not becoming a card addict.
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And generally, since investing in Magic the Gathering cards once,
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I have not had to invest in any more with two exceptions.
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And the second exceptions, what I want to talk about right now, well, in a moment.
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The first exception was that I did buy a box of cards at full price.
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But it wasn't, it genuinely wasn't because I needed more cards to play with.
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It was to play the game with.
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It was because I wanted cards to add to my knowledge of a setting in Magic the Gathering,
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which also was a setting in D&D.
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And so I sort of got the cards as sort of game materials for Dungeons and Dragons,
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more than for their primary purpose of Magic the Gathering.
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And I can back that up.
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If you come over to my house, I'll show you the stack.
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It's not mixed in with my card, the cards that I play with.
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It's over by my D&D books.
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So I'm not kidding, I really do keep those cards separate.
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And I use them during a Dungeons and Dragons game.
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Okay, so second exception is the thing that I want to talk about here.
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And it's an important principle, I think, for potential Magic the Gathering players.
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And I'm by no means an expert.
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You can find probably literally books written on the subject.
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You can find podcasts that talk about this stuff endlessly.
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I find all of that stuff a little bit overwhelming.
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And I'm going to kind of going under the assumption here
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that if you were trying to get into Magic the Gathering,
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then you might find them a little bit overwhelming as well,
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because they're definitely for people who sort of talk and obsess about Magic a lot more
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than certainly a beginner Magic player would know how to deal with.
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So when I said in 2018 that you can just buy a bunch of cards and start playing,
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that was true, and it's about as inefficient as Magic,
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as playing Magic, acquiring Magic cards are in any other way.
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Like, there's really very few efficient ways to just buy a Magic the Gathering game.
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Essentially, when you start Magic the Gathering,
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you are signing up for a framework, and the framework is a really good framework
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as I've demonstrated in other episodes about Magic the Gathering.
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It's a really good framework for making a game.
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But you do kind of have to make the game yourself.
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You have to assemble the decks, you have to build them so that they sort of work for you,
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so that they sustain you through a whole game.
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And I'll admit that it's a little bit of a strange experience.
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Like, normally when you go and buy a game, you get all the pieces in a box,
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and you take all the pieces out, you play the game, put the pieces away, and you're done.
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Magic the Gathering offers very few experiences like that.
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Now, that said, there are some products out there that do offer that experience.
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You can buy them. They're called pre-constructed decks.
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They're, you know, kind of expensive, more expensive than getting the cast-offs.
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But then again, you're guaranteed to get all the cards that you need.
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But that's just one deck.
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So you're buying, yes, you're buying a game.
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But it's kind of realistically, it's kind of not how Magic was designed.
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Like, they expect you, the people designing this game,
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and arguably redesigning the game every year because they keep coming out with new magic cards.
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They expect you to build, to take the parts, the components, that they're providing you
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year after year, and build decks with it, and sort of essentially make your own game out of the
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parts that they're providing you. So it takes some getting used to the parallels from, you know,
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between that style of game and, for instance, open source or Linux or whatever are astounding.
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Like, just the fact that people are making parts of a hole and throwing it out there.
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And just expecting you, the user, to assemble them in a way that's pleasant for your purposes.
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I guess it's also like just PC building, you know? Like, if you're going to go out and get a gaming
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computer or a computer, then you buy all the parts and you know that you need a CPU and a RAM,
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and a motherboard, and probably a hard drive, a power supply that I say that already, whatever.
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And you put a tower and you put them all in there. That's the same thing with Magic, the gathering,
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but the difference, the really important difference here, is that Magic the Gathering
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doesn't really have anywhere that I can find so far, and I have looked. They don't seem to have
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an explanation of what those components are. And part of that is because I think that the creators of
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the game want to make sure that there's maximum flexibility. Like, they want to make sure that you
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the tinkerer gamer have all the components that you need and more. And so whatever weird outside
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the box idea you have for what you think would be the optimal Magic the Gathering game, you can
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create that. And I mean, they've designed and released 25,000 cards over 25,000 cards.
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And so it's almost guaranteed that whatever concept you have, you can build. But again, I go back
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to the problem of if you're new to the game, or if you're just feeling your way your way around in
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the game, then you don't have an idea yet. And it's kind of like when people tell you when you're
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starting to use Linux, you know, like, about all the different desktops that you have to choose
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from. And you think, oh, this sounds very exciting. And I have no idea what to choose because they're
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all different. They're all, it's all the same to me. And the same is that I have no idea what
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they do or what the difference is. And people can tell you like, oh, KDE is this way. And
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GNOME is like that. And Foxbox is like that. And that still means nothing to you because you don't,
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you don't have that experience yet. Magic the Gathering I think is a kind of similar conundrum.
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It's like great. I'm so glad that I have 25,000 pieces to choose from. Too bad I really have no
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clue what I want to do. So my goal in this episode, Dear listener, is to explain to you what the
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pieces are. So that if you get into, if you're looking to get into Magic the Gathering,
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then you'll be able to do so with some information, some, some, uh, yeah, some clues as to which way
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to go. And I'm not going to be naming like specific cards. Indeed, I think that would be, uh,
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well, that would be a losing battle from the start, really, because like I say, they're coming
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out with new cards every year, uh, multiple times every year. So it's, it's quite, it's quite a
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tall order to try to sort of give people a literal like a menu to choose from. Like that's just
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not possible. But I'm going to give you the roles that certain types of cards play. And then your job,
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and I'll tell you how to do this later, but your job will be, if you're looking to get into this game,
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your job will be to go on the internet and look up cards of this type and choose from those cards.
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And by choosing from those cards, of course, I mean, going either on to internet vendors,
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we're going to your local game store. If, if they're open, depending on your area,
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I'm recording this and we're still experiencing a pandemic. So you only do that, obviously,
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if you're vaccinated and you're safe and so on. But you can buy just single cards and they'll
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range from like 30 cents to $2. And you can buy single cards with some information on what you're
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buying. So the first thing we're going to talk about are, I guess, the really obvious ones.
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And that are, that is the land cards, L-A-N-D, land cards. They famously provide the source of power
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for the game. You're supposed to be like a wizard, essentially, in the game. And the wizard draws
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their magical powers from the land itself. So you need land cards. People who play magic usually
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end up with way more land than they ever could need or want. And so they resell it pretty regularly.
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They are, in terms of rarity, they are more common than common. They're just, they're everywhere.
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Unfortunately, you don't usually stumble across these cards when you're out,
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you know, getting up, getting discarded cards at a game store. So you might have to buy those
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sort of separately. But that's fine. I mean, most many of the, many of the cards I'm talking about
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will be things that you have to get separately sort of apart from just getting a box of disc cards
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from your, from your game store. So land cards, that's first of all. The next one is going to be
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the big box of just whatever cards you can find from your game store. As I think I detailed,
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I mean, honestly, I haven't listened to that episode in ages. But back in my 2018 episode,
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I believe I say, go to your local game store, ask if they have, you know, spare cards that,
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that people don't want that you can purchase. They, they will. Sometimes it takes them a while to
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sort of amass that, that bargain bin. After, you know, they have to wait like a couple of weeks
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until after they've held lots of events and people have tossed aside the, the loser cards that
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they don't want. You can buy those for dirt cheap. Like I say, if your local game store
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doesn't have that, then you can probably find it online anyway. Just make sure that you're,
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you're buying truly cheap stuff because these are just the cards that you need to kind of pat out
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the deck. It's not, you're, you're not looking for anything specific. In fact, hey there,
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hey there. Hey, how's it going? He's just going to sit here and let me pet him, I guess.
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Beautiful guy. Yeah, isn't it? Yep. Sorry, there's a K9 friend that ran up to me. So anyway,
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these are cards that you're going to need to just kind of pat your deck. You know, you need to like
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do things like, you need creatures on the board and they don't have to be fancy creatures.
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I mean, in an ideal world, they would be, you know, super fancy creatures with lots of extra
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abilities and, and lots of strengths and stuff like that. And I get it. I'm not, I'm not trying
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to do an episode on how to build like the most optimized and powerful magic deck here. I'm trying
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to get you into this game if you want to be into the game for cheap and, and with a reasonable
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sort of barrier to entry. So I'm just saying, go get the, the dirt cheap cards that nobody else
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wants, populate your deck with them. You're not going to win a tournament with this or anything,
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but I'm assuming that that's not the goal. And so you'll just get some cards. And these are
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significant because you need cards to populate your deck. You just, you just do.
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You're going to put 24 lands into your deck. And then you're going to put a bunch of creatures
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and spells in your deck. And I think the official magic numbers are 17 to 18 creatures, 24 lands.
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And then I don't know, whatever's left for sorceries and enchantments and incidents and artifacts,
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things like that. So you're going to get a bunch of those and you're going to put them into your
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deck. And you'll want those to kind of cover a whole spectrum of mana cost. So you're going to want
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some, they call it a mana curve. You're going to want some that are really cheap to cast. Like they
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only take one mana. So you, once you get one land out onto your, onto your board, onto your,
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onto the table in front of you, then you can start casting those really cheap ones really early.
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And those are important. They may not deal direct damage to your opponent. They may not deal a whole
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lot of damage at all, but at least they're there. And then magic, the gathering, generally speaking,
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their exceptions to everything. Generally speaking, when someone attacks you, if you want to throw a
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little meager, one, one goblin in the, in the path of that monster, that goblin will save you
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life points. It will, it will take the hit and protect you from taking a hit yourself as a player.
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And sometimes that's worth it. It's called chump blocking. I have learned it's a fun term,
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chump blocking. Yes, you can chump block with little tiny creatures and not have to reduce your
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own life total. That's fun. So you're going to want some of those. But then again, you're going to
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also want some big creatures too, right? Like some four, fours and five, fives and six, sixes or whatever
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you can find in that big pile of stuff that nobody else wants. Just throw them into your deck because
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you're going to want kind of the whole spectrum. You're going to want a good, a good range of cheap
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-ish creatures. I've talked about mana cost, cheap mana creatures and some more expensive ones.
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So you want the, the, the curve there. So we've got land cards, we've got chump blockers and just
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general per, I should call them general purpose creatures and, and spells. That's what they really are.
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They're just general purpose. So so far, we probably, we've probably spent, I don't know,
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some of them out of dollars. Why am I trying to put a number on it? It's going to change from
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region to region anyway. And at this point, I'm so, I'm so, well, I live in New Zealand for the
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past seven years. So I mean, all of the money figures that I have in my head are New Zealand
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money figures. And that may or may not apply to you. So I'm not going to put a number on it. But
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we've, we've, we've gotten by, we've gotten out of this pretty cheap so far. We got land and we've
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got cards that nobody wants. So next, this is the stuff that, this is the, the stuff that you're
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here for. This is the, the, the, the stuff that you might have to look a little bit harder for.
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Some of these you're going to find in your bargain bin. Some of them, you're going to have to
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purchase specially online by buying single cards that other people, other players are selling.
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This is why Magic the Gathering is called the trading card game. I mean, admittedly, I think the
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intent was a literal trade like, hey, I will give you this card or these two cards for that one
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good card. And, and you do that. But in real life, especially with the internet being what it is,
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the easiest way to get from here to there often is to just exchange money for it. And that's
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what people do. They go to the game store and they sell a card that other people consider
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to have value. They sell that to the game store and then the game store sells that to someone who
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doesn't have that card. But once that card, like I say, this could mean that you're paying 30 cents
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for the card. It could mean that you're paying $300. I mean, it really just depends on what card it is
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that you're looking for. But I am recommending to you the categories of cards you're going to
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search the internet for. You're going to find a list of cards that serve a certain function.
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And then you're going to find the cheap one or the one I should say in your in your range of
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acceptable expenditure. And then you're going to purchase those. It's not hard, honest. Okay, so
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the one category is going to be, let's call it, just actually, I think I've already covered that.
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So I was going to say general damage. But that's what you've got in your in your bargain pen. You've
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got general things that do general damage. Another thing that you're going to want to look for
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is our cards that do direct damage. Direct damage could mean that it is targeting a specific card,
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like a target card, target creature, target spell, something like that where you get to pick
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what you are damaging. Because normally in magic gathering, you just blindly attack. You just
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tell your opponent, I attack you with these cards. And your opponent gets to choose what you're
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actually attacking. That's one of the powerful sort of player agencies that the game does allow
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the defender. It's that the defender gets to choose what takes the damage. Now there are some
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cards though. And they're usually a little bit more special than, you know, this bargain bin
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stuff. Although that said, there are bargain bin cards that I have found that do direct damage.
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So I have not purchased these separately. But it's kind of the luck of the draw. You know,
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if you got a bargain bin selection, that includes these kinds of cards, then great. If you didn't,
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then you'll have to buy separately. So you will want some cards, you know, one, two, three, four.
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Magic number for me is four because the rule of a magic deck is that you can not have more than
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four of the same card. So I just kind of use four as my guiding number. Again, it's probably not
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like the right number. It's probably not the most optimal number. But that's just kind of the
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number I have. I figure if I have four of all the categories that I've defined, then the likelihood
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of that card coming up at some point in my deck when I need it is pretty good. Like,
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there's probably a way to get a feel for your deck and decide, oh my gosh, I need four of these cards
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and for those cards. Both of them fit the purpose of doing direct damage. But just based on my
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strategy as my deck is playing, I realize I need to be drawing that capability very frequently.
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Like every other hand cycle, I need to have one of those cards available to me, whatever.
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And that kind of thing is something you kind of literally, you just get the feel of it after
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you've played a couple of times. There's definitely play testing involved here, which again,
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not normal. I don't think for most games, but for Magic of the Gathering is kind of par for the
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course. So direct damage is a category of cards. You're going to want to look for it. And in every
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category, for me, when I'm thinking about these things, I think about them in four separate ways.
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I think of them. Well, I'd be able to remember them. I think of them as artifact,
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creatures, spells. And I've forgotten the other one right now. But artifacts, creatures, spells,
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maybe only three categories. Either way, I think of those so that when I'm looking online for
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something, then I know, okay, well, I'm looking for the category of, you know, the top,
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the best cards in Magic of the Gathering to do direct damage. I'll look for that. And then when
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I'm looking through my options, when I found that list online, wherever I found it, I'll look through
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and try to make sure that I've purchased a card within that category that affects artifacts,
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affects creatures, affects spells. And I think there's probably one other thing that I look for
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that I just, I'm not keeping, I'm just, I don't have it in my head right now. I mean, I literally
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haven't written down at home, but I'm going to walk. So I don't have that in front of me.
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Drug damage. Okay, so the other category, so I've got general damage, direct damage. Oh,
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in land, of course. And then the next one that I came up with was counter spells.
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The counter spell, probably not like absolutely essential, but it's a pretty important one
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that I feel like you're probably going to want to have it in in your hand. And again,
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four is the kind of the magic number that I go with, not the best probably, but that's what I do.
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I'm like, I want something to counter spell. Just in the event, some might say inevitable,
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but it probably depends on, you know, kind of like what you're playing against. There's no way to
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predict that. So I like to have a counter spell card or two or four. And so once again,
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I do a search, the internet, best cards, magic, the gathering, counter spell. You'll get a list
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of like 50 cards, 80 cards that do counter that that are magic gathering and they do counter spells.
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In other words, they are instant things that you can play in response to someone else's
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spell. So when they whip out something that's about to clear the board or kill one of your,
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you know, they have a direct damage thing that's going to zap one of your most important cards
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out of the out of existence. You can produce this instant card and say, nope, I counter that spell
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or when there's summoning a creature that you really don't want on their on their board,
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on their battlefield, you can without this thing to counter that that creature summoning whatever it is.
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And again, I kind of try to look for things that, you know, something that specifically counters
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creature summoning or a certain kind of spell. I haven't really looked anything for artifacts,
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but I imagine there's probably something like that. Again, 25,000 cards. So I'm sure there's
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something like that. So look for that counter spells. And then the next one I got is card draw.
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Magic the Gathering is really, really strict, like draconianly strict, draconically.
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They're really, really strict about drawing cards by nature, by the rule of the game,
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one of the few rules of Magic the Gathering. Well, there's a lot of rules actually,
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but I mean, in terms of the base foundation rule that you have to learn, one of them is that you draw
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one card at the beginning of your turn. And that's all you get. So in a Magic the Gathering turn,
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you're typically hoping to play at least one land card, especially at the beginning of the game,
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and probably some other card, because now you've got land, so you're going to try to cast something,
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whether it's a spell or you're summoning a creature, you're doing something. So if you do the math,
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which I'm unable to do as I walk, but you can do the math. You're spending at least two cards
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every turn, and you're drawing one. Your hand is going to become pretty, you're going to
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deplete that hand pretty quickly, if you're doing that on a reliable way. So one of the categories I
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would sort of I think of is some kind of card to enable you to draw extra cards. This can be
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difficult to find sometimes. These are the cards. These are the ones that actually caused me,
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these are among the ones that caused me to purchase just a couple more Magic the Gathering cards
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after the fact that I actually play with, because I was just realizing in games,
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I was depleting my hand. I was like running out of cards in hand, and I was reduced to like
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essentially drawing a card at the beginning of each turn and playing that one card,
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and that was my, well, I mean, if I had land out, I could do things with creatures and stuff,
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but I mean, essentially I was not really, I was not empowered, you know, to choose anything
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on my turn. I was just drawing and playing what I got or not playing anything, which was even worse.
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So something that allows you to draw more cards, I feel like red is the worst color for that.
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I don't know that I ever even got a red card that would enable me to do that, but I think I got
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some colorless ones that made up for the fact, but yeah, it can be a little bit difficult
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depending on what color you're playing. There's a way around that, though. Well, number one,
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like I say, colorless. You might be able to find stuff that even though you're playing a red deck,
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then maybe there's something with colorless mana that you could cast within your red deck,
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or maybe you're not playing a mono red deck. Maybe you're playing a red and black deck or something.
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Not that black is all that great for drawing either, to be honest. Red and blue, there you go.
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Red and green, whatever your red and white, all of those colors have draw ability, so
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if you look for them, so you can purchase a couple of cards again, four is my magic number,
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and that way when you're getting low, you happen to draw one of these cards that says,
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spend, you know, three mana and draw two cards or or discard. Well, that wouldn't be as good,
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but, you know, whatever. There are cards that let you draw extra cards, which is great. There are
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even some artifacts that you can put down on the board that just let you permanently change the
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rule. It just lets you, every time you draw for the first, you know, on your, at the beginning of
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your turn, you draw two instead of one. I think, I think I've seen that. So that, yeah, drawing,
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it's important. So one way around that sometimes can be what they call in the magic community,
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recursion. Recursion means that you have some cards in your deck that enable you to
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rifle through your discard pile, your graveyard, and get cards back into play from your graveyard.
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Sometimes they go into your hand, which means that you have to then probably wait another round,
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you know, before you can actually play them, but sometimes they go directly to the battlefield,
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which means that you, you play that card, and suddenly you have more cards on your battlefield,
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like instantly. So yeah, you're not drawing from your deck. Sometimes that can be a good thing,
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because in magic, the gathering, if you, if you deplete your draw deck, you're, what they call,
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your library, then you, at some point you will lose, because you will be compelled to draw a card,
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and when you are unable to draw a card, but are supposed to be drawing a card, then that is a
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lose condition. So you will lose the game. So sometimes it's better to pilfer through your,
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your graveyard, with what they call recursion, then it is to draw from your draw deck, which they
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call your library. So that, that, the recursion and the drawing, those are the two that I purchased
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separately. But when I say that I purchased them separately, I mean, I'm talking about like, I don't
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know, 12, 15, 20 cards for like 28 bucks, I think. So I mean, it wasn't, it's not like I had to break
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the bank or anything. I mean, 28 bucks isn't pocket change, but over the course of three years,
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decided, or yeah, three years, deciding that, that I needed, you know, 20 more cards to sort of
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round up my deck. I felt like that was not, that was not an unreasonable expense. Plus, I actually got
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it with some of that money that I got from a sort of a bonus at work. So that didn't, I didn't feel
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like I was actually, I mean, a penny saved is a penny earned, but still, look, I spent 28 bucks on
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some cards. That's what I'm trying to say. So those are the categories that I came up with.
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Once again, it's land, which I mean, that's a one time purchase. Your bargain bin,
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general purpose cards, that's one time purchase. Well, all of these are one time purchases, I guess.
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And then direct damage, counter spell, draw, and recursion. And I don't really think that there's
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any other categories that I can personally think of. There are a bunch of categories that you could
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|
think of based on a strategy that you eventually develop. But again, I don't think you're going to
|
|
be developing strategies at first, because you don't know what's available when you're first
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|
starting out. So it'll take you a while to get to the point where you think, I can't believe
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Klausu didn't even mention cards that give you a life boost. Like, what was he thinking, not
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|
including that in his little intro, his quote unquote intro, what a travesty. Well, you're right.
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I mean, like life boost cards would be handy, and it is a fair category, and it does appear in
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a lot of different colors. So that would be a valid category to kind of like have in mind and maybe
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build a deck or buy separately as single cards to add to your sort of arsenal. But then again,
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I mean, it's not so general purpose that I think that it would be a category to keep in mind
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from the start. Because naturally, the game is about depleting your life points arguably.
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I mean, some people argue that that's not really what the game is about, because in a way,
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they're right. You can get down to one life point and still be in the game, like as long as you
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manage that one life point, whereas if you run out of cards in your draw deck, your library,
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then you lose. So yeah, there are arguments lots of different ways, but my point is that life
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boost is a feature, not a requirement, whereas I think drawing cards is a requirement.
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General damage is a requirement. Land is a requirement. So those three, I would say are
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|
requirements. And when I say draw, I guess I really mean also recursion since that is another
|
|
form of drawing. So essentially keeping your hand populated with cards. So that would be recursion
|
|
drawing. And then of course, just to have a deck at all, you need that general, those general
|
|
cards and some land cards. So those would be the really, really important ones. And then maybe
|
|
optionally, I would go, I would drill down a little bit and say, okay, well, yeah, I want some
|
|
direct damage. I want some counter spells. And then maybe eventually you'll decide, you know,
|
|
I really want some big blockers, just some walls to throw up. Maybe I want some cards to add to my
|
|
life total, because I've got a lot of cards in my deck that deduct from my life. So I need something
|
|
to counter balance that. Or maybe you think, well, I've really noticed that I'm having a lot of
|
|
success draining my card, my opponent of their cards, what magic calls milling, milling as in like
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|
a flower mill. So you're milling your opponent of cards and making their draw deck, depleting their
|
|
draw deck thereby forcing them to lose the game when they, when they go to draw and have no cards
|
|
to draw. Or maybe you're, you're noticing that your creatures are great, but, but, but they get
|
|
really great when you add, when you boost them with extra, with extra strength and extra toughness,
|
|
power and toughness. So you decide that you really want to invest in some cards that give your
|
|
creatures additional power, because that's just the way that you're winning. All of those things
|
|
are great options. And I think knowing how to find magic cards online as individual cards and
|
|
knowing sort of the categories to search for, I think that's where it really sort of starts to come
|
|
together in a reasonable and efficient manner. Whereas the other way to do all of this is just to go
|
|
up, you know, show up to Friday night magic at your game store and just buy a bunch of cards every
|
|
week, which is fine. You can do that. You can spend your 20 bucks every Friday for a great night
|
|
out and you'll have a lot of fun and you'll have a lot of cards and you'll have a lot to choose from
|
|
and you can kind of assemble all of these components from that. I just find that to be very inefficient
|
|
and it kind of runs counter to sort of my natural sort of financial strategy. So I recommend
|
|
identifying the categories that you want to play with and invest in those as single cards and those
|
|
categories again. And I'll put these in the show notes recursion and drawing
|
|
general cards and land. Those are the, oh, and I forgot to talk about sort of hacks around land,
|
|
which are important. But I guess that'll be some maybe some other episode because I'm at home.
|
|
Now, so thank you very much for going on this walk with me. I'll talk to you next time.
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You've been listening to Hacker Public Radio at hackerpublicradio.org. We are a community podcast
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