what you like about M:TG cards themselves
Posted: Tue May 26, 2020 11:02 am
I know a lot of us are opponentless right now, struggling with online clients or just giving up entirely! I've been looking through my collection just recently and struggling to understand what I like about them when players are removed from the mix;
The art? - there are some incredible illustrators at work on these cards but the theme they expertly capture is not necessarily my thing; in terms of all the possible styles among traditional games, I find myself pulled towards modern, science-fictiony or cyberpunk settings, with only wartime stuff being less interesting to me than high fantasy. maybe I like a satirical element to the art; most of MTG's art is incredibly earnest.
The settings and characters? - high fantasy, again. I'm a fan of stuff like Ravnica, Mercadia, Amonkhet, etc. where there's enough intimated, complex interaction among the sapient folk that a believably human or human-like setting arises, but most M:TG settings aren't like that and veer towards weird superfauna landscapes or takes on extant cultures which seem to rob them of day-to-day culture and focus on the myths? A lot of the legendary characters and cards are just single-named archetype people who disappoint you in the flavour text by talking like a superhero. I get that the point of fantasy settings is to be epic but it leaves me with nothing to consider; I don't care about the feats of these characters because they mirror the exaggerated setting and let nothing more subtle be presented.
The humans vs animals vs unity theme out of Ikoria is an attempted bit of intrigue, I suppose? but the setting of the plane is a little goofy and it struck me more as a gambit for twitter polls.
The design of the cards? - I'm fairly happy with the current borders and fonts 'n stuff, although I long for more adoption of the Future Sight frame; to me the curved dynamic contour of the FUT card is just more interest than the regimented boxiness of everything else. Not much is better than Future Sight, even if the Bridge is a ridiculous card. (So's the green pact!)
The game meaning/abilities of the cards? - I find myself too familiar with the cards I've owned for years and threatened by the naked power of the new ones. There's a few cards printed in every set that really strike me as something interesting and new which I cherish even if the rapid releases and honed demographic-targetting formulas make a lot of card text a repetitious blur. I'm just too used to the game by now (have played and collected since about 1996) and feel like there's enough cards.
Do you get any joy out of your collection beyond its play value? I sit here wishing it had been a science fiction card game which had really hit it big x3
The art? - there are some incredible illustrators at work on these cards but the theme they expertly capture is not necessarily my thing; in terms of all the possible styles among traditional games, I find myself pulled towards modern, science-fictiony or cyberpunk settings, with only wartime stuff being less interesting to me than high fantasy. maybe I like a satirical element to the art; most of MTG's art is incredibly earnest.
The settings and characters? - high fantasy, again. I'm a fan of stuff like Ravnica, Mercadia, Amonkhet, etc. where there's enough intimated, complex interaction among the sapient folk that a believably human or human-like setting arises, but most M:TG settings aren't like that and veer towards weird superfauna landscapes or takes on extant cultures which seem to rob them of day-to-day culture and focus on the myths? A lot of the legendary characters and cards are just single-named archetype people who disappoint you in the flavour text by talking like a superhero. I get that the point of fantasy settings is to be epic but it leaves me with nothing to consider; I don't care about the feats of these characters because they mirror the exaggerated setting and let nothing more subtle be presented.
The humans vs animals vs unity theme out of Ikoria is an attempted bit of intrigue, I suppose? but the setting of the plane is a little goofy and it struck me more as a gambit for twitter polls.
The design of the cards? - I'm fairly happy with the current borders and fonts 'n stuff, although I long for more adoption of the Future Sight frame; to me the curved dynamic contour of the FUT card is just more interest than the regimented boxiness of everything else. Not much is better than Future Sight, even if the Bridge is a ridiculous card. (So's the green pact!)
The game meaning/abilities of the cards? - I find myself too familiar with the cards I've owned for years and threatened by the naked power of the new ones. There's a few cards printed in every set that really strike me as something interesting and new which I cherish even if the rapid releases and honed demographic-targetting formulas make a lot of card text a repetitious blur. I'm just too used to the game by now (have played and collected since about 1996) and feel like there's enough cards.
Do you get any joy out of your collection beyond its play value? I sit here wishing it had been a science fiction card game which had really hit it big x3