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- ,;;' ';;;; ;;;; '' '' '''`; ,''' ''''''''
- ,;;' ;;;; ;;;;.
- ,;;; ;;;; ;;;;;. T h e G a t h e r i n g (TM)
- ,;''' ;;'' ```````` PLAYER GUIDE VOL 1
- ` '
- Inquest Feature: MASTERS OF MAGIC
-
- @{ " Introduction " Link "intro"@}
- @{ " Alex Blumke " Link "blumke"@}
- @{ " Mark Justice " Link "justice"@}
- @{ " Mark Rosewater " Link "rosewater"@}
- @{ " Richard Garfield " Link "garfield"@}
-
- @{ " Back to Main Menu " Link Main @}
- @{ " Back to Sub Menu 5 " Link "start"@}
- @endnode
- **--
- @node intro
-
- MASTERS OF MAGIC
-
- You're a die-hard Magic: The Gathering player and you've fallen on tough
- times. You've just been torched by your opponent for the fifth time in a
- row. You can't seem to get any of your combos to work, and no matter how
- many times you read The Pocket Player's Guide, nothing seems to help.
- Your friends cackle when they ask you for a game because they know you're
- an easy mark.
-
- Wouldn't it be great if you could pick up some tips from the real wizards
- of Magic?
-
- Alexander Blumke, the reigning world Magic champ, could probably show you
- a thing or two. So could Mark Justice, the U.S. champ. With a quick trip
- to the Wizards of the Coast's main offices, you could talk to Mark
- Rosewater, a designer on the Magic team. Or better yet, grab a few
- minutes with Richard Garfield, the Magic man himself.
-
- Sure, that'd help!
-
- But assuming you don't have the time, contacts or disposable income to
- arrange these visits in Geneva, Salt Lake City and Seattle, we've got the
- next-best thing. Blumke, Justice, Rosewater and Garfield all agreed to
- tell us about how they play the game they all love-maybe almost as much
- as you do.
-
- @{ " Back to Main Menu " Link Main @}
- @{ " Back to Sub Menu 5 " Link "start"@}
- @endnode
- **--
- @node Blumke
-
- Blumke, the 1995 Magic world champion, was born in Hamburg, Germany,
- moved to Geneva, Switzerland, at the age of 4, and became a Swiss citizen
- at 15. Now 27 years old, he's working toward a degree in English
- literature. Apart from traditional games, he plays a lot of tennis
- (even organizing tournaments at the local club) and enjoys skiing.
-
- InQuest: How were you introduced to Magic: The Gathering?
-
- Blumke: A friend of mine named Guillaume introduced me to it while he was
- searching for playing partners in the late spring of 1994.
-
- InQuest: How did you become the Magic world champion?
-
- Blumke: I won fourth place in the Swiss championship. (I lost my first
- match there.) In the world championship, I needed a 3-0 win in my last
- qualifying match to make it to the playoffs. I succeeded because my
- opponent's deck was the perfect match for mine. He had lots of big
- creatures, so my Hymn to Tourach/Dance of the Dead combo worked perfectly.
-
- InQuest: What's being the champion like?
-
- Blumke: As world champion, I get invited to certain events from time to
- time. Also, I have to answer to interview requests, mostly from
- Switzerland, Germany, the U.S.A. I sometimes get phone calls from people
- I've never met-kids, most often-asking me to see them or to give them
- advice.
-
- InQuest: What about Magic appeals to you?
-
- Blumke: The seemingly infinite possibilities of playing and putting cards
- together. This has a way of triggering the imagination, which I like.
- Playing with over a thousand little works of art appeals to me
- aesthetically too.
-
- InQuest: What's your philosophy for playing the game?
-
- Blumke: Apart from trying to win, I also like being lucky. Although I'm
- not superstitious in any way, I can't help thinking of a roleplaying
- universe in which luck is a characteristic just like intelligence or
- strength. Not that I would be proud of it, or-even worse-believe it;
- I just like it.
-
- InQuest: How do you approach tournament-level deck building?
-
- Blumke: First, I try to spoil other people's play. That sounds unfair,
- but that's how one wins tournament games. I use hand- or land- or spell
- destruction techniques, or I try to prevent them from playing anything.
- Sometimes I just take what they play.
-
- Second, I try to have some means of getting and playing more cards than
- my opponent.
-
- Third, I also like to have some "mass spoiling" cards between the deck
- and the sideboard that work against any deck that is not versatile enough
- These include Wrath of God, Gloom, Energy Flux, Karma, Blood Moon or
- Primal Order, and Land Tax (which spoils both hand and land destruction).
-
- BLUMKE'S KILLER DECK
-
- As employees of Wizards of the Coast, Richard Garfield and Mark Rosewater
- are not allowed to participate in official tournaments. They make decks
- only for play-testing and for fun, hardly in the killer vein. However,
- 1995 Magic World Champion Alexander Blumke and 1995 Magic U.S. Champion
- Mark Justice were each happy to share a killer deck with us. (Turn the
- page for Justice's deck.)
-
- Be warned: These decks can slay your wallet as well as your opponent!
-
- Alexander Blumke
-
- This is the deck I played at Spiel '95 in Essen, Germany. Wizards of the
- Coast had invited me there to play at their gunslinger table.... I wanted
- a deck that could win as many games as possible as quickly as possible
- so that I could play against as many people as possible without looking
- too bad....
-
- Thirteen lands plus the Library of Alexandria may seem like too few lands.
- Not for this deck, though. Eight of the spells require no mana, 20 demand
- one mana, 12 need two mana, four require three mana and the other two ask
- for four variable amounts of mana. With the land, Moxes and Barbed
- Sextants, your supply will be fine.
-
- There is one rule to follow with this deck: As long as an opponent is
- taking damage from a Vise and has blue mana available, don't cast
- anything-not even a Mox. Apart from that, this is a very easy deck to
- play. Not much thinking is required (although this depends on the opponent
- deck), which makes for quick play-especially for me.
-
- QUICK GUNSLINGER DEMO DECK
-
- Spells
- RED
- 1 Blood Moon
- 4 Chain Lightnings
- 4 Lightning Bolts
- 1 Shatter
- 1 Wheel of Fortune
-
- BLUE
- 1 Ancestral Recall
- 1 Copy Artifact
- 1 Timetwister
- 1 Time Walk
-
- BLACK
- 1 The Abyss
- 1 Demonic Tutor
- 1 Mind Twist
-
- GOLD
- 1 Stormbind
-
- GREEN
- 1 Regrowth
-
- WHITE
- 1 Balance
-
- Artifacts
- 4 Barbed Sextants
- 1 Black Lotus
- 4 Black Vises
- 2 Howling Mines
- 1 Ivory Tower
- 1 Meekstone
- 1 Mox Emerald
- 1 Mox Jet
- 1 Mox Pearl
- 1 Mox Ruby
- 1 Mox Sapphire
- 3 Relic Barriers
- 1 Sol Ring
- 1 Urza's Bauble
- 1 Winter Orb
- 1 Zuran Orb
-
- Land
- 4 Badlands
- 1 Library of Alexandria
- 2 Plateaus
- 3 Taigas
- 4 Volcanic Islands
- 4 Tundras
-
- @{ " Back to Main Menu " Link Main @}
- @{ " Back to Sub Menu 5 " Link "start"@}
- @endnode
- **--
- @node Justice
- U.S. CHAMPION MARK JUSTICE
-
-
- Justice, the 1995 Magic U.S. champion, lives in Salt Lake City. He owns
- and runs two sports card and comic book shops called Sports Cards America.
- He completed two years of college before quitting to start his own
- business nearly three years ago. Now 25, most of his time is occupied
- with running his stores, but he still finds time to play Magic.
-
- InQuest: How were you introduced to Magic: The Gathering?
-
- Justice: I learned of it through the store. I'm always looking for things
- to sell, and Magic came along. We started selling it and people started
- playing it and that's how I picked it up.
-
- InQuest: How did you become the Magic U.S. champion?
-
- Justice: For the nationals, they took the top 25 ranked players in the
- country. I had finished second at the southwest regionals, so that's how
- I qualified for the nationals.
-
- I had a really good tournament at the nationals. They had two [separate]
- sanctioned Type I tournaments at the nationals, and I won both of those.
- Then I went on to win the national title as well that weekend.
-
- InQuest: What's being the champion like?
-
- Justice: It hasn't changed my life. I don't take it that seriously, but
- it's nice to be known as a good player.
-
- InQuest: What about Magic appeals to you?
-
- Justice: The game's strategic format. Whereas in a board game, the
- players each start on an equal playing field, I go into a game of Magic
- with my own ideas on my deck. I have my own thoughts, my own work, my own
- process to start out with. I like that mental challenge.
-
- I really enjoy designing decks. I enjoy designing and play-testing decks
- even more than playing in tournaments. I get stressed during tournaments,
- so I don't get to enjoy the game as much.
-
- InQuest: What's your philosophy for playing the game?
-
- Justice: I'm a very defensive player. It's kind of a contradiction because
- I played an all-red deck at worlds. A defensive red deck seems to be a
- contradiction in terms, but as those who saw it can tell you, it was just
- that. No matter what colors I might be using, my deck is usually very
- defensive.
-
- InQuest: How do you approach tournament-level deck building?
-
- Justice: The decks I build, a lot of people can beat them. If somebody
- walked off the street and said, "Hey, let's play a game," I won't
- necessarily win.
-
- I build a deck to have the best chance of beating an open field. You
- don't know what your first opponent will have-or your second or your
- third.
-
- I try to build the most well-rounded decks that I can. I really feel that
- every card, no matter at what point in the game it's drawn, needs to be
- useful. For instance, pulling a Rack in an opening hand doesn't do much
- good. I don't like cards like that because they don't do anything by
- themselves. They can't help you win by themselves. They're auxiliary
- cards. They can be useful, but I usually try to stay away from them.
-
- Mark Justice
-
- This is the Type I deck that I won the two tournaments with at the 1995
- nationals. I'm cautious when playing this deck, which is in line with
- my defensive philosophy. I like to wait for the right moment to make my
- move and be as can as I can be.
-
- The official name of the deck that I've always used is the Bolt Me Not.
- The reason for that is because every creature is unboltable in the deck.
- That is, every one has a toughness of at least four, meaning that they
- can't be killed by a single Lightning Bolt.
-
- BOLT ME NOT DECK
-
- Creatures
- Blue
- 4 Serendib Efreets
-
- Green
- 3 Erhnam Djinns
-
- White
- 4 Serra Angels
-
- Spells
- Blue
- 1 Ancestral Recall
- 1 Braingeyser
- 2 Counterspells
- 4 Mana Drains
- 1 Recall
- 1 Time Walk
-
- White
- 1 Balance
- 3 Disenchants
- 4 Swords to Plowshares
- 1 Wrath of God
-
- Artifacts
- 1 Black Lotus
- 1 Mox Emerald
- 1 Mox Jet
- 1 Mox Pearl
- 1 Mox Sapphire
- 2 Nevinyrral's Disks
- 1 Sol Ring
- 1 Zuran Orb
-
- Land
- 2 Adarkar Wastes
- 1 Island
- 1 Library of Alexandria
- 1 Maze of Ith
- 2 Plains
- 3 Savannahs
- 3 Strip Mines
- 4 Tropical Islands
- 4 Tundras
-
- Sideboard
- 2 Circles of Protection: Red
- 2 Control Magics
- 4 Deflections
- 1 Disenchant
- 3 Dust to Dusts
- 3 Wraths of God
-
- @{ " Back to Main Menu " Link Main @}
- @{ " Back to Sub Menu 5 " Link "start"@}
- @endnode
- **--
- @node Rosewater
-
- MAGIC DEVELOPER MARK ROSEWATER
-
- Originally from Pepper Pike, Ohio, a small Cleveland suburb, Rosewater
- studied broadcasting and film at Boston University. Upon graduation, he
- moved to Los Angeles top work in television comedy. His six years in
- Hollywood included a stint on the "Roseanne" writing staff.
-
- InQuest: How were you introduced to Magic: The Gathering?
- Rosewater: I was working part-time in a game store when Magic first came
- out-I had decided that I needed to occasionally get out of my apartment,
- as freelancing was getting a bit lonely-and I had a few customers come in
- and ask about this game that they had heard rumors about. I tracked down
- the rumors and learned about the existence of Magic.
-
- Finally, at a convention, I was able to actually find cards that I could
- buy. I bought a few packs-later I would kick myself that I didn't buy
- every Alpha I could have gotten my hands on-and quickly got hooked. Los
- Angeles has a very large Magic community and I was able to play often and
- against very good competition.
-
- InQuest: How did you become involved with Wizards of the Coast?
- Rosewater: When Magic first came out, I really enjoyed the game and was
- always thinking of ways to expand it. When The Duelist #1 came out, I
- decided that it was missing something. There wasn't anything in it which
- really tested the layer's knowledge of the game.
-
- So at a convention in Los Angeles, I approached Steve Bishop, the former
- head of the Duelists' Convocation, and presented my idea for a puzzle
- column. Steve suggested that I write a proposal, which he then passed
- along to the editor of Duelist. She liked the idea, and soon my column
- was being printed.
-
- I started writing for the magazine, and that quickly took up a good
- chunk of my time. I began going to conventions, and pretty soon I became
- acquainted with a good portion of Wizards of the Coast's staff-and mind
- you, that is quite a feat!
-
- Once I had made the connections, I started getting asked to do other
- freelance projects. Finally, there was a point where I was doing projects
- for seven different sections of the company, and it became apparent that
- it was in everyone's best interest just to hire me.
-
- InQuest: What's your title and what are your responsibilities?
- Rosewater: Officially, I am a game developer in research and development.
- My primary responsibility is to help develop new expansions to insure
- that they are both balanced and interesting. I also am a liaison for R&D
- to both the Magic: The Gathering Professional Tour and The Duelist.
-
- InQuest: What about Magic appeals to you?
- Rosewater: The draw of Magic to me is the fact that it creates so many
- interesting choices for the players. The reason that the puzzles work so
- well is based on this very concept. At any point in any game, there are
- always a great number of juicy decisions to make. And as a die-hard game
- player, nothing is more exciting than having to be constantly stimulated
- mentally.
-
- InQuest: What's your philosophy for playing the game?
-
- Rosewater: I play Magic for fun. That means that I have to enjoy playing
- a deck in order for me to want to use it. This obviously excludes me from
- certain very narrow decks, but overall allows me to explore areas that
- others may not think to. The key to deck innovation, I feel, rests in
- playing decks that other people are not.
-
- InQuest: How do you approach tournament-level deck building?
- Rosewater: If you are playing to win, the obvious goal of tournament play,
- you have to make sure to accomplish several things. First, you need to
- decide how your deck is going to win and dedicate all your resources to
- that end. This does not mean that the deck has to be narrow, but rather
- that everything in the deck works together toward a certain focused goal
-
- Second, you need to know your deck better than anyone else. You have to
- play it constantly until you know every nuance of it like the back of your
- hand.
-
- A good deck is like any good tool. The person using it has to know what
- it is capable of and what it is not. If two players of equal skill face
- off, the one who has a better understanding of his deck will win almost
- every time, save the few instances of just bad luck.
-
- @{ " Back to Main Menu " Link Main @}
- @{ " Back to Sub Menu 5 " Link "start"@}
- @endnode
- **--
- @node garfield"
-
- MAGIC CREATOR RICHARD GARFIELD
-
- You're playing with Richard Garfield's toys, but he's not complaining.
- In fact, he's glad. Garfield, who invented Magic: The Gathering, joined
- WotC after his brainchild became a hit. These days, Garfield spends a
- lot of his time coming up with new game designs and handling interviews.
- The popularity of Magic has changed his life forever.
-
- InQuest: What about Magic appeals to you?
-
- Garfield: Many things about M:TG appeal to me. The primary attraction,
- however, is probably the constantly shifting strategic ground, the
- seemingly endless opportunity for a player to innovate.
-
- InQuest: What's your philosophy for playing the game?
- Garfield: My play philosophy will change depending on the context of the
- game and my mood. Usually I try to do things that people don't expect. I
- try to win using less-trod paths.
-
- I usually leave the strategic honing, the perfection of an approach to
- the game, to others. Being a top-notch Magic player takes a lot of
- discipline and patience, more than I am usually able to give.
-
- InQuest: How do you approach tournament-level deck building?
- Garfield: I don't construct tournament decks very often. I much more
- often participate in drafts or sealed decks. When I do construct decks,
- I value flexibility, because my advantage in the game is thinking on my
- feet and using new siuations to my advantage. I will try to use cards my
- opponents aren't as familiar with to maximize their opportunities to make
- mistakes.
-
- Copyright 1996 Gareb Shamus Enterprises, Inc.
-
- @{ " Back to Main Menu " Link Main @}
- @{ " Back to Sub Menu 5 " Link "start"@}
- @endnode
- **--