Duelist Magazine #2 - Summer 1994

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Summer 1994 $3.

50
Issue #2 THE WOC7502

/
The Official Deckmaster™ Magazine

Frequently Asked Questions about A Look at


Magic: The Gathering” Legends Spellfire” and
Other Collectable
Multiplayer Magic Variants: Card Games
Emperor Rules and Melee Magic
What’s New with
Jyhad”: Notes From Playtesting Phil & Dixie

Tournament-Legal
Deck Strategies 1 1 fv

Revised Edition
and Legends 4
Card Lists i

1 *^^**tt ft \i
l 11 V\ >
ill if^sCj <4 Yl 'uY^Z
* / /V \ * \\ \\m JlfSoviy
tVj
ky-A v l*
JL ^
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ng the Art
Wizards of the Coast’s Customer Service Line
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THE DECADE’S HOTTEST GAME!


Over
1Q0 million
cards sold!

LEGENDS ©1994 Anson Maddocks

The most powerful heroes from


Dominia’s past can now fill the
ranks of your Magic™ game!

J m/\L> Melissa Benson

This new collectable card game enacts the


ancient struggle between dueling vampires! £asy to play
Using your personalized deck of cards, will your
clan emerge triumphant, or will you become the Iearn in just 10
feast of the day? r minutes!

The Dark™, Legends™, and Jyhad™ are all 1st Edition cards
and in limited supply! Get them before they’re all tapped out!
Get everything you need for these incredible Deckmaster™ games at these fine Wargames West sponsored stores:
Hobbycraft, Inc.Anchorage AK Shanandoe Enterprises.Boise Game II.Q.Oklahoma City OK
Roaming Panther II..Glendale AZ 25th Century.Bloomington New World Bookstore .Oklahoma City OK
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Collector’s Realm III .Berkeley CA Little Wars.Baton Rouge Phantom of the Attic ..Pittsburgh PA
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Don’s Hobbies .Greeley CO Tripled Hobbies ..Las Vegas Wonderworld Books ..Seattle WA
Infinity Comics & Games .Lafayette CO Bayshore Hobbies.Bayshore Digital Heroes .Walla Walla WA
Citadel.Groton CT Comics Plus...New Hartford Games Plus.Woodinville WA
Enterprise 1701.Orlando FL Adventures & Hobbies .Rochester Hobby Horse .Brookfield WI
Sage’s Press . ..Sorrento FL Crazy Egor’s..Rochester Canada:
The Hobby Corner ..Iowa City IA Saratoga Sci-Fi Shop .Saratoga Springs Keith Potter & Associates .Vancouver BC
Dark Horse ..Boise ID Fourth World Comics ..Smithtown Dragonstrike Games.Victoria BC
Jim Hanley’s Universe .Staten Island 2 stores: Johnson Ave. & University fits. Mall
For your own Twilight Books & Comics .Syracuse
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Science Fiction Roleplaying Game

This is Free Trader Beowulf

Travellers The New Era places a limitless universe ••


before you and gives you thetools to seiie control,.

Whether, you play a Free Trader captain, piloting you


starship through the lawless Wilds, a scout, opening
contact with long-forgotten worlds, or a Star Viking,
rolling back the tide of darkness and ignorance, you.
shape the future of the universe. * '
.
Traveller: The New Era
Science Fiction Roleplaying. Adventure in the Far’

n i#

HANDBOOK Personalities of1


The World Tamers Handbook brings to Traveller®: The The Reformation Coalition contains a wide variety of personalities, and Star
New Era a new arena in which to adventure: the ragged Vikings will allow referees to run them all: members of the RC government
border of civilization, the realm of the unknown on a and armed forces, covert intelligence operatives, RC allies from free-lancers to
thousand worlds that do not know the light of civilization. Free Traders, plus representatives of the RCs implacable opponents: the Guild
and the ruthless dictators from the Wilds.

GDW
CoiAlenk

1-
i Askeel Akoul
Otuxrfc\ me SAWiiA^—LekeiAz
Wondering whether you can play Clone or Doppelganger
on a Legend? Consult the FAQ for Magic’s latest expansion.
Backgrounds by Audi Rusu

10
Testing... testing... Tke Lure erf YVt
1, 2, 3...testing... The Duelist™ is a rr
Learn the fate of wizards who dabble in this forbidden magic.
published quarterly by Wizards
of the Coast, Inc., RO. Box 707
Can you read this?... Renton WA 98057-0707, Backgrounds by Amy Weber
United States of America.The
testing.... magazine may not be repro¬
duced in whole or in part with¬
out the prior written permis¬
sion of the publisher. Material
published in The Duelist does

w o\ not necessarily reflea the opin¬ Emperor Rule$


ions ofWizards of the Coast,
Inc., or its editorial staff,who

$\wc& We Ud tezue, are not liable for opinions


James Ernest outlines the rules and recommended
registered trademark and
mJ mc Vo^e u)£ will co\A\\mz \o denotes a trademark, owned snack foods for this multiplayer Magic variant.
either by Wizards of the Coast,
Inc., or others. Most produtt
Backgrounds by Tom Wanerstrand
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by the companies publishing
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We cvJwmt survey o\a challenge to such status.©I994 OwA&c CoimmdmMz:
Wizards of the Coast, Inc. All

pvip % erf \l\e MtA&fVzilAe. rights reserved. MagicThe


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Ata^Um Mi^kk Anliejuili£$
Companion, Duelists’
Convocation, Dec km aster Back by popular demand, here is Beth Moursund's discussion
and, Garfield Games are trade¬
marks ofWizards of the Coast,
\nc. jyhad is a trademark of of the problem cards of Magic’s early expansions.
Wizards of the Coast, Inc. and

early May...late May


White Wolf, Inc. Vampire:The Backgrounds by Amy Weber
Masquerade is a trademark of
White Wolf, Inc. SPELLFIRE:

early June...late June.. Master the Magic™ is a trade¬


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16
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DARK SUN are registered
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/l~\e <\^o\objze -for The


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Paul Peterson helps beginning Magic players turn a starter and a
distinctive likenesses thereof
are trademarks owned byTSR, few boosters into a deck that holds its own.
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GENERATION is a registered
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fcuellsk’ ConvoeAlion eAtt aUo subjea to approval by Wizards the colors is a key to effective deck tuning.
of the Coast Inc., which
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Background by Amy Weber
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Id iuU A better W
Subscriptions. The Duelist may
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Beth Moursund explains the finer points of one of Magic’s
ship in the Duelists’Convocation
for an annual membership fee
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trickiest creature abilities.
Duelist are also available from
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ComvooaIiom weinkerskip for four issues. The Duelist can Backgrounds By Anson Maddocks
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AppliOAliow is provided wilk Ike worldwide.

euslower survey.)
i § J a 1
OheAdAi CliAleirfe
Mark Poole presents the first installment of his graphic adventure.
%<o. 50
Tk<? fbdi^xl 6oeeexoc hides -f rom flxyledin^

Who is Tim, and why does he cause so much consternation? Editor Bob Kruger and adventure game distributor Wayne Godfrey
Backgrounds by Mark Tedin offer their impressions of the first Deckmaster game to follow Magic.
Backgrounds by Anson Maddocks

rZJlnnin^ Cowbh\Aioi\$ 53
How do you create a powerful tournament-legal Magic deck? /2Co\C h!eu)$
Tom Wylie outlines two deck-building strategies that Wizards of the Coast announces its new customer service department
conform to Duelist Convocation rules. and an array of Magic merchandise.
Background by Daniel Gelon Backgrounds by Julie Baroh and Amy Weber

% v: - CjCj
Cod Do lt\e According Io Owe. Pllo^
Richard Garfield revels in the spellflinging of the Grand Melee What’s new in the rumor mill? Trust Mr. Pling to know.
Backgrounds by Amy Weber Background by Julie Baroh and Amy Weber

& : %
tieclo^xde-f Arli^k Announcement ^JIaaI’s hleu) wilk Pkit And tHxie
Find the contact addresses and upcoming events Here’s Phil Foglio’s unique history of Arabian Nights and Antiquities.
of your favorite Deckmaster artists.
Background by Sandra Everingham %
Ca$, Uds: OixaEJc. 'The SxdkerinC—Revised Edilion
31 - And OkaEJc-. 'The Sxdkeeln^-—Ce^ends
!a|Iwilk ©Aiwlc
W\A Backgrounds by Amy Weber
Deckmaster artist Quinton Hoover speculates on the fate
of fantasy art and the merits of “Draw Tippy.” OS
Backgrounds by Robyn Williamson and Amy Weber
t)eckmAder EocaIa
For collectors and players, here is selected list of Magic
hh miscredits, miswordings, and mistakes.
Tkg t>i\>inec
Background by Sandra Everingham
J.M.White navigates the wild ride of game card collecting, and
outlines the going rate for Magic cards across the US. 69
Background by Amy Weber
Owa^c. 7k<? fuz&lin^
The Duelist presents two new brainteasers from Mark Rosewater, as
¥j well as the answer to the puzzle published in the Duelist Supplement.
6^e\\jke: A Shod Cook
Backgrounds by Amy Weber and Chris Rush
Independent reviewer Rich Rydberg shares his impressions of
TSR’s new collectable card game. u
Backgrounds by Anson Maddocks
Con\>ocA\on Wnor
From the Duelists’ Convocation comes news of personnel changes,
f revised tournament rules, and the impending World Magic Title.
Rgporon Wxe KLsw Co\ec\oh\e CacA S^mes Backgrounds by Anson Maddocks
Computer games, television series, roleplaying worlds, fantasy fiction:
u
the new entrants into the collectable card game genre
i)ug|iyf Conts>ooA\on Appli^Aliott And Customer Surrey
have diverse histories — and exciting futures.
Backgrounds by Julie Baroh and Amy Weber Join the official Deckmaster games organization, and
share your thoughts on Deckmaster and The Duelist.
Background by Daniel Gelon
Wizards of the Coast announces its

LIST A LIST B

I^GSHDjS Adventurers’ Guildhouse


Arboria
Abomination
Azure Drake
Exchange Program Backdraft Backfire
Blight Barktooth Warbeard
Wizards of the Coast is aware that there is a serious distribution prob¬ Blue Mana Battery Beasts of Bogardan
lem with Magic: The Gathering—Legends.We discovered the problem Brine Hag Black Mana Battery
when many of our customers reported that some of the Legends dis¬ Cathedral of Serra Blood Lust
play boxes contained cards from one portion of the uncommon cards, Cocoon Craw Giant
Deadfall Crevasse
while others cards contain mostly cards from a different portion. After
Eternal Warrior Demonic Torment
some investigation by Wizards of the Coast and our printer, Carta
Floral Spuzzem Dream Coat
Mundi, it was discovered that the cards from the uncommon card
Frost Giant Dwarven Song
sheets had been loaded improperly into the sorting and packaging
Great Defender Evil Eye of Orms-By-Gore
machines at the factory. As a result, the distribution of uncommon Green Mana Battery Fallen Angel
cards is less random than it should be. Not all the Legends boxes were Hammerheim Fortified Area
affected by the distribution, but enough were that it has caused us great Heaven’s Gate Great Wall
concern. Some areas received display boxes containing the same set of Hunding Gjornersen Greater Realm of Preservation
uncommon cards, making purchasing or trading for a complete set of Ivory Guardians Hammerheim
Legends difficult, and frustrating the players and collectors of Magic. Kry Shield Horror of Horrors
Land Tax Hyperion Blacksmith
Carta Mundi, for its part, has been extremely apologetic and assures us Lord Magnus Ichneumon Druid
that the problem has been solved. Wizards of the Coast has also con¬ Mana Drain Infernal Medusa
ducted a customer service poll to determine how best to compensate Marhault Elsdragon Jasmine Boreal
for the distribution problems, and has initiated the following program. Mountain Yeti Jedite Ojanen
Pradesh Gypsies Jerrard of the Closed Fist
Presence of the Master Karakas
Princess Lucrezia Kasimir the Lone Wolf
To help people complete their Legends collections, Wizards of the
Puppet Master Kismet
Coast will operate a limited-time ‘trading post’ for the Legends
Rabid Wombat Kobold Drill Sergeant
expansion only. The terms of this are listed below.
Radjan Spirit Kobold Taskmaster
Ramirez DePietro Lady Orca
1) We will provide a two-column list of cards. A customer can send Relic Barrier Lesser Werewolf
no more than two (2) of any one card from either List A or List B. Relic Bind Life Chisel
Sea King’s Blessing Marble Priest
2) We will return to the customer no more than two (2) of any one card Seafarer’s Quay Mountain Stronghold
Seeker Part Water
from the opposite list. All exchanges will be on a one for one basis.
Shimian Night Stalker Pavel Maliki
Silhouette Pendelhaven
3) You can send in a wish list of cards you would like to receive in Sir Shandlar of Eberyn Primordial Ooze
exchange, however we cannot guarantee the availability of any particu¬ Sivitri Scarzam Quagmire
lar cards. Spectral Cloak Rathi Berserker
Spirit Link Red Mana Battery
Sunastian Falconer Reincarnation
4) We will accept no more than 100 cards per shipment, and no more
Sylvan Library Reset
than one (1) shipment per person. This means no more than 100 cards
Tackklemaggot Righteous Avengers
per person at all. To facilitate this program, we will be keeping a data¬ Tor Wauki Riven Turnbull
base to track the returns. All cards returned must be packaged in a safe Undertow Segovian Leviathan
and tidy manner. (We will be using the returned cards to help make Underworld Dreams Shield Wall
the exchanges, so you can understand the need to maintain the card’s Unholy Citadel Storm Seeker
condition.) All returns must be accompanied by a note including the Wall of Dust Sylvan Paradise
Wall of Light The Lady of the Mountain
sender’s full name and address.
Wall of Putrid Flesh Tobias Andrion
Wall of Tombstones Tolaria
5) The Legends trading program will last until August 31, 1994. All Torsten Von Ursus
White Mana Battery
cards received must be postmarked by that date. If any of these condi¬ Touch of Darkness
tions are not met, the package will be returned to the sender with a Untamed Wilds
note of explanation. Please allow at least 6-8 weeks for delivery. If Urborg
you alphabetize your cards first, it will speed up processing. Visions
Wall of Wonder
Whirling Dervish
Legends Cards from US Customers should be sent to: Winds of Change

Wizards of the Coast


Attn: Legends Exchange Program If you have any questions about this policy, please call our Customer
P.O. Box 707 Service Department at (206) 624-0933from 9 am to 6pm PST week¬
Renton, WA 98057-0707 days. Internet inquiries should be directed to: custserv@wizards.com.
I,eGeND3
General Questions Which ones are they?
A: Yes, a few slipped through our editing process.
Q: When a spell says it affects “Legends” does it mean just
cards that say “Summon Legend” or “Legendary Land” or ~ AErathi Berserker is missing the AE in its name.
does it mean all cards from the Legends expansion? ~ All Hallow’s Eve is an Enchantment, not a Sorcery.
A: Just cards that say “Summon Legend” or “Summon — Blood Lust says “creatures gain” when it should say
<something> Legend.” “creature gains”— it only affects a single target creature.
The second sentence is correct.
Q: Can I Clone or Doppelgang a Legend? ~ Cocoon and Venarian Gold say to place their counters
A: Yes, but if you do, the Clone or Doppelganger is imme¬ on the creature; they should say to place them on the
diately buried. enchantment, since the counters apply only to that
enchantment and do nothing if the enchantment is
Q: If I cast a spell to change the color of a Legend, does removed.
it change it to a one-colored card or just replace one of ~ Three cards are credited to the wrong artists:
the colors? Disharmony is by Byron Wackwitz and Psionic Entity and
A: It makes it all one color. Active Volcano are by Justin Hampton.

Q: If a spell says to treat another card as “just summoned” Individual card rulings
or “just cast” does that mean I can counterspell it? If it’s a
blue card can I use a Crystal Rod to gain a life? Q: When does a creature blocking the Aisling Leprechaun
A: No. It just means that if something special happens change color?
when that card is summoned or cast, it happens now. For A: As soon as the block is declared. A Leprechaun with a
example, if you cast Enchantment Alteration on Earthbind, Green Ward will take no damage from attacking/blocking
the new target creature takes two points of damage, and if unless another color-changing effect is used after the
you use Reincarnation to bring Erg Raiders into play, they block is declared.
do no damage to you this turn.
Q: Will Anti-Magic Aura protect my creature from Red
Q: If F m attacked by a Pit Scorpion and a Poison Snake, Elemental Blast? How about from Pestilence or Wrath
do I add the poison counters from both of them together? of God?
A: Yes. Poison is poison is poison. If you get ten poison A: No, it won’t stop interrupts or non-targeted effects.
counters, you lose, even if they came from different crea¬
tures. Q: Do Arcades Sabboth and Jacques le Vert give them¬
selves + 0/+2?
Q: My opponent cast an enchantment that works whenev¬ A: Yes, as long as they meet their own conditions.
er I draw a card. Does it count cards that I take from my
library when I cast... Q: Does Chains of Mephistopheles affect just my oppo¬
A: Stop. Read the spell you’re casting. If it uses the word nent, or everyone?
“draw” then it counts as drawing a card. If it doesn’t use A: It affects everyone, just like Karma, Winter Orb, and
the word “draw” then it doesn’t activate the enchantment. Power Surge. Note that the first card each player draws
during a draw phase is unaffected, even if it’s not that
Q: I attack with a creature with Rampage: 2 ability, and my player’s turn.
opponent blocks with three creatures. The Rampage gives
my creature +4/ + 4. If I Unsummon one of the blockers, Q: What happens if I cast Weakness on my opponent’s
does my creature keep the +4/+ 4 or go down to just Clergy of the Holy Nimbus, and I don’t pay the mana to
+2/+2? stop them from regenerating?
A: The bonus is calculated as soon as the blocks are A: They regenerate. They still have zero toughness, so they
declared and lasts until the end of the turn, even if blockers regenerate again. And again, and again, and... If they had
are removed. any limit to the number of times they could regenerate, the
game wouldn’t continue past this step until they were
Q: If a card has two X’s on it, can they be different num¬ dead. But since they have the ability to regenerate an infi¬
bers? nite number of times, they are just tapped, stuck in an
A: No. All X’s on a card refer to the same number. The eternal loop of never quite making it to the graveyard, and
casting costs with ^ Si are not typos; you must pay X the game continues. At any time you want, you can spend
twice. that point of mana to let them die.

Card errata Q: After the last counter from Cocoon is removed, does
the creature gain the bonus on my next upkeep or on my
Q: I heard some cards have mistakes on them. opponent’s next upkeep?

pun -Sf
A: On the next upkeep phase that happens, which will in Q: When do I choose what type of landwalk to give my
most cases be your opponent’s. Giant Slug — at the time I pay, or during upkeep?
Q: Does Concordant Crossroads work on pre-revised A: During upkeep.
cards which have the word ‘Tap’ instead of the symbol?
A: Yes. Q: Does Glyph of Life keep a wall alive?
A: No, it is not Redirection, so the wall still takes damage.
Q: Will Darkness stop my Thicket Basilisk from destroy¬
ing creatures? Q: When a Gravity Sphere is in play, can I still make crea¬
A: No. Neither will Holy Day or any other card with that tures fly by casting Flight on them?
wording. This is the same as the pre-revised Fog, not the A: Yes, any spells or special effects used after the Sphere is
Revised Fog. cast will override it, since the later effect wins.
Q: Can I cast Divine Offering on my Living Wall, regen¬ Q: I cast Indestructible Aura on my Pegasus, and my
erate it, and still gain the life? opponent responded by Lightning Bolting it. Does the
A: Yes. Pegasus live?
A: Yes. The effects are resolved in last-to-first order, but
Q: Does Dream Coat change the creature’s color perma¬ the damage isn’t applied until after all effects are resolved.
nently, since it says it is “played as an interrupt,” or does By that time, the Aura has taken effect, so the damage
that just mean it works like an interrupt for timing? from the Bolt is reduced to zero.
A: Just for timing. Only the effects of interrupt spells are
permanent, not interrupt-speed special abilities. At the end Q: If my opponent and I each have a creature with Infinite
of the turn, or when Dream Coat is removed, or the crea¬ Authority, and one of them destroys a small creature, do
ture reverts to its old color. they both gain counters?
A: Yes.
Q: My friend cast Enchantment Alteration and moved
her Animate Dead enchantment off of one of her creatures Q: Does Johan affect all of my creatures or just one?
onto one of mine, making her creature alive again and tak¬ A: He is supposed to affect any number of creatures.
ing control of mine. Was this legal? We’re sorry it was written ambiguously.
A: No. First, Animate Dead is an “Enchant Dead
Creature,” not an “Enchant Creature.” She can move it Q: What happens if I cast Steal Artifact on my opponent’s
onto a different creature in either graveyard, but not onto Knowledge Vault — do I get to use all the cards?
a creature in play (unless that creature has also been A: No, cards belonging to your opponent can never go in
Animated). Then, if she does move it, the creature that your graveyard or your hand. We goofed on this one. We
used to be Animated must be buried; removing the recommend that all the cards in the Vault go to the grave¬
enchantment doesn’t bring the dead back to life. (A crea¬ yard if another player takes control of it.
ture with two Animate Dead’s on it would then be -2/-0.)
Q: Do the -lace spells work on Kobolds, or do I need
Q: Can Equinox save a land from Strip Mine or Blight? Sleight of Mind?
A: No. Equinox only counters spells, not effects of cards A: Either -lace or Sleight of Mind can be used to change
in play. the color of a Kobold card. Whichever was used last deter¬
mines the color. If Kobolds have been Thoughtlaced (mak¬
Q: Who plays first when Eureka is cast? If I have no ing them blue), you can use Sleight of Mind and change
cards, or don’t choose to play any, will that prevent my “red” to “red” to turn them back to red.
opponent from playing a lot of cards? How does it work in
a multi-player game? Q: If Land’s Edge is in play and my opponent attacks me
A: All players take turns, starting with the player who cast with a Hypnotic Specter, making me discard a land, do I
the Eureka spell. When it is your turn, you may either put get to do 2 damage?
one card from your hand directly into play, or pass. This A: No. The 2 damage only applies when you use Land’s
keeps going until everyone passes in a row, not just until Edge to discard.
one player passes. Passing one time does not prevent you
from playing a card the next time it is your turn. Q: Can Life Chisel be used more then once per turn?
A: Since it has no /> cost, it can be used as many times as
Q: If my Firestorm Phoenix is killed and returns to my you want.
hand, can I still gain a life with a Soul Net?
A: Ignore the word “instead” — the Phoenix goes to the Q: My opponent cast Lifeblood. If I tap three mountains
graveyard and then immediately goes from the graveyard all at once, does he gain 1 life or 3?
to its owner’s hand. You can gain a life from Soul Net. A: Three — one for each mountain. Lifeblood works just
Also, Ghouls will gain counters, Creature Bond will trig¬ like Lifetap.
ger, and so forth.
Q: How does Living Plane work with Mishra’s Factory?
Q: What happens if I have no creatures and I use A: Mishra’s Factory becomes a 1/1 land-creature, but
Gauntlets of Chaos to take one of my opponent’s crea¬ still has the ability to change into a 2/2 Assembly
tures? Worker. If the Living Plane is played while an Assembly
A: The Gauntlets say to first take control of one perma¬ Worker is active, the Assembly Worker is 1/1 instead of
nent of whichever type, then give your opponent control 2/2 for the rest of the turn.
of one of yours. These are not simultaneous, so if you did¬
n’t start with a permanent of the type you took, then the Q: Can I take counters off the Mana Battery at any time?
one you give back will be the same one you just took. A: No. The whole paragraph following “Add” is part of

pur8i
the ^ effect, not just the first sentence. The counters can A: If the Brownie removes the ability before blocking is
only be used to increase the one point you get by tapping the declared, then the attacker must rearrange his attacking crea¬
battery. You tap it and remove X counters, where X may be tures using the new abilities so that all attacking bands still
zero, to receive X+l mana. follow the rules for banding. He may band with a creature
that wasn’t originally banding, and even use a Helm of
Q: If a spell costs 2 2 and I have a Mana Matrix, can I Chatzuk to give banding to a creature. Note that this is an
cast the spell for free? (And the same for Planar Gate.) exception to the rule that banding groups may only be
A: No. Mana Matrix only reduces the colorless mana declared at the same time as you declare your attackers.
required; you still have to pay all the colored mana. Note Once the creatures are rearranged, play continues normally.
that this does not reduce the casting cost; it just lets you pay If the ability is removed after blocking has been declared, the
less. That’s an important difference if someone wants to Spell attacker still rearranges creatures, but any that were blocked
Blast the spell. by a particular creature are still blocked by that creature and
Q: Can the Master of the Hunt make two Wolves in the any that were unblocked must remain unblocked. If this
same turn? results in a creature blocking two or more groups, the
A: Since he has no in his cost, he can make as many as defender divides the damage between groups and then the
you can afford. attacker divides the part of the damage that was assigned to a
banded group. Don’t forget that the Brownie only removes
Q: If I cast Psychic Purge and my opponent counters it, “bands with other,” not normal banding.
does she lose five life?
A: No. Placing a countered spell in the graveyard does not Q: Spectral Cloak makes the creature an illegal target for
count as discarding it. (You can’t use the Library of Leng on Enchantments. Doesn’t that mean it removes itself, too?
it, either.) A: We goofed on this one. It was supposed to prevent the
creature from being the target of new enchantments, but
Q: If someone Unsummon^a creature I cast Puppet Master leave any enchantments already on it (or cast while it is
on, can I pay 4 A 4 to return Puppet Master to my hand? tapped) alone. We recommend that you play it this way.
A: Yes.
Q: If I cast Spirit Link on a Prodigal Sorcerer, do I get a
Q: Can I use Pyrotechnics to do 3 points of damage to my point of life every time he taps for a point of damage?
opponent and 1/2 point of damage to each of my two A: Yes. Spirit Link works on damage a creature does directly
Fungusaurs? with its special ability, as well as when it attacks or blocks.
A: No. You must allocate the damage a whole point at a time.
Q: I cast Storm Seeker. My opponent responded by casting
Q: There were five non-flying creatures in play and my a bunch of fast effects, and said they didn’t count as cards in
opponent cast Earthquake, doing 4 damage to each of them hand any more. Is this legal?
and to each of us. Can I cast Reverberation and do 28 points A: Yes. Storm Seeker counts the number of cards in your
of damage to him (or Backdraft and do 14 points of damage opponent’s hand when it is resolved, not when it is cast.
to him)?
A: Yes. These spells can be deadly when used against sor¬ Q: Can I draw a card during my draw phase, look at it,
ceries that affect all of a particular type of creature. and then decide whether to use the Sylvan Library to draw
two more?
Q: Can I cast Rust to counter Life Chisel? A: Yes. Also, if you used something else to let you draw
A: No, it only works on effects written “<cost>: extra cards before using the Library, you can choose from
<effect >”. The <cost> may be mana or or both. any of the cards you already drew this turn when putting
cards back on your Library.
Q: If I have Lord Magnus, can all of my creatures block
plainswalkers and forestwalkers, or can just Lord Magnus Q: Once Takklemaggot becomes an enchantment, does it do
block them? damage just once or every turn?
A: Anyone’s creatures may block them. When Lord Magnus A: It does 1 damage during each of that player’s upkeeps.
is in play, it’s exactly like having both a Great Wall and a
Deadfall in play. Q: Is Wall of Shadows immune to Battering Rams?
A: No. The Ram’s effect is not targeted, so it destroys
Q: If I block a Firebreathing creature with a Sentinel, does the Wall.
the Sentinel’s toughness change every time the Firebreathing
is pumped? Q: What is the * on a Wall of Tombstones the turn it comes
A: No, changing the toughness is a fast effect, and you can into play?
only use it once per turn. Remember, when using this, that A: Zero.
“I’m done with fast effects” means “I’m done if you don’t do
anything else.” If you change the Sentinel after your oppo¬ Q: Can my Wall of Wonder attack the turn it comes into
nent says “done”, he can pump the Firebreathing further. If play if I pay?
you say “done” without changing the Sentinel, he can either A: No. Activating the Wall of Wonder is similar to casting
move on to damage dealing or pump the Firebreathing fur¬ Animate Wall — it allows the Wall to attack like a creature,
ther; after each pump, you can choose whether to say “done” but it does not override anything else (summoning sickness,
again or change the Sentinel. being tapped, etc.) that prevents it from attacking.

Q: What happens if two or more creatures are attacking as a band


and then the Shelkin Brownie takes away their “bands with —compiled by Beth Moursund, with assistance from
other” ability? Jim Lin, Kyle Namvar, Steve Bishop, and numerous others.
.

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Design: Jesper Myrfors

Additional Design by: Skaff Elias, Jim Lin, Chris Page, Dave Pettey

Design Contributions: Steve Bishop, Glenn Elliott, Beverly Marshall Saling

Magic: Tbe Gathering:


original design by: Richard Garfield

Editing: Beverly Marshall Saling

flavor Text: Jesper Myrfors, Beverly Marshall Saling Ron

Richardson, Rick D. S. Marshall

Art Direction: Sandra Everingham

Production,
Design & Layout: Sandra Everingham, Daniel Gelon, "Tom Wanerstrand.

Amy Weber

Project Coordination: Glenn Elliott

Printer Liaison: Luc Mertens

PUijtesWe
Tito Autrey, Chris Barkley, Bill Brumm, Matthew Buffalow, Van Carter, Craig Castonguay, Bill Conner, Cindi Conner, Chris

/ Cbeler, Skaff Elias, Glenn Elliott, Alex Eerguson, Ian Eerguson, David Gilbreth, Caitlin Heath, Kirk Hunt,

|bf£hristopher Lancaster, Jim Lin, Gary Major, Mark Matthew-Simmons, Norman-Moore, Janice Moore, -
■ J'arrad Morgan, Ken Niedermeyer, Chris Page, Dave Pettey, Tom Rovegrio, Bruce Schlickbernd,

Jennifer Schlickbernd, Brandon Slaten, Douglas Sundseth, Travis Webb, Steve Westcott, Zane

Williams, Jim Wilson, Mose Wingert, Tim Wood, Elizabeth Zanger, Robert Zanger, Thonn Zanger ,

Artists
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Emperor M ■> Rules
A Multiplayer Magic Variant
If you’ve got a large play group, and are looking for an Eliminating Players When one player dies, all of his cards
interesting diversion from regular Magic or the chaotic free-for- are removed from play. This includes creatures which are in
all, you might want to try a few games of Emperor Magic. Clear front of other players, or which have been controlled by the
off the big table, get plenty of Coke and cheese balls, and get enemy. It also includes any enchantments, artifacts, and lands
ready for an evening of spell-flinging. controlled by that player. However, permanent effects, like
The Emperor variant is a six-player team game, in which one Thoughtlace, are not reversed.
team’s goal is to eliminate the opposing team’s leader. It was
developed during the later stages of Magic playtesting, and has Moving Your Creatures
been slow-ly evolving ever since as new players add insights and
find problems. This is the most recent and complete version of Players may “march” creatures into the territories of neigh¬
the variant; players are encouraged to invent their own changes boring allies. Creatures who relocate to another territory remain
under the control of their original summoner. They still untap,
as circumstances warrant.
attack, and recover from summoning sickness on their con- .
Playing the Game troller’s turn.
Restrictions on Relocation Players may only move crea-< .
Players sit in a circle, three to a side, with each Emperor tures at a time during their turn that they may legally summon
seated between two Generals (see figure). You can also apply a creature. While a player may choose to march creatures at
these rules to a game with five players on each side, with two several points during a turn and any number of the player’s crea¬
Lieutenants, two Generals, and one Emperor. In fact, these rules tures may march, each creature may only be moved once a turn.
can apply to any similar arrangement, regardless of size. Only creatures that are ready to attack may march (although
The battle begins like the basic Magic game. Each player has creatures may not march during the attack phase): creatures
20 life points and a deck of at least 40 cards. If you want to play who are tap-ped, or who have summoning sickness, may not
for ante, have each player put one card into a common pool, and move. Walls also may not move (unless they are animated ...
after the game the winning team can distribute the spoils by a there’s an exception to every rule). When a creature does march
random draw. from one territory to another, it will arrive untapped, but will
Play proceeds clockwise, with one Emperor’s left-hand again suffer from “summoning sickness.” The sickness expires
General playing first. It’s usually not very desirable to go first in when the creature has begun one of its controller’s turns in
this game, because the opposing team will have three turns after its current location. Creatures may not move more than two
your team has only one. For example, in the figure below, either territories away from their controller, because of the limited-
C or F will play first, followed by all three players on the oppo¬ range rule described above. (This problem does not arise in the
site team. The team that loses this game may opt to go either six-player game unless you have decided to limit the range to
first or second in the next duel. In the five-player variant, the one territory.)
left-hand General still goes first, so one team gets two turns Attacking with Relocated Creatures If one player’s crea¬
before the other team begins. When one Emperor dies, the ture is stationed in another player’s territory, that creature still
other team wins. attacks only on its controller’s turn. Players announce the attack
as usual, specifying which creatures are participating, and (if it
Basic Rules is not obvious) which player each creature is attacking. For
example, an Emperor who has lost both teammates may make
Moving Creatures Creatures may “march” from one allied a simultaneous attack on both the left and right flank of the
territory to another to make attacks and assist in defense. opposing team.
(See Moving Your Creatures, below.) Defending with Relocated Creatures Creatures in other
Limiting Range Creatures can only attack enemies who are players’ territories block only if their controllers tell them to.
directly adjacent to them, and all spells, enchantments, artifacts, The controller of the creature and the controller of the territory
etc. have a maximum range of two players in either direction. may confer, but the creature’s controller has the final say. When
(Alternatively, in the six-person game you may wish to limit a player is being attacked, the defending player first decides
spells, creatures, artifacts, etc. to a range of only one player. which of his creatures in his territory will block. Other players
Or you might choose to limit spells to one player and every¬ with creatures in that player’s territory may then assign crea¬
thing else to two.) tures to block.
Redefining “You” and “Your Opponent” Cards which When a player dies, all creatures in that player’s territory die,
read “your opponent” can target any single opposing player including those controlled by other players. This includes any
within two seats; cards which affect “you” cannot be redirected creatures which have been magically stolen from the opposing
to your teammates. You cannot sacrifice or control your team¬
team. These all return to their owners’ graveyards, and may not
mates’ cards, or exchange mana points. (Well, yes, you can
k be regenerated.
still control their creatures with the appropriate spells, just
Forced Movement If creatures are forced to attack, but
not as a matter of course.)
m have no adjacent enemies, assume that they have been
forced to march towards the source of the effect. However, many of the cards in the game were
For example, if General C plays “Siren’s Call” on written with only two players in mind. For exam¬
' f Emperor E, the creatures in front of the Emperor ple, there are times when Demonic Hordes allows '-
will be forced to move into General D’s territory, your opponent to destroy one of your lands.
one step closer to C. Creatures who cannot move are destroy¬ Which opponent? Or do each of your opponents get to
ed as described in the text of the card. (Remember that cards destroy one land? (Yikes!)
which have just been summoned, or who have just marched The text on a card like this gives you no real clue about
into a new territory, are immune to things like “Siren’s Call.”) how it should be played when you have more than one
Taking Control of Creatures If you “control” one of “opponent.” Short of creating an entire list of single vs. multi¬
your opponents’ creatures, it does not teleport to your territo¬ ple effects, you may just have to reach an agreement about
ry. (This is not the case if you steal a non-creature card, which each card as it arises. Start by treating each use of a spell with
does go directly into your territory.) Treat the casting of the “your opponent” as a single targeted spell, affecting a single
control spell as a mandatory one-zone march, which works “opponent” within your sphere of control. This allows cards
even if the creature is tapped or otherwise unable to move. like Lifetap and Black Vise to continue affecting each of your
After that, the creature must march as normal to relocate. The opponents, since each application of these cards happens as
creature still operates under your control, to attack or defend a separate event. But when you play Mind Twist or Demonic
the territory it’s in, even if this territory is not allied with you. Attorney you must choose an appropriate single target for the
Once it marches off an enemy territory, it can’t go back. Note spell’s effects. When you use cards like Pestilence or Balance
that by this rule General D may steal a Wall from Emperor B, which say they affect “both” players, treat them as if they
but it will jump to General C’s territory and be unable to affect “all” players within your limited range.
move any further. General D will only be able to use it to When you are using a landwalk ability, the particular oppo¬
defend General C. nent whom the creature is attacking must have the appropriate
land type in play. Cards whose strength is dependent on your
Limited Range of Effect lands, or your opponent’s, should have this type of logic
applied to them. For example, Gaea’s Liege will only gain
As has already been mentioned, players have a limited
power for the forests controlled by the player whom it is
range of two seats to the left and right for spell-casting, global
attacking. When not attacking, it will only gain power for the
effects, creature control, etc. In the six-player version of these
controller’s forests (and not necessarily for the forests where
rules, this means that players seated opposite each other can¬
it is stationed.
not affect each other at all until one player leaves the game.
In the ten-player version (and larger games), considerably Communication
more players begin the game completely out of each others’
range. However, since creatures can move, a player can use Players on the same team are only allowed minimal com¬
them to reach out and touch someone a little farther away. munication. They may confer about strategy before the game,
In other words, if you walk your creatures two places away and tune their decks to interact properly. However, once the
from your territory, you can use them to attack the player game begins the players are restricted to discussing cards in
three places over, or to use a fast effect to poke the player four play and cards known to all players. In other words, if a
seats away. For example, in the figure above, suppose General General wants to talk about a particular card from his hand,
F has hiked her Prodigal Sorcerer all the way to General D’s he must show the card to everyone. This restriction allows
territory. She can instruct the Sorcerer to attack General C, questions like “wouldn’t it be nice if that Prodigal Sorcerer
or to use its special poking ability to attack any legal target in were to suddenly die?” However, it prevents Emperors from
territories B through F. looking at their General’s hands and mulling over the entire
However, if General C cast a “Control Magic” on this range of possibilities. Even if the Emperor has a “Glasses of
Sorcerer, General F would be powerless to retrieve it. Also, Urza” in play, she can only use it to look at her opponents’
if the Sorcerer had any enchantments on it, General F would cards. For a more challenging variation, you may choose to
still technically control them, but would not be within range entirely prohibit communication between team members
to activate them. (This means activated enchantments like during the game.
Blessing, Firebreathing, Regeneration, etc. would be
unusable by either player. Plain enchant¬ So, set the table, get plenty of snacks,
ments like Holy Strength or Red and play a few games of Emperor Magic.
Ward would still function perfectly.) You will probably find that the strategy
changes immensely in this teamwork-
Global vs. Targeted * oriented configuration. Games are
Effects, or Deciding ■ ultimately more involved, more dy¬
Who “Your Opponent” is namic, and quite a bit more satisfy
ing (for the wizards who survive.)
If an effect is clearly global, or clearly And if you happen to get Fireballed
targeted, there isn’t much of a problem early on you have a great opportunity to
deciding how it works in retune your deck. In fact, you
Tl a ^ar^e team §ame- E one player plays might want to let the wizard who dies be your next
" Flashfires then all plains within range are destroy- Emperor. Or you could just send him down the
3mmm' ed. If that player casts a Lightning Bolt, it clearly street for a bag of cheese balls. imfmr
may only be directed at a single, legal target. —James Ernest

! *,"ST
13
Magic Conundrums
Answers to some frequently-asked questions about Arabian Nights and Antiquities

Arabian Nights and Antiquities, the first two expansions to Magic: and artifact creatures killed this way may not be regenerated.”
The Gathering, added over 150 new cards to the realms of This, of course, immediately flooded us with a barrage of ques¬
Dominia. Some of these have added more than their share of con¬ tions wanting to know exactly what “on its way to the graveyard”
fusion as well. meant. For those still playing under First Edition rules, a card is
“going to the graveyard” when it has been used to pay a sacrifice
RllKh G]GG Like Onulet and Su-Chi, Rukh Egg produces an cost, or when it has taken lethal damage, or been sent to the
effect when it goes to the graveyard. Unfortunately, the wording graveyard by some spell or effect. Players using the Revised rules,
on the card makes it easy to abuse this effect. The card says “If where sacrifice is defined, can treat all of those cards as if they
Rukh Egg goes to the graveyard, a Rukh—a 4/4 red flying crea¬ read “Sacrifice an artifact.” It is perfectly legal to choose to sacri¬
ture—comes into play on your side at the end of that turn.” Read fice an artifact in reaction to a Shatter or Disenchant but before
literally, this would mean that you could get easy wins using a the spell takes effect, or to choose an artifact creature after it
deck with nothing but Rukh Eggs — no land at all. “I draw a card. blocks some huge monster but before damage has been dealt.
Oops, I have no land, guess I have to discard. I’ll discard a Rukh And don’t forget that, unless the card says otherwise, you can
Egg. Hey, a Rukh appears. What a coincidence.” You should treat choose any card that you control — even one that you’ve taken
these cards as if they read “If Rukh Egg goes to the graveyard from your opponent with a Steal Artifact or Aladdin.
from play” which is the intended meaning.
Dusting Rthppinjs rnp Otp Mrn of The 3aR “Speaking
If someone takes control of a Rukh Egg with Control Magic or of stealing, what happens if my Aladdin tries to take back an arti¬
Old Man of the Sea, and the Egg dies, the player who controlled fact after you Steal it from me? Or if my Aladdin steals an arti¬
it at the time of its destruction gets the Rukh. No enchantments fact creature, and then you use Old Man of the Sea to try to take
or counters on the Egg get put on the Rukh. You can resurrect or it from me? Or what if I cast Control Magic on your Aladdin
animate the Egg without having any effect on the Rukh. after you’ve used him to take control of several of my artifacts?”
In all of these cases, whichever player has used the special ability
GllRRJDlRN BeRST This four-armed beauty is another source of most recently controls the artifact or creature, just as if both
wording problems. The card says that the Guardian prevents players were casting enchantments on it.
non-creature artifacts from being “further enchanted, destroyed,
or taken under someone else’s control.” Since several of the arti¬ If you take control of an Aladdin, you do not automatically gain
facts in Magic destroy themselves when used, the wording sug¬ control of the artifacts he has stolen, but you can steal them back
gests that the Guardian would prevent this destruction, so you one by one. The Old Man, unlike Aladdin, must stay tapped to
could use these powerful devices over and over again. We recom¬ keep control of his target, so he can only control one creature at
mend that you treat the destruction of these artifacts as a sacrifice a time, but if you gain control of him you can choose whether to
as defined under the Revised rules—a cost which cannot be pre¬ untap him and let it revert to its previous controller. If an
vented, even by the Guardian (see the note on Sacrifice and going Aladdin leaves play, all of the artifacts he stole revert back to the
to the graveyard below). previous controller, who may or may not be the actual owner.
(This can get quite hilarious in a multiplayer game when several
Note also that the Guardian cannot protect an artifact from an players have an Aladdin or a clone of Aladdin all in play at once,
effect that does not destroy or control it, and that it does not pro¬ all chasing the same artifacts back and forth. In a situation like
tect artifact creatures. These restrictions, in combination with the that, you may want to use slips of paper to keep track of the
Antiquities cards, give several ways around the Beast. For exam¬ exchanges, unless your players have exceptional memories.)
ple, a Xenic Poltergeist or Titania’s Song can turn the Guarded
artifact into an artifact creature, at which point the Guardian If you steal a creature during your own turn, you cannot attack
loses interest in it and it can be destroyed or stolen at will. with it, since it didn’t start the turn in your territory, but if you
Gremlins can tap the artifact, putting it out of commission. And steal it during your opponent’s turn and it is untapped you can
Hurkyl’s Recall can send it back to its owner’s hand. block with it. If an artifact Aladdin has stolen stops being an arti¬
fact for some reason, or a creature controlled by the Old Man
(SRCRIFICS BNP GOING TO Th$ GRRVeYRRT “But none of my stops being a creature (an Assembly Worker, for example), it
cards mentions sacrificing an artifact.” The Antiquities cards were immediately returns to its previous controller.
designed for use under the Revised rules. A little before the
expansion went into production, it became apparent that the FRCTOR1Q3 RNB H^aMBTY WORKER'S One point of mana
Revised cards and rules would not be out in time, so the design¬ turns Mishra’s Factory into an Assembly Worker for one turn.
ers quickly went through and reworded the Antiquities card texts After it’s changed, you can’t spend another point to change it
to fit under the First Edition rules. Since the First Edition only again since it’s no longer a Factory. The Assembly Worker does
defined “sacrifice” for creatures, all of the cards which called for retain the other abilities of the Factory: it can be tapped to pro¬
sacrificing an artifact substituted a lengthy description: “Choose duce a point of mana or to give any one Assembly Worker (even
one of your artifacts in play and place it in the graveyard. This itself) a + 1/ + 1 bonus. You can turn a Factory into a Worker as
artifact cannot be one that is already on its way to the graveyard, a fast effect, after your opponent has declared an attack, and

pUFUST
block with the Worker. A Worker can only attack if the Factory ple, you can Berserk an attacking creature, then Coffin it, and it
was in your territory at the beginning of your turn. A Worker won’t be destroyed at the end of the turn. An effect that destroys
with a Consecrate Land cast on it cannot be destroyed, but an cards in play, such as Nevinyrral’s Disk or the Golgothian Sylex,
attacker with the Trample ability can still trample over it. If any will free (and not destroy) the trapped creature. However, if an
Enchant Creature spells are cast on an Assembly Worker, they Arabian creature is trapped in an Oubliette, City in a Bottle will
are destroyed when the Worker changes back to a Factory at the destroy the Oubliette and then immediately destroy the freed
end of the turn. creature as well, since it’s a continuous effect. A Ring of Ma’ruf
can take a card out of the Oubliette or Coffin, without affecting
Mona ABOUT aeaCIRL TANDS The special lands from Arabian the containing card. If you use the Ring to extract an enchanted
Nights and Antiquities are vulnerable to all spells that affect lands. creature, the enchantments remain in the container until the con¬
They can be destroyed by Stone Rain, turned into swamps by Evil tainer is destroyed (or untapped if it’s a Coffin), then go to the
Presence or the Cyclopean Tomb, kept tapped by Winter Orb, graveyard. Coming back into play from the Oubliette or Coffin is
and so forth. None of these lands counts as a “basic land” — you not the same as being summoned, even though the creature suf¬
can use Phantasmal Terrain to change a Desert into an Island, but fers from “summoning sickness.” A Clone or Primal Clay does
not to change an Island into a Desert, and you can’t Magical Hack not get to choose a new shape when it emerges, and creatures that
a word into “desert.” (You also can’t Sleight of Mind a word into use counters do not get a fresh supply.
“colorless” or “artifact” — there’s no spell to turn a regular Circle
of Protection into the Antiquities card Circle of Protection: QOUNT3R3 Many of the expansion cards use counters.
Artifact, or vice versa.) If a special land is changed to a basic land, Occasionally you may end up with a card that has counters from
it loses all of its special abilities, but it still counts as an expansion two or even three sources on it. Counters are not interchangable;
card for City in a Bottle and the Golgothian Sylex. each can only be used for its own purpose. For example, if the
Dwarven Weaponsmith adds a + 1/ + 1 counter to a Triskelion,
City in a Bottle and The Golgotman SAiax Often that counter does not have the ability to be discarded for a point
referred to as “expansion hosers” by Magic players, these cards of damage the way that Triskelion’s own natural counters do.
are a good reason not to depend too heavily on cards from one Even counters from two copies of the same creature are not inter¬
expansion. The City not only destroys all Arabian Nights cards in changable. If you have two Tetravuses (Tetravi? Tetravermin?) in
play other than itself, but prevents anyone from playing Arabian play, a counter from one can’t move onto the other.
cards as long as it is in play and untapped. If it’s tapped, you can
play Arabian cards, but as soon as the City is untapped they are ODD£> AND 6|ND£> Finally, here are some miscellaneous short
destroyed. They can be regenerated, but doing so is futile, since answers about other cards in the expansions. Obelisk of
they are immediately destroyed again each time, faster than even Undoing only affects one card per use. A "permanent" is a land,
an interrupt. Similarly, you can Animate Dead or Resurrect an artifact, creature, or enchantment in play. The same player goes
Arabian creature while the City is in play, but it immediately goes first in a Shahrazad subgame who went first in the parent game.
right back to the graveyard. The Golgothian Sylex is less power¬ The -1/-1 on Urza’s Avenger wears off at the end of the turn, at
ful; it destroys all Antiquities cards in play, including itself, so it the same time as the special ability. The Armageddon Clock
has no effect on sorceries or instants, and can’t stop an Antiquities gains a counter only during its controller’s upkeep. Counters may
creature from regenerating or being brought back from the grave¬ be removed during any player’s upkeep. The effects of Singing
yard. Note that neither of these cards will destroy a Clone or Tree and Island of Wak-wak are temporary, but the effect of
Doppelganger of an expansion card — this means that a Clone of Ashnod’s Transmogrant is permanent. A Shapeshifter, like a
a Guardian Beast will protect all of your Arabian artifacts from Doppelganger, can only change shape once per turn. If you have
the City. Note also that they only affect cards, not tokens. contributed more then one card to the ante, you can swap the
Jeweled Bird for your whole contribution. If you have a full set
TOKeiNS Several of the expansion cards have the ability to put of Urza’s Land in play, all of your Urza’s Lands generate the
non-card creatures, called tokens, into play. These token-creatures, extra mana, not just the three in the set— can’t choose to tap
along with the Wasps from the Hive card, all follow the same rules. them for less. And yes, you can Steal Artifact your opponent’s
They are affected by anything that affects “creatures” but not by Bronze Tablet and use it.
anything that affects “cards.” They have a “casting cost” of zero. If
they leave play, they are removed from the game entirely. This jSoURCftjS OF INFORMATION These are the most common areas
means they never go to the graveyard, so the Tablet of Epityr can¬ of confusion surrounding the Arabian Nights and Antiquities.
not give you lives for them. It also means that an Unsummon or More comprehensive lists of Frequently Asked Questions for
Oubliette, or similar effects, will remove them permanently. Magic: The Gathering and its expansions are available from
Wizards of the Coast. The Magic: The Gathering Pocket Players'
OUBLieTTa AND TAWNO£fe CjOFFIN While one is an enchant¬ Guide, another valuable reference for Magic players, contains the
ment and the other an artifact, these two cards are quite similar. Revised Rules with detailed examples to illustrate the more com¬
They remove a target creature and any enchantments on that crea¬ plicated aspects of game play. If these sources don’t clear up all
ture from play. When the creature leaves play, any damage it may your confusion, you can e-mail your questions to
have accumulated is removed, and as long as it is out of play it can¬ questions@wizards.com or contact our product support depart¬
not be destroyed, unsummoned, controlled, or for that matter ment at (206) 624-0933 weekdays from 9 am to 5 pm PST.
affected by anything that affects cards in play. This applies even if
the effect occurred before the creature was entrapped; for exam¬ —Beth Moursund

put LIST
15
mm* t V/ k
§ U P
Q_J_ J :S T, '
.K
iH Wgkr^ ^ 4i • V"-

Now you’ve done it. You broke down and bought a deck to cast the spells that you have; otherwise you’ll continue
-5 of those cards everyone is playing with. You immediately to run into the problem of never having enough of the
ran over to your friend’s house to challenge Mr. Suitcase- right mana to cast your spells. Having thirty really great
Of-Cards to a game or two of Magic. After playing thirty white cards is useless if you only have one plain to power
games for ante and losing thirty cards, you’ve become a them.
little disillusioned. So how much land is enough? An average, bal¬
anced deck requires about half as many

xcuse Me, Mr, lands as spells, so roughly a third of your


total cards should be land. This is a good
starting point, and after you’ve played for a
while you can adjust the proportions to suit

uitcase? by Paul Peterson


your own style. A quick look through my
cards shows that although I have nine green
cards and twelve white cards, I only have
three forests and four plains. I could reduce
That’s fine. Don’t give up. What you need to do the number of green and white cards to bring the ratio
is make your Magic deck more competitive. That’s where back up, and I might do so later, but since I’m trying to
\ I come in. I’ll show you how to go through a starter deck get rid of colors anyway, I’ll just remove them for now.
and a couple of booster packs and end up with a deck that It is also a good idea to try to keep the number
won’t embarrass you in front of your friends. of cards in each color you are using roughly equal. This
The first step is, of course, to get the cards. One will help ensure that you don’t end up with a hand full of
starter deck and two booster packs provides a good mix cards you can’t play. If you have six black spells and three
of cards to choose from, although one starter deck should swamps in a sixty-card deck, the chances that you will get
sj£. be sufficient. And look, I just happen to have a starter a useful combination of swamps and spells within a game
deck and a couple of boosters right here. are not very good. If, on the other hand, all of your colors
The next step is to concentrate intently on the have roughly the same number of cards in them, you
cards in your packs hoping that you get something good. should get equal numbers of each land, which will enable
This is usually done as you open them and may include you to cast the spells in your hand.
small offerings to the Wizards of the Coast. The next step in tuning your deck requires that
Once you have opened the packs, sort them by you know something about the cards. If you’ve played
land type and color, placing all of the mountains with the Magic a few times before, say, with one of Mr. Suitcase’s
red cards and so on. Put any artifacts aside for now. decks, then you should be fine. Otherwise, take the cards
Sorting the cards like this will not only show you how you have left after removing two or three colors, shuffle
many cards of each color you have, but also how much them together with the artifacts, and practice. Offer to
land of each type you have to support those cards. play Mr. Suitcase again (not for ante, this time). See how
Most players find that the best way to “tune” the various cards work together. Find combinations that
your starter deck is to immediately get rid of at least one work well together. My deck has a Dark Ritual in it which
color, and preferably two or three. You probably lost costs one black mana and produces three black mana. This
those first thirty games because you never seemed to have card works extremely well with the Drain Life I have.
the right mana to go with the cards in your hand, while all Drain Life does a point of damage to one target for each
the while your opponent was zinging you with creatures point of black mana you put into the spell beyond the
< 4 and spells. By removing one or more colors, you vastly original casting cost. The Dark Ritual increases my supply
f\ improve your chances of having the right mana at the of black mana to pump into the Drain Life.
right time. Try to play against as many other colors as pos¬
The first criterion in eliminating a color is num¬ sible. Are any of your cards more or less useful against
ber of cards. If you only have four blue cards in all of certain colors? For example, I have a Red Elemental Blast
those packs, they probably aren’t going to help you very in my deck that will counter a blue spell or destroy a blue
much, no matter how impressive they are. If, by some card in play. This card is helpful against The Flood (Mr.
quirk of fate, you seem to have near-perfect symmetry Suitcase’s all-blue deck) but fairly useless when battling
among the five colors, you will have to figure out which his green and black Creepy Crawlies deck.
colors you want to get rid of. There are several ways you You should now be fairly familiar with the cards
could do this. You could choose randomly, pick the col¬ you have. It’s time to tune the deck some more. Go
ors that have the coolest looking cards, or you could through your deck and pull out any of the cards that
show the cards to Mr. Suitcase and keep the colors of don’t seem to work well. This includes any cards that you
whatever cards make him breathe faster. never seem to use, for one reason or another. Maybe they
Next, you should check for land support. You cost too much mana to cast, or they produce an effect
must make sure that you have enough land in your deck that is not useful in your deck. I played several games

Mkl •A -f%.
h r*
with other tuned starter decks to test my deck. I found because the addition of forests makes it useful once again.
several cards that didn’t work very well. For example, in A brief word on artifacts is in order at this point.
red I have a Kird Ape and a Dwarven Weaponsmith. The You probably only have two or three among your cards.
Ape is a 1/1 creature that becomes a 2/3 creature if you My best suggestion is to keep all of them in your deck as
have forests in play. However, I got rid of the forests, many of them are extremely useful. You can use any mana
thereby reducing its usefulness in my deck. The to summon them, and they will probably help you no
Weaponsmith is a 1/1 creature that you can tap to destroy matter what colors you are playing. However, if after
one of your artifacts and give a creature a +1/ + 1 counter. playing with them for a while you find that an artifact
But I only have three artifacts in my entire deck and the isn’t helping, don’t hesitate to remove it from your deck.
Weaponsmith costs two mana to summon, which is twice My deck had a Winter Orb in it. While the Orb is in play,
as much as most 1/1 creatures. In black, I have a Lord of a player may only untap one of her lands on her turn.
the Pit and a Cursed Land. The Lord of the Pit is a huge, After playing for a while I could see that this hurt my
nasty 7/7 flying creature that tramples. It’s a great card, deck more than it helped it, so I removed it.
but it costs seven mana and requires you to sacrifice one It’s probably a good idea to test your deck again
of your creatures per turn to it, and I don’t seem to have a at this point to see how any changes you’ve made affect it.
lot of creatures as it is. The Cursed Land enchants one This is especially important if you’ve made any major
land to do a point of damage to the land’s controller every changes, such as adding and/or removing an entire color.
turn, but it costs four mana to cast. This makes it difficult Try to follow the above guidelines as much as possible.
to get out early when it would be most useful. The Keep the colors and mana balanced. My deck
likelihood of my making efficient use of these needed a few forests to bring my mana bal¬
cards is fairly low, so I can take them out of ance back up so I traded a couple of my
my deck. extra cards to Mr. Suitcase for some
One thing to keep in mind forests.
while tuning your deck is the number I played several games against
of creatures. Creatures are probably some untuned starter decks with
the most efficient way to deal dam¬ my newly tuned deck. As you
age to your opponent. They are also can imagine, my distilled deck
an excellent way for beginning play¬ walked all over the untuned
ers to learn the game. And while it is decks. This was because I had
possible to create an effective deck the mana I needed to cast the
without any creatures, you are unlike¬ spells in my hand, while my
ly to be able to do so with just a starter opponents did not. Often the cards
deck to work from. You should there¬ he could cast were useless, or they
fore be sure that you have enough crea¬ hurt him as much as they hurt me.
tures and spells that help your creatures in The next step in tuning your deck is the
your deck. You should find a ratio that works well most fun, in my opinion. Take your deck,
for your deck. A good ratio of creatures to other non-land along with those extra cards you have, and go to wherever
cards is anything over half. In a sixty-card deck, this will the local Magic players hang out. A local game store or
give you about one-third creatures, one-third land, and comic book shop is a good place to start. Find someone
one-third other spells. with some Magic cards and ask if they want to do some
It became obvious while testing my deck against trading. I’d recommend you bring along someone you
other tuned starter decks that my deck is very low on trust who knows the game and the relative card values so
creatures and having that Lord of the Pit didn’t help mat¬ that you don’t end up trading your Lord of the Pit (a
ters. The shortage was even worse after tuning because valuable rare card) for a couple of extra forests. Maybe
several of my “problem cards” were creatures. If your Mr. Suitcase would be a good choice—if you’ve forgiven
deck is low on creatures, see if there is one color in partic¬ him for stomping on you earlier.
ular that you could remove or replace to fix the problem. Remember that certain cards are rarer than oth¬
After looking through the colors, I noticed that my black ers and therefore more valuable. This can be a tremendous
cards contained very few creatures other than the Lord of help to you. You can often find collectors who have tons
the Pit. There were also several cards that I never seemed of extra cards, but who are missing a few that they need
to use, like the Cursed Land. But seven of the nine green to complete their collections. They will often trade a stack
cards I removed from my deck earlier were creatures, and of cards for a single card they need. In this type of trade,
they seemed to be pretty good creatures. By removing everybody wins. You get cards that improve your deck,
black from my deck and adding green, I not only got rid and the collector is one step closer to finishing her collec¬
of some cards I can’t use, I also increased the creature tion.
ratio in my deck substantially. It also allowed me to put While trading, remember what colors you are
the Kird Ape that I removed earlier back into my deck, playing. Trade for cards that help your deck, not just for
Jr % * ¥- Hjik ,

cards that have good art. Ask Mr. Suitcase for


suggestions on cards that would help your deck,
and try to get those. Make sure you have enough THE
land to support the cards you add to your deck.
Many people who have a lot of cards (like Mr. We tend to view conflict in terms of a duality: battles are two-
Suitcase) will give away land to new players or let sided, good fights evil, water opposes fire. Humankind’s self-cen¬
tered nature allows even superficially complicated plot lines to be
it go cheap, just to get rid of the stuff. After all,
reduced to “protagonist vs.” with ease.This duality is embedded in
paper is heavy.
our stories and, at an even more basic level, in our language. Most
Keeping rarity in mind will also help
adjectives have clear antonyms, and a simple word-association game
you avoid others taking advantage of you. Not
is enough to demonstrate how strongly a concept and its opposite
all rare cards are powerful, but in the right decks, are linked in our minds. Colors are perhaps the most common
they are all valuable. This is where Mr. Suitcase counterexample to this phenomenon, and, not coincidentally, pro¬
comes in. When someone offers you a card for vide the labels for the different types of magic in Dominia.Their
one of yours, have Mr. Suitcase look over the relation to each other is more complicated, and the strategic impli¬
deal, and let you know if he thinks it’s a fair cations of this theme are worth exploring.
trade. There are also card lists showing the cards’
relative rarity which you can use as a reference. It is easy to picture early students of magic in Dominia discovering
These can be found at the back of The Magic: the difference between black and white magic. In exploring protec¬
Ny tive magic’s corrupt counterpart, they would have discovered
The Gathering Pocket Players' Guide, in The
another avenue to power.They may have found that it was hard to
Duelist and other magazines which cover collec¬
summon a bog wraith or vampire in the middle of the day in the
table card games, and at the Internet ftp site at
open plains, and begun to understand that a dark ritual or sacrifice
marvin.macc.wisc.edu.
would hardly bring pegasi and
By now you should have a fairly good angels flocking to their banner.
two- or three-color deck. It is time to go back to Elsewhere in Dominia, alchemists
testing it against other decks to see how it plays. dabbling with more elemental powers explored the confiWwTO-
As before, watch carefully to see how the cards sic to matter itself. In their attempt to master the elements—
interact. Are you still experiencing the same water, air, fire and earth—these elementalists stumbled upon a
problems? Are you getting the mana you need? two-sided conflict between the forces. Fire and earth mages might
After a few games you should be ready to cull have made pilgrimages to volcanic mountains, finding mountains
some more cards out of your deck. It is impor¬ ideal sites for the binding of these elements, while air and water
specialists may have begun to work in places with as much wind
tant to remember that a skinny deck is usually an
and water as possible. As magicians began to push back the borders
effective deck. The fewer cards that are in your
of their ignorance, the various aspects of magic’s “duality” gradually
deck, the greater your chance of drawing any one
became apparent, and wizards throughout Dominia came to accept
of them. Also, you can trade the cards you take
a much more intricate picture of the nature of magic.
out of your deck for other cards that fit in your
deck. The five colors of MagicThe Gathering are quite distinct. Most peo¬
By continuing this process of playing, ple playing the game acknowledge that the key to victory (and fun)
tuning, and trading, (and occasionally buying ties in being specialized enough to master a few colors without lim¬
new cards), your deck will continue to improve. iting a deck’s power.The conflict between the colors means there
After a while, your deck should be good enough are enough color-specific counterspells to make single-color play
that you can play with most players on a friendly dangerous. Players learn to develop a coherent color strategy, using
basis. I would not recommend using your deck in secondary colors to fill in gaps in their deck’s abilities or to
the tournaments Mr. Suitcase plays in. The com¬ enhance the spells in their primary color or colors.

petition there will have access to enough cards to


assemble very specific decks which will probably
be very difficult to beat with the cards you have.
But even with a limited card selection a
decent deck is not too far away. In addition to The colors each have two allies and two enemies, in an interlocking
the starter deck Ive used in these examples here, pattern of cooperation and rivalry.The star-shaped pattern on the
I have a starter deck that Fve been tuning for the back of the cards is based on these relations. Clearly, White
last six months. I never simply add cards to it to embodies defense in contrast to Red’s penchant for destruction.
improve it; I only trade with other, similar starter Both, however, have an abundance of military magic. Red destroys
decks that my friends have. Over the course of things, but is also associated with earth and fire in contrast to
this period my deck has become so nasty that no Blue’s air and water. Blue shares an elemental nature with Red, but
one likes to play against it (especially for ante) so also embraces artifice and the manipulation of the natural order of
apparently this method works. If you practice things. Blue magicians create illusions, power artifacts, change the
enough, trade well, and tune your deck carefully, color of creatures, and even alter the land itself.This places it firmly

it should work for you, too.


in conflict with Green, the color of nature: whereas Green draws its its internal play. Blue can make white spells much more useful, and
strength from nature, Blue’s power stems from the perversion of the White may well provide the defense Blue needs to stay around until its
natural order. Green personifies life as well as nature; the fruitful pro¬ big flyers are summoned. Blue’s ability to change land types helps
duction of creatures is the foundation of a green mage’s power. In con¬ swampwalking wraiths, and of course Black almost always leaves itself
trast, Black is death, and dark sorcerers summon the undead to do vulnerable to very localized attacks. Blue’s ability to counter any specif¬
their bidding.The dead fight the living, both regenerating, with “life” ic spell means that a carefully played team has a good chance of keep¬
drawn from nature or the netherworld. Finally, Black, the color of evil, ing Black’s game-winning creatures in play the few extra turns needed.
opposes the goodness of White, and the circle is complete. Each color
has local enemies, and as is often the case with a duality, the two sides Green’s strength lies in its creatures. It has more creatures than any
may well become mirrored in opposition.Terror is negatively reflected other color, and they are cheaper to cast. Green is also blessed with
in Swords to Plowshares, Disintegrate in Guardian Angel. When a par¬ many quick mana-development spells. It is not hard at all, for instance,
ticular effect in the game is given to only two colors, these two colors to cast a Craw Wurm on turn three using only common cards.This
are often opposites. ability alone is enough to strike fear into the heart of a weakly tuned
deck. Additionally, green magic has some of the best creature combat
White magic reflects civilization by the creatures it summons and spells spells around.The forest mage will notice his distinct lack of big flying
it employs to support them.There are no rampaging CrawWurms or creatures but a wealth of ways to defend against flying attacks. Green
regenerating undead in its employ. Its creatures are generally small, but has creatures that block fliers and enchantments that impart this abili¬
tend to make up for this with the banding and first-strike abilities. Well- ty, and sorceries that sweep the sky clean. Representing nature and life,
organized, these creatures can make a decent showing in combat. green mages have the ability to regenerate creatures and increase their
White can also impart these abilities through spells, and of course has life point total, but the destructive side of nature is also represented in
protection and healing spells as its special province. When a white green’s spells. Weather control and natural disasters impart the ability
mage has specific knowledge of his enemies’ colors, he is at his most to destroy land and even do direct damage. Green gives its allies, White
formidable.When he does not, he must find ways to alter his protec¬ and Red, a strong foundation of mana and creatures upon which to
tion spells, or use only those he needs most. In addition to their pro¬ build. Red can put extra mana to use better than any other color with
tective powers, white mages have the ability to destroy permanent its “X” spells, and white combat spells and creature abilities need to be
magics of all types. Green and Blue, White’s allies, give it many of the teamed with larger monsters to reach their full effectiveness.
abilities it lacks: Green provides it with substantial creature support,
and Blue adds the ability to counter spells being cast, one of White’s Black stands on its own perhaps better than most colors. It has enough
few defensive weaknesses. creatures to do fairly well in combat, and it has an impressive array of
sorceries and enchantments that destroy its opponent’s creatures and
Red is similar to White in its inclination toward military spells, but it enhance its own. Black is inherently a risky color to play, however. With
has none of white’s defensive nature. Red is chaotic, while white repre¬ the exception of killing creatures, it has little ability to counter its
sents order. Red’s main purpose is destruction, and in this it is opponent’s actions. It relies solely on killing before being killed. A black
unmatched. Its spells take on the character of the elements it repre¬ mage gains incredible power through her larger summoning spells, but
sents—earth and fire. It has a range of offensive combat spells which must be willing to pay a heavy price to coax these menaces of the
often mirror those in White as Firebreathing mirrors Holy Armor. Its netherworld into service. Black often depends on sacrifice to cast and
creatures lack the special powers of banding and first strike, but it maintain its spells.Through demonic consultation and ritual sacrifices
more than makes up for this in raw offensive strength. Ores can pro¬ black mage can put together impressive combinations early in the
vide cheap offense early, unreliable as they are, and later in the game game, but careless black mages will find their powerful cards doing as
Red produces creatures of obvious power like the Shivan Dragon. Red much damage to them as to their opponents. While Black’s relation¬
can destroy artifacts, lands, and creatures with ease, but ships with its partners are perhaps not as exclu¬
the de-magicking of an enchantment is too subtle a task sive as those between other colors, they do
for a red mage. With the ability to do enormous have their special merits. Blue, through counter¬
amounts of direct damage to an opponent, however, spells, provides Black with a more useful defense
red mages might not need to endure the effects for than can any other color because black requires
long. Red’s allies serve a different function than white’s: all forms of protection, though often only for a
rather than filling in gaps, Green and Black simply add few turns.Teaming with Red ups the ante in the
more offensive capability. Green gives quick mana and all-out attack strategy.
lots of ground-attack strength to combine with Red’s
combat abilities. Black, with spells like Terror and One of the most interesting aspects of Magic is
Pestilence, adds death to destruction, making it virtually the interplay of the colors, both from a gaming
impossible for an opponent to keep important crea¬ and stylistic standpoint. Many games give players
tures in play. distinct powers, but these are almost always
associated with a fixed initial setup.The players
Blue is perhaps the most difficult color to play because of its indirect¬ of Magic, however, are given a manageable set of abilities from which
ness. Its spells almost always react to opponents’ moves. Blue has a to choose.The huge choice afforded to players by the hundreds of
great deal of trouble destroying permanents, but it can enchant and cards in existence makes the game unpredictable; the underlying struc¬
alter them in interesting ways. Blue’s spells manipulate intrinsic aspects ture of the five colors, however, keeps the game from being random.
of the game, like wording on cards or their position on the table. Blue The distinction between the colors make it virtually impossible to rank
has almost no cheap creatures, however, and little ability to remove the cards; choosing among powers in the right balance is more enjoy¬
cards in play.The blue mage must manage her mana carefully, making able and more effective than just putting the 60 “best” cards in your
sure she has enough available to use her counterspells effectively. Blue’s deck. When players complain about the weaknesses of different colors,
primary means of influencing things directly comes from its elemental they miss the point: the balancing act between the unique forms of
powers. Blue has dominating flying creatures, and formidable water magic is deliberate and difficult, yet it is an essential and beautiful
creatures, although the latter are often difficult to employ offensively aspect of the game.
against a land-locked opponent. Blue’s alliances take as much thought as —Skaff Elias
y friend attacked with a Mesa Pegasus and a Being part of a group does not change the abilities of any of the
Bog Wraith, banded. Since the Wraith can't fly, creatures in that group. Each creature retains all of its own abilities,
that means the band can't fly and I can block and no creature gains another creature’s abilities. If a Hero and a
them with a Zombie, right?" Pegasus band together, the Hero cannot fly, but the Pegasus is not
forced to walk, either. (No, the Hero cannot ride on the Pegasus —
“I attack with a Benalish Hero and a the Dominian Creatures Union contracts strictly forbid it.) If a
Grizzly Bear banded together. What color Timber Wolf attacks in a band with a War Mammoth, the Wolf does
is the damage?" not gain the trample ability, and the Mammoth does not lose the
trample ability.
“My opponent is attacking with a Vampire. Can I band my Pegasus with my
Sea Serpent to block it, and assign all the damage to the sea serpent?" Next, your opponent declares defenders.This is done just as if the
creatures were not banded. Each defending creature can block only
“What good is banding anyway?" one attacker; creatures with landwalk abilities cannot be blocked if
the defender has the appropriate type of land in play; flyers can only
As these questions suggest, banding may be the most confusing of be blocked by other flyers; invisible creatures can only be blocked by
the common creature abilities in Magic. For a player who under¬ walls; and so on. Creatures who have agreed to assist each other,
stands its subtleties, however, it can be extremely powerful. Used however, will stop and fight if one of their comrades is blocked.This
properly, banding will let your creatures wreak havok among your is treated just as if the blocker had blocked all of the creatures in
opponent’s forces and make your defenses nearly impregnable.This the group simultaneously, and can result in a creature blocking some¬
article attempts to clear up some of the confusion about banding, thing that it would normally not be allowed to block.
and offers a few tips on how to use banding effectively.
For example, a Hero and Pegasus attack as a band. A Grizzly Bear
Many people explain banding by dividing it into “attacking banding” cannot block the Pegasus, since the Bear can’t fly. But the Bear can
and “defensive banding,” and then trying to describe the differences block the Hero, and the Pegasus must then fly down and help fight
between the two. I find it much more intuitive to divide it, instead, the Bear, just as if the Bear had been able to block both of them.
into two separate abilities which I’ll call “mutual assistance” and
“damage sharing.” Mutual assistance only applies to attacking crea¬ However, for a contrasting example, consider the case of a Bog
tures; damage sharing works for both attackers and defenders. Wraith and a Pegasus attacking as a band. Assume that the defender
has a swamp and a Zombie.The Wraith is unblockable because it has
The “mutual assistance” part of banding is an agreement between j swampwalk.The Zombie can’t fly, so it can’t block the Pegasus. Since
two or more creatures that if one is stopped, the other(s) will stop j the Zombie cannot block either of the attacking creatures, all it can
as well and gang up on the blocker A Benalish Hero may be small by J do is stand there and make ugly faces as the Pegasus flies overhead
herself, but with enough of them banded together, even the biggest M and the Wraith slinks past. If the defender also had a Hypnotic
CrawWurm in the forest will think twice about getting in*their way. Specter, the Specter could block the Pegasus, and the Bog Wraith
Notice that defending creatures have “mutual assistance” automati¬ would be forced to stop as well and help fight the Specter.The
cally; any number of defenders may join in blocking a single attacker, Zombie still could not join in this fight.
whether or not they have the ability to band.
Notice that the bands ability has no effect whatsoever when deter¬
If you want to use “mutual assistance” you must declare which crea¬ mining which defending creatures can block an attacking creature.
tures are banding together when you tap the attackers. Any creature Even if the Zombie had the bands ability, it still could not join the fly¬
that has ability to band may sign an assistance pact with ohe other ing Specter to block the Pegasus.There is no such thing as “banding
creature, forming a group of two, or may add itself to a group that to block” — mutual assistance only applies when declaring attackers.
has already been formed, to make a larger group. No attacking group
can ever have more than one creature without the bands ability.The “But wait!” you cry. “The rules say that banding works for both
“bands with other” ability in the Legends expansion is a limited form attackers and defenders!” This is true, and leads us to the second
of the bands ability; a creature withi bands with other X” can only half of the bands ability, which I call “damage sharing.” Damage shar¬
join another creature with “bands with other X” or a group where ing only works during the damage-assignment part of an attack, and
all of the members have that ability. A creature with the regular its rules are the same for both attackers and defenders. If two or
“bands” ability may join itself to a “bands with other” group just as it more creatures on the same side end up fighting the same creature,
would with a normal banded group. their opponent normally assigns the damage done to them, and can
arrange to kill the maximum number of creatures or the most dan¬
Once you have declared your attack, you may not form new groups gerous one. If one or more of these creatures has the bands ability,
or add members to any existing group. If something gives the bands however, then their controller gets to assign the damage instead, and
ability to a creature that didn’t have it at the start of the attack, it’s can put all the damage on the least valuable creature, or onto a
too late to do any good. If one of the members of a group is killed creature tough enough not to be hurt by it.
by a spell before engaging with the enemy, the rest of the group con¬
tinues on; you can’t add a different creature to the group to replace he “bands with other X” ability from the Legends
the slain comrade. expansion works similarly, but is less powerful.You
need two creatures with the same “bands with other
The one exception to this rule is that, if something removes the X” ability in a group, not just one, in order to share
“bands with other X” ability from a creature in a group after an damage between creatures in the group. As long as
attack has been declared but before blocking is declared, the you have two (or more) such creatures, you can spread damage
attacker can and must rearrange the creatures so that all attacking around all members of the group, not just the ones of type X.
groups are still legal.The attacker may use effects to give the banding Notice that, for damage sharing, it makes no difference how many
ability to that creature or to another creature before rearranging. creatures are fighting together. As long as at least one of them has
the bands ability, that creature’s controller gets to distribute the
If the ability is removed after blocking is declared, the attacker must damage among the whole group. It also makes no difference which
still rearrange creatures, but may not change any of the blocking.This creature has the bands ability; all of the creatures fighting together
will almost always result in one defending creature blocking two are treated equally.
attacking creatures that aren’t a band, or several attacking creatures
in a band plus one that’s not. See the section that follows on dam¬ The exception to this rule is the special case mentioned above,
age-sharing to find out how to deal with that. * where your opponent removes the banding or “bands with other X”
ability from one of your creatures after blocking has been declared. yourself, you’ll either take a lot of damage or soon run out of crea¬
After you make the required rearrangement, you will probably be tures. Change one of the Sprites into a Pegasus, however, and the sit¬
left with a defender blocking two of your attacking creatures that uation is very different. On the first attack, you can block one of the
aren’t a band, or several attacking creatures in a band plus one that’s Wurms with all five of your creatures (letting the other one
not in a band, or even two bands that can’t band with each other. In through).The Pegasus’ banding ability lets you assign all the damage
these cases, your opponent totals up the damage the defending crea¬ to your wall, while your creatures do four points of damage to the
ture^) will do, and divides it among your blocked creatures.Then Wurm, killing it. If the other Wurm continues to attack, you can do
you may redistribute the part of the damage assigned to any banded the same to it next turn.
group among the members of that group. You may not move damage
to or from a creature that’s not a member of the group, even if they To make damage sharing even more effective, cast a Regeneration
were both blocked and damaged by the same creature. spell on your banding creature. As long as you have mana to regen¬
erate with, the creature can serve as a damage sink.Your opponent
Damage sharing works only on damage from creatures blocking each may not even attack, since you can kill a large creature and take no
other. If I throw a Lightning Bolt at one of the Heroes in an attack¬ losses. Watch out for an attack by a swarm of creatures, though; if
ing band, the Hero’s controller cannot shunt the damage from the you block one of them with enough to kill it, you won’t have enough
bolt onto a different creature. blockers to stop the others from hurting you.

Finally, note that banded creatures still deal their damage as individu¬ regenerating bander also makes a nice offense. It’s
als. Each creature is a separate source of damage. Some damage may
be white, some green; some may be trample damage; some may
force the player to discard cards.The fact that they are banded has
no effect on the damage that they do. If four Benalish Heroes attack
as a band, and you don’t block them, it will take four uses of your
A not as powerful attacking as it would be defending,
since you can only band one other creature (unless
you have more then one bander), but it gives you the
flexibility to attack as a band when your opponent
has something medium-sized to block with, and as individuals when
Circle of Protection to stop the damage. If a Pegasus and a War she doesn’t. A small bander won’t help in getting past a large blocker,
Mammoth attack as a band, the Pegasus does one point of normal however.
damage and then the Mammoth does three points of trample dam¬
age. (Trample damage is always assigned last.) Of course, any creature with both banding and regeneration is a
prime target for Terror, Swords to Plowshares, or Disintegrate, pre¬
Now that we’ve discussed exactly how banding works, let’s look at a cisely because it is so useful. So if you think your opponent has
few of the strategies for using banding effectively. spells that can get rid of a regenerating creature, you may want to
have the Regeneration on a different creature than the banding crea¬
The most common use of banding on the attacking side is to trade ture, to avoid putting all of your eggs in one basket.
your small creatures for your opponent’s large ones. For example,
you have two Heroes, a Pegasus, and a Unicorn, and your opponent The ultimate in banding flexibility is the Helm of Chatzuk, an artifact
has a 4/4 Sengir that lets you give any
Vampire. If you didn’t creature the bands
have the ability to band,
then you couldn’t dare
attack, since the
Vampire would block
one of the small crea¬
b Build A ability for a turn at a
time. Using the Helm,
you can put your band¬
ing exactly where it
will do the most good,
tures each turn and get arranging your crea¬

Better Band
stronger and stronger. tures to outmatch your
You’d do only a few opponent’s or to do
points of damage the most damage for
before all of your crea¬ the least loss.
tures were gone.
The worst enemies of
With banding, however, by Beth a banding strategy are
you can form all of trampling creatures.
your creatures into a group and send them at your opponent. If the Your four Benalish Heroes line up to block an attacking Craw
Vampire dares to block, the four little creatures will kill it, and you Wurm, and suddenly your opponent casts Berserk on it. Now you’ve
can assign all of the Vampire’s damage to one and keep the other got problems. You still get to distribute the damage from the Wurm
three to continue attacking the next turn. however you wish, but any damage above the toughness of the crea¬
ture it’s assigned to will trample onto you. If you put all 12 points on
If you have larger creatures, you may even be able to avoid losing a one Hero—even a Hero with Regeneration—then you’ll take I I
creature at all. Say you have a Benalish Hero with Holy Strength, points of damage.The only sure defense against a trampling creature
making it a 2/3, and a Unicorn. If they are banded, they can kill a is aWard of the appropriate color.
blocking 3/3 creature, assign two points of damage to the Hero and
one point to the Unicorn, and walk away smiling. The Legendary Land Tolaria can remove bands or “bands with
other” from a creature, but only during upkeep, so it can’t spoil
When defending, banding is even more useful.You things for you in the middle of an attack.The Shelkin Brownie, on
can block with the same sort of group as you would the other hand, doesn’t affect normal banding, but can remove the
for attacking, and trade one small creature for one “bands with other” ability from a creature at any time, even after
large one. Or, if you have a large wall, you can you declare an attack using the ability. Be very careful about using
include it in the blockers, and not lose a creature at “bands with other” when your opponent has a Brownie, since the
all. For example, your opponent is attacking with two Craw Wurms Brownie can draw a creature away from the group, leaving it easy
(6/4). If you have a pair of Scryb Sprites, a Unicorn, and a Wall of Ice pickings for other more powerful creatures.
(0/7), you can block one of the Wurms with the Wall, but you’ll have
to either let the other Wurm through, lose one creature each turn There are many other spells and combinations that work well with
blocking it, or block with all the creatures and lose all four of them banding which I’ll leave you to discover. If you use this creature abili¬
in exchange for killing the Wurm. If you want to do any attacking ty carefully, your opponent should be in for some nasty surprises.

pUSXISj
A Graphic Novel By Mark Poole
Based on Rickard Garfield’s Magic: Tke Gatkering

I AM TAISHIAR. RECORDER AND


FAR-5EER. SERVANT TO MEZLOK. WE
HAVE ARRIVED ONE DAY BEFORE
THE CONTEST BECINS.

TWO FIGURES APPEAR JUST OUTSIDE


A LARGE FOREST ON THE PLANET WE WOULD HAVE ARRIVED EARLIER,
MIRRANKKAR. BUT WE HAD AN UNEXPECTED
ENCOUNTER WITH A RIVAL ON
OBSIDIAS. THIS IS MEZLOKS FIRST
TIME HERE. SO HE MUST FIND A CITY
OR TOWN TO ACCEPT HIM AS THEIR
DUELIST.
YOU DID SENSE A NOT A CITY BUT A
CITY NEARBY. SMALL VILLAGE

^ WELL CONSIDERING ^
THE TIME - IT WILL DO,
~ THE PLACES SIZE
BUT ITS NOT THE GRANDEUR
DOES NOT MATTER FOR THEY
ONE SUCH AS I DE5ERVE.
ALL CARRYASHOKAL
Ew STONE. ^4

r REMEMBER THE ^
NATIVES OF THIS WORLD
HMMMMM,
CAN BE POTENT
few SPELLCASTERS.

MOVEMENT COME OUT LITTLE


ONE. WE WILL NOT
s HARM YOU.

[ THIS BOY
r THERE IS A ' RADIATES
SMALL CHILD BEHIND TRANQUILITY.
■w THAT TREE. ^

WHAT ARE YOU


PLAYING WITH MY
DOING OUT HERE
FRIENDS.
ALONE?

DO YOU LIVE IN
YES, ARE YOU
THE NEARBY
GOING THERE?
VILLAGE?

r THAT WE 1
ARE! WOULD YOU
LIRE TO TARE US
k THERE? A

ONLY IF YOU PROMISE


NOT TO TELL MY PARENTS
U WAS IN THE WOODS.^

I WILL ESTABLISH A LINK TO DEAL!


THESE WOODS AS WELL AS
THE BOY... HE COULD PROVE
L USEFUL LATER. 1
MEANWHILE IN THE CITY OF THORUN,
CAPITAL OF MIRRANRRAR, ANOTHER
' CONVERSATION IS TARING PLACE

THE ONLY REASON THAT ^


THIS RELATIONSHIP EXISTS IS
SO THAT I’LL HAVE A SPONSOR
FOR THE CONTEST. ^

^ IT IS
THAT TIME
AGAIN
DRATHRA.
r YOU RNOW 1
THE OFFER - 1
SAME AS LAST,
TIME. i

I YES... ^
BUT THIS TIME I 1
REQUIRE ONE THING
MORE... YOUR NEXT
CHILD. j

jr YOU DARE REFUSE\


WHAT? THERE f ME! THE VERY ONE WHO\
IS NO WAY I WILL BROUGHTYOU FROM BEING
AGREE TO THAT] A SMALL CHIEFTAIN TO RING
OVER THE LARGEST CITY ON
MIRRANRRARI THE VERY ONE
WHO HAS RESTORED .
V YOUR YOUTHFULNESS /
V TIME AND AGAIN] S

^ WORM!!! ^
YOU WILL AGREE
OR YOU WILL ROT!

I WILL RETURN.
I SENSED
ONE OF GREAT WELCOME
^ ...GREAT
WISDOM AND TO GORDAHN
MEZLOK... GRANDSON OF
ONE OF MINOR
v MINOCH.
. MAGIC. .

f TIME WILL REVEAL > W I AM \


MANY THINGS TO YOU,
THE VILLAGE
SUT NOW YOU MUST BE WARDER. IT IS MY
v CONFIRMED AS OUR ^ RIGHT! y
k. DUELIST, V

HOW DID YOU IF YOU WILL NOJ YOU DO NO'


KNOW.... ACCErr. _ .UNDERSTAND

r FOR TEN YEARS ^


I HAVE TRAINED AND NO
ONE WILL REPLACE ME
. WITHOUT A j
X. CHALLENGE!!!

IF ITS A CHALLENGE
- YOU WANT... _

THEN CHALLENGE THIS!

MEZLOK REACHES
OUT TO THE
MOUNTAINS ON
OBSIDIA$,
DRAWING ITS
DESTRUCTIVE
ENERGY,
TO UNLEASH
LICHTNINC.
How much do you really throwing in your
know about the Prodigal Sorcerer? Fungusaur’s way to
It looks fairly simple—a 1/1 crea¬ stave off the inevitable.
ture that can do one point of dam- And if you do manage
ge to any target. If you get it out, to nurse your
nd use it for the next 20 turns, Fungusaur into a 19/19
our opponent is finished. And fiend, you’ll be really
what’s more, it’s special ‘poke’ can’t set back if it gets
be blocked. Unsummoned or Terrored, having
l But if poking your opponent is all you use wasted 11-12 points of damage that
it for, you’ve been ignoring one of the most versatile and devious you could have dealt directly to your opponent.
cards in Magic. Any one card around which whole games sometimes There are a few creatures that are especially tough to kill. For
revolve has got to be worth another look. instance, try coping with the Samite Healer. If your Sorcerer comes
ft That second look shows that the principal point behind the out first, this isn’t a problem, since the Healer can’t tap to prevent a
Wfcard’s poke is using it against creatures, not your opponent. With one point of damage the turn it comes out. But what if the Healer comes
Sorcerer you can kill Llanowar Elves, Mesa Pegasi, Savannah Lions, out first?
IPPliantasmal Forces, the Argivian Archaeologist, Ali from Cairo, or It takes patience, but it’s a trick well worth learning. Wait for
any other obnoxious creature with a toughness of 1. This single card your opponent to finish her untap phase. Then tap the Sorcerer to do
devalues every other one-toughness creature, from the lowly Merfolk one point of damage to the Healer. Your opponent will tap the Healer
Jof the Pearl Trident all the way up to the Royal Assassin. to prevent it. (If for some reason your opponent doesn’t, consider
^ But the fun doesn’t stop with just the small creatures. Get two yourself lucky and stop reading here.) At the beginning of your turn,
^Sorcerers out and kill Pearled Unicorns and Hypnotic Spectres. Get strike with the deathblow. Your Sorcerer untaps, letting you do a
more out and you suddenly have an artillery line wreaking havoc point of damage to the now-tapped Healer, killing it.
among your opponent’s creatures. It’s a truly satisfying experience to This works against any creature that can be protected once: a
/ blast away your opponent’s Bog Wraith or Fire Elemental. Trust me Frozen Shade with only one untapped swamp, a Ley Druid guarded
n this one. by a Healer with Holy Armor, an obnoxious Wyuli Wolf, or a crea¬
Another alternative is to jam up what you can’t kill by playing ture that is continually being saved by the Amulet of Kroog. And if
he Meekstone, a card which prevents creatures of power 3 or more there are multiple Healers, you need more Prodigal Sorcerers, though
om untapping, and then slaughtering all the little creatures of your not an equal number since the player with the Prodigal Sorcerers has
'opponent that are unaffected. Or, you can make your opponent’s the advantage. For instance, if your opponent has three Healers, you
[creatures small enough to kill with the Prodigal Sorcerer. While only need two Sorcerers to pull off the above trick. (The specific for¬
orceress Queen (tap to make a creature 0/2 until end of turn) and mula is to count the number of enemy Healers on the board, add one,
eakness have their amusement value, a much meaner trick is to use divide by two, and round up. This is the number of Prodigal Sorcerers
either Living Lands or Kormus Bell, which turn all land of a specific needed to beat them back.)
type into 1/1 creatures. This strategy is particularly nasty if you can The Nettling Imp isn’t the easiest card to cope with, either,
use a Magical Hack to select the type of land which becomes vulnera- though once again the Prodigal Sorcerer has the upper hand. If your
le, Sorcerer gets out first, the Imp dies and the Sorcerer
You don’t even have to kill the creature for 1 lives. If the Imp is out first, they both die, since the Imp
good. Simply do a point of damage to the skeletons can’t use its power until the Sorcerer is able to tap to do
before an attack, tapping it and making it unable to its point of damage.
block. Now your opponent doesn’t have anything to The hardest one-toughness creature for the Prodigal
stop the Firebreathing Craw Wurm rushing her way, Sorcerer to kill is ... the Prodigal Sorcerer. Blue against
nd is facing a sudden and gruesome death. Blue games can get quite nasty since whoever gets the
But why stop with your opponent’s creatures? first Prodigal Sorcerer out can then kill any other
You can use the Prodigal Sorcerer against any target, WisfAlU
Prodigal Sorcerers that are stuck in other players’ hands.
Tap to do I damage to any target. /
including your own creatures. So if your Merfolk has Occasionally a member <>/ tin j 7 So whoever gets to put the Sorcerer down first has a
Institute (»/ Arcane Study acquires a ['
!Wo Wanderlusts and a Paralyze on it, you can summon teste for tforldly pleasures. SdJom da IV strong lead. Since it usually comes out on the third turn,
tiny h*iu: nvuNe finding
^Lour Sorcerer to stop the two points of damage per anpl^mstir. whoever gets to go first has the upper hand, and it’s up
turn. If you’ve got Sorcerers out, you can have fun with to the other player to regain dominance.
.
\pther bizarre creatures that you want to kill, like the You can only count on going first half the time, unless
l^lukh Egg, a 0/3 creature that gives you a 4/4 flying token you want to invest in weighted coins, loaded dice, and
\creature if it dies. Or if your opponent is trying to steal a one-tough- angry opponents. So you need insurance that your Prodigal Sorcerers
pels creature, you can kill it as he casts Control Magic. And Prodigal are the ones in control of the board. There are any number of ways to
Sorcerer is one of the very few creatures that can kill itself, quite use- do this, typically centered around either protecting your Prodigal
Vful if it happens to be the card being affected by the Control Magic. Sorcerer or blasting the opponent’s Prodigal Sorcerer out of existence.
' But the classic trick for damaging your own creatures involves The protection route offers you a number of less-than-optimal
the Fungusaur. This is the 2/2 creature that gets a permanent + 1/+1 options. Holy and Unholy Strength, as well as Holy Armor, are per¬
every time it is damaged. (Newer versions of the card only give one fect for getting around a one-point defense. But if you have multiple
increase per turn, but it’s not bad either way.) Don’t get carried away, Prodigal Sorcerers out this starts to be a card-intensive strategy that
/though. While using your Prodigal Sorcerer to get a double-digit crea¬ can really hurt if your opponent casts Tranquility. Besides, protecting
ture Is a great psychological weapon, it actually becomes an ineffective your Sorcerers costs you two cards for one creature, effectively halving
strategy after you reach about 7/7 or so where it kills whatever it the number of creatures you have out. (This is what makes Instill
^—blocks. At that point your opponent is going to be dead in three turns Energy on a Prodigal Sorcerer a bad combination. It’s two cards, so
> Prodigal Sorcerers in your deck and be^oing
v7>
the same amount of damage. Except that with Instill Energy your and Death Ward, since you need another One each time your Sorceret
opponent only needs one Terror to cure the problem when he could takes damage. Castle also fails miserably since it only helps untapped -
have needed two. creatures. There is one neat card that does protect all you Sorcerers. ™
with just one card: the Jade Monolith. (It also protects your creatures
from your opponent’s Sorcerer, but that’s another point.) This artifact
lets you redirect those one-point damage strikes against your Sorcerer1
to yourself, meaning that your opponent can only kill your Sorcerers
by killing you.
Propigrl SoRceRaR: R Briof Rui^as Review
The process of elimination is the other real option. Any damage
spell will suffice to kill a Sorcerer, and occasionally other things will let ^ M
Most rules problems over the Prodigal ^Sorcerer center
you turn the tables—Unsummon, for example, which gives you a sec- i
around timing. The payment to use his special poking power
ond chance to put down your own Prodigal Sorcerer. Some methods y
means tapping him. Once you decide to use his power, nothing
are better than others. Psionic Blast is a good blue spell. Fireball and |
can stop this effect. 0|ven if fast effects are cast against the
Pestilence are excellent options since they can kill multiple Prodigal |,
Sorcerer, you resolve the effects in reverse order, so the effect of Sorcerers with just one card. But the best method is to use either Rod L m
one point of damage does not go away even if the Prodigal of Ruin, Orcish Artillery, or Pirate Ship, since any of them let you
Sorcerer vanishes. For instance, if Red Elemental Blast or maintain Prodigal Sorcerer dominance. After all, they are cards that
Terror is cast in response to tapping the Sorcerer to do a point cannot be killed by Prodigal Sorcerers yet kill them in return. If both
of damage, the point of damage is done despite the Sorcerer players use this trick, the Prodigal Sorcerer battle escalates to a higher
being put in the graveyard before the damage is dealt. level.

Another major timing problem occurs with the Limited There are also less powerful but more embarrassing and obnox- ||p
and Unlimted Sdition card Twiddle. Twiddle allows you to tap or
ious ways to halt a Prodigal Sorcerer. My personal favorite happens to V
be two Paralyzes. A Holy Armored Samite Healer, one or two Siren’s
untap any one card, either yours or your opponents. Actually to
Calls, or a Smoke are other amusing ways to abuse and torture people I
be more accurate. Twiddle should be interpreted as reading
using too many Sorcerers. I m
“Target card becomes tapped or untapped.’ This action, however,
But the real strategy in using Prodigal Sorcerer comes once
does not generate any effects’.’ This means that using a Twiddle you’ve killed off all the creatures you can with direct damage. If you’re J
to tap your opponents Prodigal Sotcerer wort let you do a point attacking, and suddenly you have two untapped Prodigal Sorcerers
of damage to any target, nor will it prevent your opponent from ready to add two points of damage to any one of your opponent’s I jj m
tapping her Prodigal Sotcerer in response to the casting of your blocking creatures, things become very scary. Your opponent may jusf
Twiddle and doing a point of damage to you or your creatures. let the Unicorn through rather than blocking it with her Water
Finally, trying to save your creatures from the Prodigal Elemental, since if she does you could tap your two Sorcerers for two
Sorcerer produces other timing issues. Say you have a hero and extra points of damage, causing you to lose a 2/2 creature and your

a holy Armor in your hand, and your opponent has an untapped opponent to lose a 5/4 creature.
Having one or two points of damage to put wherever you want
Prodigal Sorcerer in play. When you cast the hero, your oppo¬
after blocking has been chosen suddenly makes combat a lot more dif¬
nent cart tap to do a point of damage in reaction, since the
ficult and uncertain for your opponent. Your opponent is going to
hero doesrt exist as a creature yet: you are still summoning it.
have to allow for a much larger margin of error, meaning that you will ■
Once the hero has been successfully summoned, your
either kill more of your opponent’s creatures or be attacked by many
opponent wants to do a point of damage, and you want to cast fewer. If you do this enough, you might even gain a significant psy¬
holy Rrmor on it at the same time. Since you both want to do chological advantage: your opponent may start making mistakes, or
something at the same time, the player whcs turn it is gets to not attacking at all, giving you time to get more Prodigal Sorcerers
go first. So you cast holy Rrmor, and in response your opponent into play. This is where the use of the Prodigal Sorcerer becomes the
taps the Prodigal Sorcerer for one point of damage, have you most challenging—and the most profitable.
rescued your hero9 Remember that effects are applied last to When you’re down to just doing points of damage to your
first, however, the one exception to this is damage, which is opponent, and there’s no significant combat going on, the best strate¬

always applied last. Death is not checked for until all the effects gy is to leave your Prodigal Sorcerer untapped until the end of your
opponent’s turn. That way if she puts down any 1/1 creatures, you can
are resolved. So in this example, the hero first becomes 1/3 and
immediately fry them. And at worst at the end of your opponent’s
then takes a point of damage. Now all the effects are resolved,
turn you can still do your point of damage.
and you can check for death. It doesrt die since the hero has a 3
Have you developed a new appreciation for this card yet?
defense and only one point of damage. If your opponent had three
Before you stack your deck with them, however, you should keep in *
Prodigal Sorcerers, this trick wouldrt work, since you cart use mind that a Prodigal Sorcerer’s usefulness is limited in certain situa¬
the holy Rrmois extra ability ( # : 0/1) until after the casting of tions. In tournament play, for example, the Sorcerer has its drawbacks
the holy Rrmor has been successfully resolved. By then it would While the card is powerful, it shares the great weakness of every one-
be too late to add more protection, since the hero would have toughness creature: it is too easy to kill. What makes it even worse is
taken three points of damage and would be dead. that there are certain single cards that will kill multiple Prodigal
Sorcerers, which in a tournament situation usually puts you at a dire
card disadvantage. A better option for tournament decks is Rod of J
Ruin, which typically requires one card all by itself to destroy it. j
But there’s a good reason for all these drawbacks. The Prodigal
Sorcerer is the target of so many other spells because it is such a power¬
Other methods, such as Healers or Wards, suffer from the ful and versatile card. And until you start playing cutthroat games, it
same problem One-shet^tds are even worse, like Guardian Angel addition to,
paWBEaS1
rmmmmmmmmmm Wmmmmmmmmmmm

One of the major aspects of Magic is deck construction. What do The lbest basis for such a deck is red/black. Red provides Fireball,
you include in your deck? What do you throw out? At which Disin
Disintegrate, Lightning Bolt, Pyrotechnics, Falling Star, and
point have you eliminated all the “clutter” and pared it down to Chair
Chain Lightning. Black gives you Drain Life, which damages your
the bare essentials? How do you trim a collection of two hundred oppoi
opponent and has the bonus of healing you, which can be handy
or more (perhaps lots more) cards down to a viable deck of sixty if you
your opponent has been getting creatures or direct damage out
or so cards? Competitive Magic players face an additional chal- too fa
fast for you to handle. Red and black provide two of the
lenge: how do you build a deck that meets tournament specifica- heavk
heaviest hitters in the game — Shivan Dragon and Sengir
tions and is powerful enough to win? Vamp
Vampire — and Sedge Trolls make cheap, effective regenerators.

WINNING
COMBINATIONS
Two Approaches to Tournament-Legal Magic Decks
The key to building an effective deck is to establish a basic strategy Black also gives you Demonic Tutor and Greed, and four Forks
and work towards it. One option is to build a “weenie horde” deck: are great for duplicating all those restricted sorceries, not to men¬
lots of 0 to 2 casting cost creatures with Unstable Mutations, tion the huge Fireballs. Mind Twist and Hypnotic Specter can
Firebreathings, and so on to pump them up, with the basic idea prevent your opponent from launching an effective counterat¬
being to swarm and kill your opponent before she can get her tack, Underworld Dreams makes it painful to recover, and Storm
defenses set up. A common variant of this theme is the goblin World whittles away the opposition once you’ve gotten rid of all
deck: Mons’s Raiders, Balloon Brigades, and Artisans, with Goblin her cards. Word of Command is great for making your opponent
Kings and Gauntlets of Might to boost them up, Firebreathings to use her best spells against herself, but timing the use of it proper¬
let them really dish out the damage, and Ornithopters to provide ly can be risky.
air support. Kobold decks built along the same lines might become
What other colors should you use? All of them. If you’ve got
frequent now that Legends is out. Other decks commonly seen
enough cards to worry about which restricted cards would be
include Pestilence decks, Urzatron damage decks, “meek” decks
cluttering up your deck, or are wishing they weren’t restricted so
(Meekstones and low- power or non-tapping creatures), and so
you could use all your cards, then you’ve probably got multiples
forth. Most tournament decks are two-colored, and the best decks
of all the multilands, and some Mox stones and maybe a Black
pick a main theme and stick to it closely (Stone Rains would proba¬
Lotus to go with them. You may as well take advantage of the
bly just clutter up a goblin deck, for example.)
best that the five colors, or four of them at least, have to offer. A
This article explores two approaches to building a tournament Time Walk followed in the turn by one of the rapid-draw cards
deck: direct damage power decks for the veterans who have seen (Wheel of Fortune or Timetwister) can set you up to deal a lot of
and bought it all; and denial decks for those with more modest col¬ extra damage on your extra turn, which your opponent will be
lections of cards at their disposal. It excludes many of the powerful that much harder pressed to counter.
deck concepts that cannot be built using Duelist Convocation deck
Sooner or later you’ll run up against a deck with Circles of
construction rules. These limit deck composition to four of most
Protection or Greater Realms of Preservation, so either white
spells and one of those cards on the Restricted List, and ban some
(Disenchant) or green (Tranquility) is mandatory. While Gloom
cards from tournament play entirely. (The current Convocation
can slow Circles down, nothing beats just getting rid of them in
tournament rules can be found in the Duelist Convocation News
the first place. Tranquility wipes out all the enchantments in one
section of The Duelist.)
fell swoop, but sometimes the selective nature of a Disenchant is
better, and it gets rid of annoying artifacts as well.
“BITE ME, IT’S FUN” Adding green also allows you to Regrow a key card, and a
Berserked Shivan Dragon can end the game faster than a Fireball.
Named for a typical response to the squawks you’ll get about
Storm Seeker provides some direct damage if you can’t manage to
power buying and how spending more is the key to the game,
get rid of your opponent’s cards. Ifh-Biff Efreet is nice, reusable
this is your basic power deck. What does someone who has
damage if you get ahead in life points, which is likely in this sort
bought thousands of cards do with all those ugly rare cards which
of deck. And don’t forget to Channel your Fireballs before you
are discontinued, restricted or even banned? How do you decide
Fork them.
which ones you really need in your deck, and which ones can be
left out? White doesn’t provide a whole lot that is useful to this sort of
deck. Probably the most abusable white card is Kismet, which
As with any deck, a power deck needs a purpose. Nice as the var¬
slows down an opponent’s response time once you’ve got your
ious restricted cards are, they aren’t going to win any games on
lands and creatures in play. The one major advantage white pro¬
their own, unless you’re willing to roll the dice and hope you can
vides are Serra Angels, which are better than the Dragons if faced
hit your opponent with enough Forked Wheels of Fortune or
with a “meek” deck. Of course, Dragon Whelps might be just as
Braingeysers that she loses by running out of cards. Sure, Ali
good against that sort of deck. Greater Realms of Preservation
from Cairo can buy you time to get these cards until your oppo¬
can be handy in case your opponent is using damage reflection or
nent blows him away, but even Ivory Tower won’t help you
damage sharing effects such as Eye for an Eye, Reverberation,
much if you don’t have a Library of Leng out. All in all, this tactic
etc., but Circles of Protection are typically just clutter.
isn’t going to be all that effective.
Creating a Sideboard for a power deck is usually pretty straight¬
One of the best uses for these cards is to augment a fairly basic
forward, since it should be set up to deal with anything, and the
direct damage deck. The object here is to hit your opponent with
Sideboard will be filled with precautionary measures. The
bigger and bigger direct damage spells as the game goes on, while
Elemental Blasts are useful against any red or blue opponent. As L
whittling away her life points with your creatures.
mentioned above, the Sideboard should have some creatures to
swap in for the Shivans if faced with a “meek” deck. Putting in other colors, is lacking in counters (having only Red Elemental
Equinoxes or Consecrate Lands to deal with land destruction Blast, and Artifact Blast from Antiquities), and it has virtually
decks can be useful. If the deck doesn’t have four Disenchants nothing in the way of theft capability. What it does do, and does
and/or Tranquilities by default, put enough in the Sideboard to best, is remove things: Fireball, Lightning Bolt, Shatter, Detonate,
fill out the set. If you’re using green, consider a Typhoon or two Tunnel, and so on provide excellent means of getting rid of any¬
for use against blue opponents. thing your opponent gets into play. Red also provides a good base
of creatures, and if nothing else, the Fireballs, Lightning Bolts,
and so forth can reduce your opponent to rubble all by them¬
selves.
“IF I CAN’T HAVE IT, White also makes a good backup color for blue. White’s counter¬
NO ONE WILL” action ability tends to be indirect, but it’s there. Conversion can
But winning tournaments doesn’t require buying boxes of cards, shut down all those pesky red spells, and allows your counterac¬
or having been around since Magic’s initial release. While having tions to focus on whatever else your opponent tries to do. Wards
done either or both of these helps, it is quite possible to build render a lot of anti-creature effects useless, and Circles of
effective decks almost entirely around common and uncommon Protection can allow you to ignore those direct-damage spells,
cards. While it’s perfectly possible to build direct damage decks again saving your counterspells for other things. Legends has
from such cards, a possibly better option for “low power” decks Equinox, but that’s little good except against land destruction
is to take the denial approach. The concept behind any denial decks, so is best suited for the Sideboard. While white doesn’t
deck is simple: It is difficult for your opponent to do much to have any theft capability, it does have a fair amount of removal
you if she doesn’t have any cards on the table. Effective denial effects. Disenchants and/or Divine Offerings are of course
decks will have the added bonus of irritating your opponent, mandatory, and Swords to Plowshares is great for getting rid of
which makes her clumsy and prone to make mistakes with any¬ those 1/1 creatures with really irritating powers — the creature
thing she does get into play. leaves the game entirely with minimal gain for your opponent.
Karma can bleed a black opponent dry while you counter or
The classic denial deck is a land-destruction deck, which operates remove anything she tries to get out. And, of course, white has
on the principle that your opponent won’t be able to cast any¬ one of the best creatures around: an appropriately warded Serra
thing if she has no land out. Such a deck would use some or all of Angel can rip your opponent apart in the space of a few turns.
the following: Blight, Ice Storm, Sinkhole, Strip Mine, Stone
Rain, plus anti-artifact cards to get rid of Sol Rings, Mox stones, Black has less to offer a denial deck. Deathgrip can make life diffi¬
and so forth. Land destruction decks can be difficult for a new cult for a green player, and Gloom can make it difficult for white
player to construct, however, since of those cards, only Stone to do anything early in the game. With Sleight of Mind, either of
Rain appears in the Revised edition of Magic: The Gathering. So these can be tuned to your opponent’s strongest color. Black isn’t
we’ll talk about building a denial deck using cards available now in any good at theft; all it has is The Wretched from Legends which
The Gathering, with a few cards from Legends or Antiquities. Note isn’t all that useful unless you can force their creatures to block it.
that nearly every card mentioned below is either common or But black does specialize in removal of creatures, which is always
uncommon. useful, and removal of your opponent’s cards, which reduces the
number of counterspells you’ll need to have on hand.
Denial decks typically focus on one or more of three key tactics:
counteraction, theft, and removal. The basic approach is to Last, there is green. Green’s countering functions are basically
counter any spell your opponent tries to cast, to prevent her from limited to Lifeforce (see Deathgrip, above), and Rust, which is a
doing anything in the first place. If something does slip through nice surprise but not too useful. This color’s only theft card is
because you run out of counteractions, or your opponent casts Willow Satyr, which is far too specialized to be of much use in a
something you like enough to keep, then steal it. As a last line of tournament. Green is also bad at removal, being largely limited to
defense, destroy whatever your opponent does get out, or return Tranquility and Crumble, and since tournament decks rarely
it to her hand so you can counter it the next time she tries to cast make heavy use of enchantments, that basically leaves Crumble. It
it. Several cards blur the lines between the various tactics — it will does, however, have Titania’s Song, which will get rid of your
typically be more efficient to Lightning Bolt a small creature than opponent’s 0-cost artifacts such as the Mox stones, as well as any
to counter it, for example — and the best decks will take advan¬ benefit from Sol Rings, Mana Batteries, and so on. Green does
tage of these cards where possible. Finally, like any deck, a denial provide a host of great creatures, but its shortcomings in other
deck needs some way of finishing off the opponent, typically by areas really make it the wrong color for a denial deck.
stocking up on a big creature and hammering her with it. The Sideboard tends to be critical for denial decks. The Elemental
Blue will be the cornerstone of most denial decks, having more Blasts obviously won’t do much good if your opponent isn’t play¬
counterspells than the other colors combined, along with most of ing the appropriate color, for example. If getting lots of Control
the theft spells. Blue Elemental Blast, Control Magic, Magics and Steal Artifacts into such a deck while staying at about
Counterspell, Power Sink, Spell Blast, and Steal Artifact are all 60 cards is looking impossible, try putting fewer in your basic
key components of such a deck, and Enchantment Alteration and deck and sticking the rest in the Sideboard to swap in as neces¬
the specialized counterspells from Legends are useful as well. sary. If you’re using white, put Disenchants in the main deck and
Spells such as Blue Elemental Blast, Boomerang, Flash Flood, and Divine Offering in the Sideboard, or vice versa, depending on
Unsummon will either destroy something in play or at least which you expect to be more useful in general. Also put any
remove it temporarily, providing modest removal functions. And F’quinoxes there to start with. Basically, the Sideboard in a denial
of course there is the Prodigal Sorcerer, perfect for either remov¬ deck should be reserved for specialized denial effects.
ing your opponent’s small creatures, or whittling her away while Finally, remember that a tournament deck has to be fast, and that
she sits there helpless. While blue does have some big creatures, it making it too versatile can actually be a hindrance, as most of the
is probably better off with Clones, which serve the dual purpose decks you’ll be facing will be tightly focused and can easily over¬
of copying whichever big creatures your deck’s other color pro¬ whelm you while all those great, but useless, cards are sitting in
vides, and of serving an indirect theft function by copying your your hand. The largest collection of rare cards in the game can’t
opponent’s creatures before you remove them. rival a well-tuned deck.
Red probably provides the best backup for blue in a denial deck,
as the two colors cover for each others’ weaknesses. Red, like the —Tom Wylie
mm
pun ist
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The musings of
Richard Garfield

While no official multiplayer rules were originally published permanent-altering interrupts, such as Magical Hack and
with Magic: The Gathering, many unofficial play variations Death Lace, linger on).
have evolved. Some of these methods of play are outlined in the
Pocket Players ’ Guide. One of the best of these is a version of Note that in a three or four player game the survivor wins, but

the game that I have started calling Melee Magic. when adding the score for a series of games the number of
points for surviving may make a difference, and the player that
Unless specifically designed to avoid them, multiplayer games eliminates the most players will accumulate the largest score.
often fall prey to certain problems. In group games, players Naturally you will want to vary seating order between games,
tend to team up. Not everyone sees this as a problem, of since it will make a big difference to the play.
course. The game then becomes a matter of diplomacy — but
The seating arrangement and spell range in Melee Magic allow
when you have played as many games of Diplomacy as I have
several players to take their turns at the same time. This is
they begin to run together and the strategies become pre¬
because a person three to your left or right is out of your spell
dictable. This is particularity true when your actions can affect
range anyway. So you can have a third of the players (rounded
any player equally. Some multiplayer games handle this situa¬
down) taking turns simultaneously. When they are finished the
tion by restricting the player’s choices when attacking: in
players to their left take their turns. This allows an indefinite
Cosmic Encounters, for example, you draw your defender ran¬
number of people to compete in a reasonable amount of time in
domly each turn, and even in Diplomacy your enemies are
the same game. However, while simultaneous play speeds up
effectively restricted by your geographic location.
the game, it also requires a much larger number of judges.
A second problem lies in motivating players to take the offensive. When enough players drop out, a "turn” is dropped and one of
Games in which aggressive action may cause losses for all involved the judges is removed from the game.
players frequently lead to the quietest player winning, which is
The world’s first Grand Melee was held at RadCon, a small sci¬
hardly the recipe for an exciting game. To counter this effect some
ence fiction convention in Richland, Washington. This was pos¬
games make aggressive play profitable, as in Risk, where players
sibly the world’s largest card game ever, and certainly the
are rewarded with cards which give them extra armies.
world’s largest Magic game to date that we know of. The Grand
Many of the group variations of Magic I have seen suffer from Melee was a 40-person game of Melee Magic, with 13 judges
both of these flaws. In particular, 1 do not regard very highly standing behind the 13 players whose turn it was at any given
the variation of Magic where players can attack anyone and time in the beginning. Every third person to fall would cause us
the last player in the game wins, because it encourages unbal¬ to drop a judge. We also removed tables as the group shrank,
anced teams and rewards conservative play. Melee Magic, how¬ another unusual feature of this format.
ever, successfully counters these problems, and allows a huge
So you can appreciate the magnitude of this, here’s a sketch of
number of people to play in the same game.
the 40 people and 13 judges sitting around various tables.
Players sit so that each has other players to the left and right. Pretty impressive, no? We set the game up in a row this way
Each player can only launch a creature attack on the player to because we ended up using every single table in the gaming
the left. All other magical effects have a range of two people. A area. In this age of large numbers, 40 doesn’t seem big. When
spell which refers to your opponent, such as Black Vise or setting up the game and the number of players began to sink in,
Lifetap, requires you to choose which opponent (within two) I asked Snark why he didn’t stick a muzzle on me when I began
the spell will affect upon being cast. Afterwards, the affected talking about a 40 person game. But in the afterglow, after a
player cannot be changed and if he or she is removed from the good night’s sleep, I regret nothing.
game, the spell is discarded. All spells which refer to 'both’ or
Whenever a player left the game, the player on their right
'all’ players affect the caster, the two players to the left, and
received a booster pack and a victory point. In addition, there
the two players to the right.
was a grand prize for the most points, which went to Hoi
You get one point if your left-hand neighbor leaves the game, Nguyen with 7 kills. There was a second place prize that went
and one and a half points for surviving. Note that you get the to A1 with 6 kills. There was an honorable mention which went
point for your left neighbor leaving even if someone else per¬ to Joel, who was the Melee’s sole survivor. We recommend that
forms the coup de grace with a Lightning Bolt. If playing for the survivor get some award in these competitions to provide
ante, you get the ante of the player to your left when he or she motivation for the last few participants to win and not throw
is removed from the game, even if you die simultaneously, and the competition. However, it is vital the winner isn’t just the
you get to keep your ante only if your are the survivor. In addi¬ survivor. I have cold chills thinking of 40 people bringing their
tion, when a player leaves the game, all of his or her cards and "let others do the killing; I am going to endure” decks to a com¬
tokens are removed from play (though the effect of those weird petition like this.

pUELISr
34
The game lasted about five hours, which is typical for a normal Dwarves caused the player downstream to have unblockable
tournament of this size. The dynamics were unusual and fasci¬ Knights. This did many players in, and there was a round of
nating to watch. In some parts of the circle, it was a waiting applause when someone Fireballed the Dwarves to death.
game, with creatures just standing around, while other areas
Cards could change controllers often. There was a Ghazban
were rife with spells flying back and forth and attacks surging
Ogre wandering about the table; each turn it would go to the
backwards around the cirele as players would attack and leave
player with the most life within two players in either direction.
themselves open to receive attacks in turn.
One Hive, Hoi’s, transfered ownership five times between three
The spell range produced some interesting effects, as players or four different players in the course of the game because of
had more to deal with than their immediate neighbors. Screams Steal Artifact and such.
of anguish erupted when one player played Balance, a disaster
The end game was particularly fun to watch, since by the time
with a total blast ranee of five neoule. I don’t know what
the circle dwindled to three or four players, everybody had a
became of the Balance
well-developed territory. Each player’s strategy was out on the
player, but two of the
table and deck design and play skill were far more important
people in the blast
than the luck of the draw. It was a bit like watching a group of
area were the finalists
warlords that had vanquished many foes and brought their
in the game, Hoi and
armies vast distances to meet over the bodies of the fallen in
Joel. There was also a
one final titanic battle.
sequence where play¬
ers A, B, C, and D
Melee Magic has a completely different feel from any style of
were sitting in a row
play 1 have seen. While final battles of a tournament are often
and A Disintegrated
exciting, they occasionally are dull as one person simply gets a
C, D Powersunk the
couple of bad draws. In the Grand Melee, if a player had a bad
Disintegrate, B
land draw he or she was gone early — one player never did
Powersunk D’s
draw a land though he survived about 10 turns. Those who
Powersink— after all,
survive have scraped and dug and been petty and been bold
B then gets the victory
and still hold their battle scars. They clash at the height of
point! I suspect that
their power; they have oodles of land and huge armies in posi¬
there were actually a
tion. The game was so big that one player couldn’t take in the
number of these sorts
whole thing. In fact, the difference between the winners and
of exchanges.
losers was often how quickly people grasped the local dynamics

Sometimes these as they migrated to new parts of the board.

assaults on more dis¬


To those interested in setting up a Grand Melee, I have some
tant opponents didn’t
suggestions and some words of caution. Time limits are proba¬
work out as planned:
bly necessary because the players could spend an awfully long
one player told me he
time trying to assess the situation. However, the two-minutes
invested everything he
per turn limit we used at RadCon really hurt players who wait¬
had into getting rid of
ed to cast a sorcery until after a battle which ran too long.
a player two seats
Also, the movement of and dropping of judges are both topics
away because the per¬
which have to be settled before starting. At RadCon, keeping
son had Karma in
the judges moving smoothly was tricky, since it was often hard
play and was niekel-
to tell if everybody had finished their turns. We started by
and-diming him to
holding our hands up and switched to flags after some of the
death with it, only to
Wizards crew made them. Even then, the crowd of spectators
discover that the next
sometimes made it hard to spot the judges. It also proved
player in line had two
important lor a player to watch the other players nearby, both
Karmas in play.
the two in either direction that he or she could affect, and the
Bummer!
next player or so beyond them. This turned into a logistical
Often we’d see a play¬ problem for those of us running the game: we spent some of the
er casting healing play time having people move their cards from one table to
spells on an attacker, another so we could remove tables as people dropped, to keep
to fend off a worse the remaining players within sight of each other. Finally, if a
opponent who would judge was dropped after the player to a player’s right finished

come into range if that a turn, then the next judge back would be three players to the

player died. One play¬ right — meaning each of them got another turn before the
judge got to the first player. This meant that each time a judge
er had a horde of red
was dropped, a player or two would lose a turn. This turned
creatures out and the
person to his left had out to be important in the end game, and was sometimes an

a Circle of Protection: unpleasant surprise in the beginning.

Red. The players downstream of the Circle were making sure


Despite these problems, the Grand Melee at RadCon was a lot
that it stayed in place, because they didn’t have adequate
of fun. Many want to see a similar event run at other Cons, and
defenses against the red horde. There was a collusion that
I recommend it. And when we do do it again, we might check
arose about midway during the game where one player’s
with Guinness and see about setting a record.
Contact Margaret
Addresses: Organ-Kean
has limited run lithographs, signed and num¬
Moonstone illustrations
Randu bered (250), of the following original artwork: Urza’s Tower
Asplund-Fai'tn (the 4 different versions), Balance, Bronze Horse, Jedit ; 171b Pile Place, #12-177
Ojanen and Akron Legionnaire for $20 each. ; Seattle, WA 75101
2101 S. Circle Dr.
W^SPj^^^R^HWhas prints, signed and numbered (250), M.ORGAN on GENIE
Ann Arbor, Ml 45103
available from his Legends artwork for $35 each. Each is
(515) 661-09?* mounted and matted and comes with a Certificate of
Mark Poole
Edward 124 Coventry
has 8x10” photoprints of his “Dorian S track’
Beard, Jr. from Jyhad™ - $15 each plus $1.50 shipping & handling Lexington, SC 270/2

(+01) 719-m (CA residents add 8.25% sales tax). Write for a free catalog.
released lithographed greeting cards of
Raja & Phil Poglio his “Citanul Djruid” artwork. $15 for a box of 10 cards with N£ N£ Tkomas
c/o Pa Ilia rd Press West
the top card signed. Shipping is included.
2^71 L. Blaine Ave.
d/5d - ldtfi Avenue N.W.
Salt Lake City, UT 34103
Seattle, WA 73117-^15
(aoi) 551-1715
Randy Gallegos Richard Thomas
c/o Green Meese Studio
c/o White Wolf Studios
dl2/ Butano Court
4573 Stonegate
San Jose, CA 75^25
Indust. Blvd.
Artists whose addresses are not listed here can be
(40s) 22^-4517 Stone Mountain, GA
contacted by mail through Wizards of the Coast. Please
50035
Heather Hudson send correspondence to the artist care of Wizards of
117 E. Louisa St.# 507
the Coast, P.O. 5ox707, Renton, WA?S0V-OJOJ. Bryon Wackwitz
Seattle, WA 75102
5555 Erankford Ave. Apt. 6
(206) 168-9U8 Philadelphia, PA 1713t>

(215) ii\s*8i
Scott Kirschner
2500 Walnut St. Apt #554
WIZARDS
Philadelphia, PA 17105
r&Sr Galleri
(215) }6+-6+\9 Marcus R. Riec1
Convention Appearances: 117 Main St.
Jeff A. Menges
Brian Snoddy: Kirkland, WA 75053
Slcaircrow Graphics
September 18 Seattle Center Comic Convention in Seattle, WA {.106) 818-0117
P.O. Box 575
l CompuServe #72172,2227
Northport, NY \]/6S Edward Beard, Jr.:
July 15-7 Special Guest at DragonCon in Atlanta, GA
August 18-21 Gencon in Milwaukee, WI

Jeff A. Menges:
July 21 -24 DexCon in Newark, NJ
August 18-21 GenCon in Milwaukee, WI
Sept. 9-11 ShoreCon in Eatontown, NJ
October 28-30 World Fantasy Con in New Orleans, LA

DUEUSr
Freelance artist Quinton Hoover was bom in 1964 in, ofall places, Fruita, Colorado. He
makes his home in rural eastern Oregon, and works out ofhis basement. He has one wife,
four kids, an idiot dog and a snotty little cat. He has a Masters Degree in
Nothingfrom the College He Failed to Finish. In his spare time he likes to
fish, wander the local wilderness with his family, and generally put as little
effort into anything as possible.

Quinton claims to have done much small press work in his earlier days
which now is aout ofprint or hard to track down." He has also worked
with numerous comic publishers, including Cat's Paw, Sky Comics,
Jahherwocky Graphix, and Palliard Press. His current comic titles include
Morgana X andTwiligjot Agency: Vampire's Curse. In the adventure gam¬
ing industry, his credits include numerous illustrations for White Wolfand
Wizards of the Coast. Quinton has done work for all of the Magic releases
and intends to keep it up as longashis luck holds.

On the way here, Jesper and I were talking about how you
became involved with Wizards of the Coast, but I haven’t heard
the whole story.
Well, I was in the right place at the right time with the right samples, really. Jesper
was on an art director’s panel, and he was the only art director that showed up. Kev
Brocksmidt and I were the only ones that showed up to listen to anybody talk.
Jesper mentioned that Wizards was looking for artists. I had some color samples out in my trunk—I’d
brought them hoping to pick up some color advice— so I went and got them, and it went from there. I did-
n t feel that strongly about my color work, so I was a little surprised that Jesper had work for me the next
Monday. I learned more about color this year, just working on Magic stuff, then I had any clue about
before. That’s strange, it doesn’t show. It was a matter of having to do it and get it right. There were a cou¬
ple that I wish I had done differently now.

In your Magic work there is a very...unearthly quality. Even the lines are so strong, it has sort of the sharp¬
ness that mythical figures have rather than the sharpness that real, everyday sorts of scenes have.
I noticed that when I saw them reproduced. I didn’t notice it so much in the originals. But when I saw
them reproduced on the cards the impression I got was that they looked almost like animation cells — had
that kind of layered look to it which surprised me.

Jesper describes your Magic style as Very art nouveau.’


There are a lot of different influences — a lot of it’s comics, and a lot depends on subject matter. Some is
very Wrightson influenced, some — particularly the older stuff — will show a lot of Frazetta. Mucha.
Michael Kaluta. A lot of comics people: Neal Adams, Don Newton, John Buscema. Barry Windsor-Smith.
Has Magic affected your artwork at all?
The work hasn’t changed so much, but I am more confident with it. I am a little bit more willing to experi¬
ment rather than be so safe with it. There have been some stylistic changes in the cards I’ve done but I
think that I had more to do with the subject matter than anything conscious. The Legends cards didn’t
seem to call for the same kind of style as The Dark cards and the Jyhad cards.

pUEUSt
37
What about the style and subject matter of Magic — is there an overall feel that’s different from Jyhad?
Not in my work, personally. Actually I was kind of worried about that; I thought they might be expect¬
Above: Doppelganger,
ing something a little more interurban in style than what I came up with but I figured I was safest with
from the original
sticking with what I knew best. The vampire thing plays into my tastes, anyway—I like horror and dark
Magic—The Gathering.
stuff. It’s fun. There has been at least one of my cards in every other set that just made me cringe, but
Interior, previous page:
with Jyhad, I was happy with all of them.
an early sketch of
Nettling Imp. Do you have a style that you prefer at this point?
I’m pretty happy with the basic style I’ve been using with the Magic cards—the ink, watercolor, color
pencil technique. I don’t know — I’d like to get more of the effect Barry Windsor-Smith gets with
watercolor alone, but I lack the patience to wait between layers of glazing, and, really, the skill to pull it
off. But the colored pencil works out pretty well.

How long does it take you to do an average piece?


I would say I probably spend ten to twelve hours—
not per piece, but on average. Some pieces go really
quickly, some get a lot of reworking. Like
Doppelganger: everyone seems to like it but me. I
felt like I still had a lot of work to do on it — there
was tracing, and redrawing, and I was playing with
the airbrush, too, which is still a learning process for
me.
I was going to ask you about Doppelganger. It’s
hugely popular, everybody knows it and everybody
loves it. Does that surprise you? Do you have other
pieces in Magic that you think were better?
Oh, as far as being drawn well, I think most of them
were better, with the exception, maybe, of Darkpact,
because of the proportion problems. I think Nettling
Imp or Regeneration would probably be my favorite
from the first set. I think they’re both much better
drawn cards than Doppelganger, but that one is the
one that people come up to me with, the one they
want autographed and the original people still ask to
buy.
Do you keep in touch with what’s going on in the fantasy industry at all?
As much as I can. But it’s tough being a fantasy artist in this area. Most of the artists around here are west¬
ern, wildlife, or traditional artists. There’s not much interest in fantasy art, and not much readily available.
How has fantasy art changed in the last ten years, in your experience?
From looking at book covers and such, the one thing I have noticed is that the art
seems to have gone from more artistic to being straight illustration. I’m not altogeth¬
er happy with that. 1 don’t like a photorealistic fantasy world. So many artists obvi¬
ously use photos or posed models, and they use that atmosphere — there’s no life to
it. I associate it with Boris, because he was the main person doing this style And the Hildebrandts, too.
Yeah, and the Hildebrandts. They had a little more...pure creative stuff in theirs, I think. Look, Boris is an
incredible artist—what he does he does very well—but if you don’t like that style...I’ve seen it going in
that direction: posed and lifeless. Too much fantasy art is technically perfect, but has no feeling. It’s kind
of funny — it’s exactly the sort of thing you hear people complain about with Norman Rockwell, but I
see much more mood and character and pure fantasy in his stuff than in much of today’s popular fantasy
art.
For example, I don’t do a lot of reasearch for my work, unless it really has to be accurate. I don’t keep a
photo file — I’ll look things up. I looked up Ball Lightning and Land Leeches for cards in The Dark.
That’s the one nice thing about the repetitiveness of comics: there are a lot of things you just pick up, and
they stick with you.
Are there other artists or authors who are sort of touchstones for your own artistic imagination?
Ce-w\er
Stephen King is probably my favorite author. Simply because he is a consistent story teller, and he appeals
to the blue collar audience. I really enjoy his work. Probably my all-time favorite book is Lord of the Flies
— the imagery throughout the book just stuns me. I would love to do a graphic novel version, but I don’t
Based on a character ©
know if I could do it right. Even though it’s a realistic book, it doesn’t put realistic pictures in your head.
1994 by Diana Harlan
Everything is blown up bigger than life.
Stein. Used with permis¬
sion.) I used to read more, but I haven’t had time in the past couple of years. It’s been about a year since I’ve

pun 1st
read anything other than newspapers, magazines, and the occasional graphic novel. I used to read quite a
bit of fantasy—not that much science fiction, but a lot of fantasy. And loads of comic books. Anymore,
though, comic books kind of suck.
What do you mean?
Fm not really into super heroes, which is mainly what the market has been taken up by. That’s pretty
much what the nearest comic shop carries: DC, Marvel, Image — mostly superheroes. There aren’t
a lot of fantasy titles being published, anyway, or science fiction. You know, I used to like horror
inkling
IS NOT AT ALL SURE IT$ DOING THE
comics. That’s what got me into comics: Swamp Thing, House of Secrets. Berni Wrightson was the RIGHT THING IN PRESENTING

first artist I could recognize by style. We were going on a trip back to Colorado to see family and
my mom bought Initial Swamp Thing for me— the last one he worked on, number 10 . I’ve still
got it in one of my boxes; it’s all beat up; I just fell in love with that comic book! Then I realized I
had seen his work in the other mystery titles and what-not and then later on... But I never had a
taste for super heroes. Right now the market doesn’t have a whole lot to offer.
So you got into comics as a comic reader when you were a kid?
Yes. It wasn’t until high school that I realized that it might be something to look into as a profes¬
sion. I always drew, but I never had any direction. I went through a big Conan phase and discov¬
ered that with a friend that I hung out with. We did a lot of that stuff and that’s what basically got
me into fantasy, too. I wandered from there into Tolkien and Shannara, the Thomas Covenant
books...I read a lot of that stuff and when I got into Conan, John Carter, Warlord of Mars was out
and a couple of Tarzan comics — a number of fantasy titles. They dried up and blew away shortly
after that. I think Warlord was the last hold out from the original comics that I read.
I was a pretty big Batman fan — I belonged to a Batman fan club. When the first Batman movie
came out, DC squashed us like a bug. I kind of lost interest after that. There were books I might
have enjoyed, but avoided because of interviews with their creators. They would come across as
rather arrogant and snotty, and I couldn’t get past that. It’s stupid, I know; interviews don’t always
show people in their best light.

We could make you come across as arrogant, if you’d like. Yeah, we could do any¬
thing.
C0W\C5
It’s funny; the image I get most often is that people think I’m really business-like and
Above: the cover of
straight-laced. They seem to have the impression that I have this very strict work
Quinton Hoover's All-
ethic and that I’m very diligent and very, I don’t know, stodgy I guess, and they’re
Reprint Comics, from
always surprised when they meet me face to face.
Inkling Publications.
I kind of help that I think. Oh, how do you do that? Well, the way I talk about him. Below: a frame from
ft Vi.s fl You talk about him being straight-laced and snotty? No, I talk about his work ethic. from Freeman and
I do put a lot of work into it. But I don’t work as diligently as I should, and I’m lazy. I also have four kids Hoover’s Morgana X.
at home, and you can’t always plan a schedule around that. I think a lot of it is my correspondence. I
respect good letter-writing, and when I’ve had the time to sort my thoughts out, and actually put some¬
thing coherent down... Now it’s just chaos? Yeah — now it’s just chaos. I’ve by and large lost my
ability to communicate with adults — being with kids and being house husband for ten years, it
does that to you. Being largely isolated, too; we’ve always lived in small communities.
What does your family think of your work?
They like it. My kids think it’s neat that I draw. I don’t think they quite understand that that’s what
I do to turn a buck. The concept of actually working — that it’s a job — doesn’t quite sink in.
None of them have shown any real artistic inclination, though. Patrick’s the jock type; Justin, the
criminal mastermind. Aaron’s at that age when he’s picking up most of his personality from other
kids, so he goes through a lot of different stages. Alyssa’s going though that typical prepubescent-
teenager thing — one big, dramatic sigh. My wife’s interest in fantasy is basically an extension of
what I do. Fran’s more conservative than I am, but I think that has a stabilizing effect on both of us
— we’re not both off in our own worlds. She keeps me in line.
Well, what kind of work do you do other than the Magic cards?
Basically, I’m doing some comic book work — Morgana X— for whom, right now, we don’t know.
Who’s “we”? Alan Freeman and I. He created the character. I’m working from a short story that he
wrote, co-scripting it. I pencil, he inks and does the color for the cover. I’m also working on
Twilight Agency: Vampire's Curse with Lia Graf. That doesn’t have a publisher right now, either, but
it’s an interesting story—if we can get an audience for it, it will do well. Other than that, some non-
Magic illustrations for WotC, and some stuff for White Wolf.
How is your comic work different from the other fantasy art that you do?
Instantly there is a genre change. One of the comics I work on is science fiction — well, more space
opera/ high-tech adventure, really — and the other is a dark fantasy/horror type of thing. Plus, I’m

puojsr
/
working with inkers in both cases. That gets difficult sometimes, particularly when you’re working
through the mail. Allen lives in Kentucky, and Lia lives in California, and I’ve never met either one face
to face. It’s an interesting way to work And strange, sometimes. I
mean, inking’s tough—it’s tough to keep the penciller’s personality
and style in there and still keep yours in there. Sometimes it doesn’t
wortYou try to play to the inker’s strengths. Lia has a much more
graphic style, so I try to keep things less cluttered and detailed for
her. Allen, on the other hand, can build and cross-hatch, and he
knows how to deal with different types of shading. They’re two very
different styles.
Would you say that your focus is comics?
It was. I started off with fantasy stuff. Comics were interesting, but I
always wanted to be Frank Frazetta, and do big, fancy paintings for a
living. There’s a lot of work in comics, and it can be repetitive and
monotonous — and sometimes it is hard to stay interested. I’ve had
a couple of bad experiences with small companies (their fault and mine), and I’m not productive enough
to work for the big boys, so I don’t know if I have much of a future in comics.
Now if you say you are interested in painting comic books nobody looks at you funny. Is that true?
Now it’s a lucrative market and there is some artistic merit. But back in school, fourteen years ago, ten
years ago, comic books were considered a waste of time. “Why don’t you spend your time on something
real and important, something meaningful?” All of that stuff was pretty much written off, so I had a hard
time in art classes.
Small press are accused of killing comics. The claim is that small presses cluttered
Adventure the market and the market didn’t grow significantly and now there are so many
people in line for the attention of the consumer that a lot of companies went out
ahJ ^wa|(
of business. What’s your experience with that?
Above: a riot at
Well, I worked on the truly small level — people making home-made comics, and
Talislanta’s school of
selling or trading them through the mail. It had very little effect on the commer¬
wizardry, the Lyceum
cial market. Basically you weren’t in it for the money, you were in it for the joy of
Arcanum. Interior below:
doing it. There were very few people that I can think of that made any real money
an illustration from
doing that. But it was a great place to learn. I did quite a lot of stuff, and the prac¬
White Wolf’s Digital
tice and the feedback were invaluable. And the variety — something for every
Web. Interior at right\ an
taste. I hooked up with a lot of good people, including Allen and Lia.
illustration for Book of
Shadows, published by How do you work? Do you sketch a lot, or—
Anime Press. I don’t. I’m not much of a sketcher at all. I haven’t had an active sketch
book for quite some time. I usually have a good picture in my head of
what I want. A lot of times I will actually — I do everything the wrong
way — I will actually start on a specific area of a drawing and build out
from there. That’s often worked very well for me, but I think every
teacher I’ve had told me not to do that. You know: build your composi¬
tion, block everything in, then tighten it up. I just was never comfortable
working that way.
What kind of formal training do you have?
Not much. I took that “Draw Tippy” course... Did you? Yeah, I did—
about half of it, then the art stuff started to take off. Actually, it was very
good, because they didn’t discourage comic-style artists or cartoonists.
And they made me go back and do all the basic work that I never wanted
to do in high school art classes — the stuff I skipped over and should have
learned. Like contour drawing? Exactly, contour drawing, all the basic
stuff that you hated doing but, yeah, it really was useful later on. Breaking
things down into cones and cylinders and spheres and all of that stuff. Did
you do the crumpled paper with contour lines? No, I didn’t do that. How
about the leaf? No. Your hand? No. Oh. Those were the three that I had
to do all the time.
Did you expect when you started working on Magic that it would have
such an impact on you?
No, I just thought that I was just going to pick up a couple of extra bucks and that would be the end of
it. I didn’t really realize the magnitude of it until this year’s Norwescon. I mean Jesper had been telling
me that it’s big, and other people told me that it was big but I didn’t have any idea just how big. I got up
there and I was just stunned.

pUELIST
42
How has Magic influenced your existence as an artist?
It’s improved my attitude. The Magic cards have been the most fun thing Fve done in a long time. They
seem less like work, and more creative.
Is that because of the freedom you’re given in doing them?
The freedom is a lot of it. And it was nice to get back to the root stuff. It made me want to
work. I’d been going through a long period where I didn’t want to work, when it was hard
to sit at that drawing board and come up with something. The gaming work has been a wel¬
come diversion, and it’s kept me interested. It’s also helped me improve my work a bit, too.
Is that strictly because of your own work, or are you being influenced by other Magic
artists?
A lot of it has to do with deadlines — the simple fact the work has to be done, it has to be
presentable. Just working on my own I tend to develop really slowly; if I’m working for a
purpose, a certain project that has to be done by a certain time with a degree of profession¬
alism to it — I learn a lot more during those periods and improve more quickly. What’s the term? “Needs
must when the devil drives.” As for the other Magic artists, I don’t know if it’s influence, or a certain
sense of competition.

Are there Magic expansions or projects that are coming up that you’d want to
work on?
The Tolkien one. When we start getting into tie-ins with other people’s univers¬
es—I can see where that could go in some interesting directions. I mean, per¬
sonally, I could see a Stephen King-based Magic game would be a lot of fun.
You know, as far as kind of the images you could get. Pern, too.
Would you ultimately like more visibility as either a Magic artist or a fantasy artist or a comic artist?
Keep in mind you have no choice because this is going into The Duelist. That’s true, it is kind of a strange
question: “50,000 people would like to know if—”
I don’t mind the exposure. I enjoy it when people recognize my name and come up to me. It hasn’t
reached a nuisance stage — I mean , being pretty isolated, it hasn’t ever been a problem. Right now I’m
happy with my level of fame. It’s bigger than I realize, but not so big that everybody knows who I am. It’s
comfortable. I was surprised at how many people knew who I was at Norwescon, and I wasn’t prepared
for it. It was fun — just realizing how big the game was, hearing that it’d outsold Trivial Pursuit in its first
year... And Pictionary. Wow. I thought, my god, I’m involved with a monster.
This might swell your head a bit, but most people list you as one of their favorite artists in the game, if
not the favorite.

Sometimes that bothers me. I shouldn’t worry about pleasing people so much but I realize that this is a
commercial venture, so there is a certain obligation to at least produce the same quality of work that you
were producing in the past. There’s a bit of pressure involved with that.
Personally, I would have a hard time thinking of a favorite artist. There are so many good artists. From a
purely artistic stand point, Drew Tucker’s work just blows me away. Honestly, there was¬
n’t anybody’s work I didn’t like. That’s unusual — to have that many different artists in
one place and not have somebody that just made you go “ugh.” I’d love to collaborate with
some of the other artists. There were a lot of people who were influenced by the same peo¬
ple you were. Daniel Gelon was, I was, Chris Rush was, yet all of the styles are different.
Yeah. That’s the one thing I think I am most pleased with about my work: it doesn’t really
look like anything else in the set. Maybe that’s what attracts people to them.
If I could have one wish, it would be to see my work through other people’s eyes. Because I
have a hard time looking at my own stuff and seeing past the technique. I see it the way I
drew it. Obviously I don’t see what other people are seeing because I get a much better reac¬
tion to my work than I think it deserves. I don’t understand the fuss. I mean, only eighteen
of my Magic pieces have made it out on the market so far.

There is another one, isn’t there, a one-of-a-kind card which Richard Garfield commissioned? Reiches
Yes. That was cool. Richard was planning to propose to his girlfriend, Lily. He had this idea to use the Interior. Dune Dragon
game to do it. I hadn’t met or even talked to Richard at that point. But shortly after The Gathering came from Magic: The
out, I get this call from him, right out of nowhere. He said he liked my work, and asked if I would do the Gathering—Legends.
artwork for his proposal card. Man, I was really...incredibly flattered. I did up a piece of him proposing to Below: Marsh Goblins
her, you know, in a fantasy setting. He had Dave Howell make it up in secret, and as I understand it, he from The Dark; Marty
played the card in a game around Thanksgiving. I heard it took three Magic games before the card turned Lechtansi from Jyhad;
up! Well, she accepted. Richard tells me she really liked the card. I wish them a long and happy marriage. I Shaman from Magic: The
met Richard briefly this spring — I liked him. Besides, if it went sour, there’d be that guilt by association Gathering—Ice Age.
thing...I might be out of a job...

pill I I§T
43
Strange lands. Amazing creatures.
Fantastic sights. Welcome to Magicland,
an amusement park where every ticket is
a passport to a different ride, a different
duel in the world of Magic: The
Tht Dioiner
Gathering. Buy tickets individuaRy or pay a cover
by
J.M. White
On the other hand, if a mail
order house wants $150 for an
Alpha Black Lotus, you have to ask
yourself, “Am I being gouged or is
this the last Black Lotus on the face
of the planet?” Then you try to make an
charge and get a whole deck. Each depicts the adven¬ educated decision about whether you real¬
ture to which it leads:
The Wealth of Dominia ly need the card that badly. Can you find it
From the roaring region of Red fly out the Shivan somewhere else where demand is lower or
Dragons, while the Goblin Kings and Sedge Trolls skulk below. Among the the card is more common and therefore pay less?
Islands, I see the changelings known as Vesuvan Doppelgangers, and from the As a player, you know what you want. When you need fifteen Sengir
depths of the seas rise the great Lords of Atlantis. Vampires and you can only trade for ten, then you’ll probably be able to
Black battles White far from the Island Sanctuary, and the Royal Assassins acquire five more in the $4 to $7 range. If you cut a good deal, you might
enter Armageddon. Deep in the Green Forests I find Cockactrices and Birds of get them for less. But if they’re in demand, you could pay any price.
Paradise flying their brilliant feather standards. If you’re a collector searching for Alpha cards, crossing borders and
When the common tickets and the rides they offer become a bore, wander trying mail order houses may unearth that elusive card. It might also empty
over into the Legendary lands ofTolaria, Karakas, and Flammerheim to explore your pockets. You just never know.
new enchanted worlds... In general, national prices seem to be higher than regional ones. The
All this you can explore in the Magicland, Dominia, but you must buy the Internet is said to be a dangerous way to price and market your cards. I dis¬
right tickets. The most popular are often sold out and others are few and trea¬ agree. While regional retail prices aren’t that wild, Internet rates tend to
sured. Herein lies the wealth of Dominia. line up with national trends (though occasionally they can be quite inflat¬
ed). After all, if a card is available for $5 in
Magic cards are hot. Individual cards have your local store, why would you pay $10 to
been sold virtually since Magic: The Gathering Dojmnm’fs Top Ton have it mailed to you? Good deals can be made
was initially released, although most players in Internet auctions, and many auctioneers
might not have realized it. Just like sports cards Magic: The Gathering Alpha Printing welcome new participants.
and other trading cards, the appeal of Magic In this field, it’s difficult to educate yourself.
has been so strong that scarcity and demand 1. Mox Jet $25.50 A rule of thumb: Assume resale value is half of
have combined to make individual cards 2. Mox Ruby $25.50 what you paid for a card. That means if you
increasingly valuable. 3. Mox Sapphire $25.50 paid a high price of $14 for an Alpha Vesuvan
Prices for particular cards vary from region 4. Black Lotus $25.00 Doppelganger and sold it back to the retailer,
to region. I am told that the market for 5. Shivan Dragon $24.89 you could expect him to pay about $7...if he
Alpha/Beta cards in Michigan is virtually non- 6. Mox Emerald $24.50 wants it back, of course.
existent because there weren’t enough of these 7. Mox Pearl $24.50 With Legends evaporating before it hits the
decks originally shipped into Michigan to cre¬ 8. Time Walk $21.30 shelves, the price of unopened boosters and
ate a collector market. Since people aren’t try¬ 9. Timetwister $21.30 boxes of boosters have risen to meet demand.
ing to complete Alpha or Beta sets, these cards 10. Gauntlet of Might $21.00 Accusing your store of gouging is fair and unfair
are worth no more than the Revised or at the same time. Charging $5 for an out-of-
Unlimited editions. Buyers are players who Magic: The Gathering—Unlimited Edition print booster allows a store to keep Legends in
want to build decks to use; they don’t care stock longer. At $5 a booster and $100-$ 180 a
about border color. 1. Shivan Dragon $15.23 box, the collector/player, from some points of
This trend is not limited to the Great 2. Black Lotus $15.00 view, is being ripped off. From the perspective
Lakes State. Similar reports have made their 3. Time Walk $15.00 of supply and demand, however, the cards are
way to me from the Southeast and Northwest. 4. Nightmare $14.83 worth whatever you’re willing to pay for them:
Other US regions have a strong collector-play¬ 5. Mox Jet $14.50 buying $5 boosters makes them worth $5. If
er mix, such as California, the Northeast, and 6. Mox Ruby $14.50 you feel ripped off, don’t buy them.
the Southwest. In these mixed markets, 7. Mox Sapphire $14.50 Some stores sold boosters at their regular
demand for certain cards raises prices. 8. Timetwister $14.50 price of $2.45, sold out in hours and have no
For example, a Shivan Dragon from the 9. Mox Emerald $1433 stock. Some rationed cards (that made you
Alpha set is rare, so it is collectable, and highly 10. Mox Pearl $14.33 mad, too, right?) and managed to keep stock
valued by those trying to assemble a black-bor¬ for a week. Others held cards, which they
dered Alpha set. At the same time, the Shivan High Quartile Price, intend to sell at higher prices later, but sold the
Dragon is a favorite with players for its strength US$, SCRYE Magazine, June 1994 initial boosters at $2.45 each.
and flying ability. Being both highly playable Legend cards are currently in great demand.
and collectable, a Shivan Dragon might sell for I’ve seen rares selling at $8 to $15 each and
over $100, rather than the $24 it might be worth in regular circumstances. uncommons at $3 to $5. The Dual Lands have definitely been affected by
Condition also becomes an issue that affects the value of those cards the new Legends cards and the next price list will show the changes.
sought by both collectors and players. Once a card is “played,” its value I would watch the prices for Antiquities and Arabian Nights. I expect
decreases as it becomes more worn, much as a classic car is worth less as it the prices to climb as collectors begin to realize the rarity of these cards.
accumulates more miles and gets dings in the paint. Also watch for Spellfire and Jyhad cards when available for individual card
Generally, condition, rarity, and demand determine a card’s value. But sales movement. Spellfire s 25 chase cards are hard to come by. We are also
buying individual cards can be more complicated that it looks. How do you watching Decipher’s Star Trek: The Next Generation game closely.
judge card prices? If you have a question about a card price please feel free to email me
I may tell you that an Alpha Black Lotus is $50 in Illinois, or $37 in at scrye@wizards.com or post your question to scrye-l@wizards.com or
Ohio, but that won’t help you in California where you can buy one for $20 write to me c/o The Duelist and I’ll do my best to find you an answer. Until
or in Texas where the going rate is $12. Sure, a price may tell you that a the new Magicland ride The Dark opens...
Shivan Dragon Alpha ranges from about $15 to $24, but if your friend
wants $40 and that’s the only Alpha Dragon you have a hope of ever see¬ J.M. White is the editor of Cryptych Magazine and SCRYE Magazine. The next
ing, you might pay it. Similarly, a card worth $17 in a retail store might issue of SCRYE will include a complete list of Legends prices, as well as informa¬
have a street value of $4 if everyone is playing Blue decks and the card in tion on Spellfire and the first two Magic: The Gathering expansions, Arabian
question is Rock Hydra. Nights and Antiquities.

puEusr
44
■ With Spellfire: Master The Magic™, TSR brings its long history of Greyhawk. Spellfire players can enlist such well-known AD&D
\ successes with Dungeons & Dragons to the newest and fastest characters as Elminster the Mage, Mordenkainen, and the popular
growing genre in the adventure gaming industry. Drow warrior Drizzt Do’ Urden.

“The ultimate objective of AD&D™ is to establish yourself in a Like AD&D’s ongoing addition of modules and accessories,
country with a castle and retainers who can help you,” says Jim Spellfire will be updated quarterly with booster packs containing
Ward, Spellfire designer and Director of Marketing for TSR, Inc. new cards. A set oased on AD&D’s gothic horror world Ravenloft,
“That’s exactly what you’re doing in Spellfire.” to be released in August, will include cards that change the rules
when brought into play. Cards from the Dragonlance set, to be
Ward, who has authored some of AD&D’s most popular adven¬ released three months after Ravenloft, will cause different effects
tures, says that Spellfire captures the spirit and flavor of a roleplay¬ based on the time of day they’re played. Other TSR worlds to be
ing campaign in a quick-playing, more modular form. While it may featured in expansions include Al Qadim and Planescape.
take long hours of play to develop your character in AD&D,
Spellfire gives you retainers and possessions up front, allowing you The cards feature images drawn from a vast range of classic TSR art¬
to focus play time on building and defending your realms. Rather work. Ward says the company will commission some new art for
than being a character in the adventure, your role in Spellfire is that future expansions. “So many of our award-winning images only get
of an invisible overseer whose qualities and powers become evident seen once or twice, we jumped at the chance to use them again. But
through the Champions, spells, and realms you bring into play with you will see new art in the Ravenloft release, art we created for 1995
your customized deck of cards. products that hasn’t been publicly distributed yet.”

Ward says he and game designers Steve Winter, Zeb Cook, and To make collecting easier, the complete list of First Edition Spellfire
Timothy Brown worked hard to develop a fast-playing fantasy cards was released to the public when the game came out. In addi¬
game that went beyond battle. “We came up with the idea of build¬ tion, each card in the four hundred set is numbered, as are the
ing realms; battles are fought to defend your realms or weaken your twenty-five ‘chase cards’ available only in the the booster packs.
enemy, not just for the sake of fighting. We thought the theme of Ward says that TSR is commited to making the cards available on
building rather than destroying was much more in tune with what schedule and in sufficient quantities to satisfy both players and col¬
players want today.” Although you attack your opponents’ realms lectors.
and kill their defending Champions, the first person to complete
and defend a pyramid of six realms wins. An additional resource for Spellfire players is TSR’s Dragon®Magazine,
which will contain tips on play and answers to rules questions. When
Spellfire includes a host of well-known characters from a multitude asked about other support products for the game, such as a player’s
of adventure worlds. The First Edition cards include characters, handbook or a Spellfire questions line, Ward said that the company was
monsters, and magic from Forgotten Realms, Dark Sun, and waiting to see players’ reactions to the game before making any plans.

-Eryn Huntington
and Bryan Salois

SPELLFIRE!
Master the Magic

fes*.

Pictured above are two of the Spellfire™ First


Edition chase cards. Illustration for Shalbaal, Red
Dragon by Paul Jaquays; illustration for Dragon
Rage! by Jeff Easley. Reproduced with permission.
The Duelist is committed to bringing its readers fair and accurate information about collectable card games, and to promote the devel¬
opment of the genre. Part of this commitment involves reviewing both Deckmaster and non-Deckmaster games. In the interests of
objectivity, The Duelist seeks out independent reviewers for the task. Rich Rydberg is an avid roleplayer and the current Regional
Director of the Minnesota Role Playing Game Association. His opinions do not necessarily reflect those of The Duelist or Wizards of
the Coast. The Duelist would like to thank all the designers and developers of collectable card games who have been so supportive of
the magazine, and so generous with their information and insight. In particular, The Duelist would like to thank Jim Ward, Steve
Winter, and TSR for their openness and assistance with our coverage of Spellfire.

TM

SPELLFIRE A FIRST LOOK


If anybody had told you a year ago that thousands of gamers Four of us got together for an evening of Spellfire, all veteran AD&D
would drop their dice and become addicted to a card game players. Only one hadn’t been exposed to collectable card games.
before the dice hit the floor, you’d have told them they were
nuts. But that’s just what happened when Magic: The This group felt that Spellfire was easier to learn than other col¬
Gathering arrived at GenCon last year. lectable card games. While other players have found the
Spellfire rules somewhat confusing, we found them to be sim¬
Now Magic’s first major competition, TSR’s Spellfire: Master pler and more straightforward than Magic: The Gathering
The Magic, has hit the market. The industry giant is faced with rules, and we didn’t have to waste much time looking up rules
unfamiliar territory — this new genre is far from TSR’s role- to adjudicate what we didn’t understand. The simple round-
playing bread and butter. On the one hand, there are a lot of by-round combat sequences were easy to keep track of and
roleplayers who regularly buy TSR products that quickly resolved. Additionally,
would not normally buy into this sort of game. On Spellfire’s system isn’t timing
the other hand, TSR has a ready market for AD&D sensitive, making it less con¬
products, and that is what Spellfire wants to be: fusing and easier to under¬
AD&D in a collectable card game. stand than Magic’s instants
and interrupts. It’s definitely
The object of Spellfire is to be the first player to keep playable, without too many
six realm cards in play at one time. Each player has hitches to trip up the game’s
Champion cards in his deck to attack the opposing structure.
realms, or to defend his own.
These are patterned after the But as the games went by,
AD&D character classes and Spellfire became a bit pre¬
monsters. dictable. Granted, we didn’t
have all 400 cards to build
During his turn, a player may decks with, but certain pat¬
select one of his Champions to terns emerged.
attack and destroy (raze) an
opposing realm. The opponent First of all, this is a game of
selects a Champion to defend raw power. The Champion
his realm, although he may cards we played had anywhere
294 of 400
elect not to do so. Allies from three to nine levels. All
(much like NPCs), magic can be put in play with equal ease. This was also the
items, artifacts, and spells case with the Allies that increase a Champion’s
assist the Champions in battle power. There seemed little incentive to use the
by increasing the number of “weaker” Champions, and certain tradeoffs in strate¬
“levels” each Champion has. gy are missing as a result. In Magic, for example, a
The Champion with the most deck with weaker creatures can be put into play
levels wins the round of com¬ Immune to offensive spells.
quickly, whereas a deck based on more powerful ones
bat. Ties go to the defender. If 44 of 400 takes a bit longer. In Spellfire, on the other hand,
a player reaches a point when iSkL speed is not sacrificed for power. The Spellfire rule
his Champion is losing, and he cannot or will not add to his book does offer an alternative to this for tournament play: it
Champion’s levels, the battle is over, and the losing Champion suggests only allowing 60-80 ‘levels’ worth of champions so
is discarded out of play. The winning Champion, however, decks contain fewer strong champions or more weak ones.
cannot attack again until the next turn. Realms become razed
only if there is no Champion defending them, or through Second, once your opponent gets the upper hand, it’s extreme¬
some magical effect. ly difficult to get it back. For us, this often occurred if the

46
attacker made a strategic error. Stalemate then became an
option that always worked in favor of the player with more Some Spellfire Rules Q&As
realms in play, provided his Champions’ levels equalled his
opponent’s. Since you don’t have to actively work against Can you play a realm which you gain as a spoils of war card if
your opponent to win, just placing realms in play and prevent¬ you have already played a realm this turn?
ing them from being razed was enough to ensure victory.
Yes.

As experienced AD&D players, we were curious to see how Why would someone play the Defiler, a sixth level wizard
Spellfire reflected the AD&D-based worlds. We enjoyed the who destroys a friendly realm or holding if he casts a spell,
familiar art work that represented the realms, Champions, and when she could play the Preserver, a sixth level wizard who
Allies, but the rules surrounding magic items and spells were doesn’t have that effect?
less consistent. Some work as they do in the roleplaying game; They probably wouldn’t. But these pairs of cards are
Dispel Magic cancels any spell, and Bless adds one level to more true to the roleplaying universe. In AD&D there are
each Champion and associated defender for the duration of
more and less powerful characters, and characters with nega¬
the battle.
tive counterparts, and there are in Spellfire as well.

Certain cards we felt could have been made more interesting Why would you play with a weaker champion when you
in play. The Staff of Conjuring, for example, just adds levels could play with a stronger one?
and doesn’t conjure anything! Why not have the player use it It’s a matter of strategy. You can use the weaker cham¬
to flip through her deck until she comes across the first Ally pion to block your opponent’s largest champion, and lose, and
and attach it to the Champion using the staff? Instead of the then your opponent will have to use a weaker champion
spell Improved Phantasmal Force simply adding five levels to against your tougher champions.
a Champion, why not have it add the number of levels of any
How can you cast a reactionary spell, in reaction to one of
current Ally in play or in the discard pile?
your opponent’s spells, if you can only cast spells during the
attack if your champion is of lesser level than your oppo¬
The rules on magic items create some rather odd situations
nent’s champion?
from an AD&D standpoint. For example, imagine a
Champion using three or four shields at once to increase his You can cast a reactionary spell in response to any
levels. Or being able to throw magic items into the fray willy- spell that your opponent has just cast.
nilly. We found it a little far-fetched to imagine that in the If you use the Heartwood Spear against the Jungles of Chult
midst of losing a crucial battle, a potion of Fire Breathing when they are being used as a defending monster, is the
could roll across the floor to save the day. In these cases we realm destroyed?
felt that the speed of development took precedence over con¬
Yes.
tinuity.
Since the Cleric of Mask is the only champion that you can play
Those who play AD&D for the character development may face down, doesn’t that defeat the purpose of keeping the
not necessarily find their style of play reflected in Spellfire. Champion’s identity secret?
The Champions are tools to an end, not the focus of the But you can also play his magic items face down,
game. On the other hand, the game lends itself to the cut-to- so that his true level is not apparent. There may also be
the-chase combat enjoyed by many adventure gamers.
Champions in future expansions with this ability.
How does the Ally, the Skulk, work?
We enjoyed using the well-thought-out magic items and play¬
ing realms that we had become so familiar with. I couldn’t You play any Allies that you wish face down until
help but feel a bit nostalgic seeing all those Greyhawk lands your level is higher than your opponent’s, then your opponent
that my characters roamed through for years. Also, the plays as many as she wishes until she thinks that her total is
optional rules in the game, such as bonuses for Cleric higher. Then you may either reveal that she is wrong, or play
Champions against undead, make it more reflective of more until you are higher. This continues until both players
AD&D. don’t wish to play more Allies, etc., at which time the totals
are revealed.
By the end of the evening, our play group’s reaction to
The Giant Skeleton is an ally that causes any magic sword or
Spellfire was mixed. The “collectable card game neophyte”
spear used by the opposing Champion to be discarded. If this
started out very interested, but ended up feeling that he want¬
ally is played on a monster who is being blocked by a Champion
ed to try it out some more before buying it. In summary, we
with the Heartwood Spear, is the moster destroyed first, or is
found that Spellfire is a good introduction to the new genre of
the Spear discarded first?
collectable card games. It’s fairly easy to learn and inexpensive
to obtain. But we couldn’t help but feel that while it captured They both happen at the same time.
some important elements of AD&D, it was less successful in
the areas of game balance and finesse. Our thanks to Steve Winter of TSR for providing these answers. For
answers to other questions concerning Spellfire, write to Sage Advice,
—Rich Rydberg Dragon®Magazine, P.O. Box 111, Lake Geneva WI 53147.
Notes From The Designer/Steve Jackson

Illuminati: New World Order


Steve Jackson Games
Yes, I admit it. I’m jumping on the bandwagon. We re doing a collec¬
tor card game. As somebody who was actually offered the chance
to invest in the original MagicThe Gathering — and turned it down
— I know when to say “whoops.” So before Christmas, you’ll see
Illuminati: New World Order...or, as were calling it to save trees,
INWO.This is a redesign of the original Illuminati game to fit the
collector-card paradigm.There will be around 400 cards in the origi¬
nal release, in four or five levels of rarity.
The cards will be beautiful, but they have to be playable, too. Original
art is being prepared by Dan Smith (and others) and colored by
Derek Pearcy and Jeff Koke.The cards will have brilliant colors and
readable type. Almost all the art will be original — we’re going to
re-use a few really great pieces from our most recent books, but
only because we like them and not to cut corners. And yes, we’ll
number the cards — subtly, but the numbers will be there.
This project has me really excited. Illuminati is still my favorite
design.This gives me the chance to do three things that I really want
to do: (a) speed up play, and make it easier for you to interfere dur¬
ing somebody else’s turn; (b) add a whole bunch of twisted new
cards; and (c) sell so many copies that I can use Krugerrands for
tokens.
Decipher Games
The game will still play a lot like the original Illuminati, but faster and
nastier. Everybody will have their own deck, so you don’t know what Scheduled for release in late August
you’re going to be facing. (And nobody can build a single killer deck Designed by Tom Braunlich and Rollie Tesh, Decipher’s customizable
to win over and over. If you know what somebody’s going to use, card game strives to envelop players in gripping episodes of the world’s
you can build your deck with the right cards to smash him.) So, most famous sci-fi adventure without violating its peaceful philosophy.
whenever you select your cards for a new game, you should think “Our goal was to design a game consistent with the principles of Star
about two things: how they’ll work together to let you conquer the Trek, which is a positive, hopeful view of the future,” says Braunlich.
world, and what you expect your foes to try to do! And don’t get “The biggest challenge was achieving a high level of involvement and
predictable, or you’re history. interaction among players in a game that is inherently non-combative.”
Besides the variety that we get from the sheer number of cards,
there are two big rule changes. First, there are no more neutral Players choose their own deck composition and develop strategies
groups, and no uncontrolled cards. If you want to take a card, you’ve based on well-defined strengths and weaknesses of the three major
got to draw it from your own deck, or attack somebody else! The race types (Federation, Romulan, or Klingon).“Players may choose to
second change is the “Plot” cards.These are like the special cards load up on Federation cards and target their missions, or‘go all out’
from the original game, but there are hundreds of them.They can and play a very aggressive Romulan deck. For every strategy there is
change the alignments of groups, give you a better attack, change a counter-strategy, so knowing your opponent’s personality can make
your victory conditions, and the special New World Order cards can a big difference when customizing your own deck,” says Braunlich.
change the rules for everybody.
And finally, the other big question: How will we sell the cards? We’re The card game is divided into two game phases. During the initial
not sure yet, but here’s what we’re thinking. In general, it will follow “seed phase” of the game, players select mission cards and place
the pattern set by WotC with MagicThe Gathering.There will be them in a row or “spaceline” in front of them, along with a starbase
starter decks and booster packs. Prices will be competitive, whatev¬ location card.The missions, based on actual StarTrelcThe Next
er the heck that means.The starter deck may be double sized, Generation episodes, describe what is required for mission comple¬
because that lets us make the rulebook bigger. I think that Illuminati tion and the distance from starbase, and are color coded to show
cards will be found only in starter decks. Booster packs will have a which races can accomplish them. Players then put dilemma cards
higher proportion of rarities, but will be a little bit more expensive face down under their opponents’ mission cards. During the play
per card. Details, details.... phase, cards representing crew and equipment are brought into play
at the starbase.To attempt a mission, the player loads these forces
Spellfire: Master the Magic on a starship which moves along the spaceline.
TSR, Inc.
“The real action comes from players confronting their opponent with
dilemma, event, and interrupt cards that present a wide variety of plot
First Edition Spellfire: Master The Magic cards are now available in twists,” say the game designers. When a ship’s Away Team attempts
stores.Two 55-card decks retail for $8.95 and 15-card boosters retail the mission, the opponent’s dilemma card is revealed. In some cases
for $2.50.The initial card set is composed of four hundred common, this may result in loss of crew, in others the crew will have sufficient
uncommon, and rare cards, with twenty-five special chase cards found resources to over¬
only in the boosters. The first hundred-card expansion, set in AD&D’s come the dilemma
Ravenloft, is scheduled to be released in late August. A Dragonlance and win mission
expansion will follow in the fall. points.
Jyhad The Star Trek cus¬
tomizable card game
Wizards of the Coast will be available in
late August with 60-
From the makers of MagicThe Gathering comes a Deckmaster game card starter decks
of modern gothic horror. Jyhad will be sold in 76-card starter decks retailing for $8.95.
retailing for $8.95 and 19-card booster packs retailing for $2.75.The Expansion sets of 15
complete set contains over 450 cards in four levels of commonality. cards each will sell
Expansions are being planned for Jyhad, but no release date has been for $2.95. (Photo
set. In the fall White Wolf will release a Jyhad players’ handbook, The courtesy of Decipher
Eternal Struggle, featuring strategy tips, fiction, and background on the Games, Inc.)
World of Darkness setting. Jyhad merchandise, including posters,T-
shirts, and game counters, will first go on sale at GenCon.
yULLio,
Notes From The Designer/Jc

'RTS On The Edge


Atlas Games
Scheduled for release in October
It’s no small challenge to capture the flavor of a roleplaying world in
a new kind of game mechanics without either diluting or duplicating
the original world. With On the Edge, though, we found the medium
of a collectable card game fit the bizarre and surreal environment
of Over the Edge perfectly.The background of the roleplaying game
Over the Edge features unseen conspirators manipulating people
(and other sentient beings) for mysterious ends.The card game pits
these unseen manipulators against each other. As a conspirator
struggling for control of the island of Al Amarja, you have at your
disposal an array of Characters, Conditions, Gear, and of course, the
Secrets you know . But you can never be sure what the Conditions
will be, what Resources your opponents will be able to call on, or
which Whammies they’ll throw in your way. You may be counting on
drawing certain people into your web of control, only to see them
controlled by your enemies before you get the chance.The unseen
manipulators may work together temporarily, but ultimately only
one comes out victorious. What’s more, the unseen manipulators
themselves are not always sure exactly who their lackeys and pup¬
pets are, and the only certainty is that the game is going to change.
The dark humor that made OTE fun to write is found in OnTE as
well. For instance, one factor that makes tourists valuable in your
team is that they can often be manipulated into taking the fall for
Scheduled for release m September more valuable characters. Information control also helps set the
Marc Miller and Card Sharks, Inc. present Super Deck!, the first tone for the game. Character cards are marked with such arcane
collectable superhero versus supervillian card game. In your deck terms as “Kergillian” and “Pharaoh.” The meanings of these terms
are superheroes, supervillians, super powers, perils, calamities, are found on other cards, so players learn more about the shady
props, locations, equipment, and monsters to be arrayed against world of international (and inter-dimensional) espionage as they
your opponent. With these you struggle to both defeat your oppo¬ play the game.
nent’s super villian with your super hero and to vanquish your The really jazzy ideas, however, are for expansions. We’ve laid the
opponent’s super hero with your own vile forces.The cards feature ground-work for some great new ideas. Currently there are rules
full-color art from more than 30 rising-star superhero artists like and terms that won’t mean anything until certain expansions come
Gary Barker, Howard Bender, J A Fludd, Dan Adkins, Danny Davis, out, and the balance of power in the
and Frances Mao. game slowly begins to shift. As in Over Astral Wisdom

Yellow-Edition Super Deck! cards premiere at GenCon™ on The Edge, part of the challenge in On the ' '
August 18, and should ship to distributors on September 6.The Edge is to figure out what’s going on! y Jf
Yellow Edition is a print run of 1.8 million cards divided into 30, The limited edition of On the tbLi
000 decks of 60 cards each. When supplies for this initial 160 card Edge ships to distributors in
set are exhausted, Card Sharks plans to release the Magenta October. Each 60 card deck TTl/fS (11
Edition, a slightly altered card set that will be available until the end will be composed of 42 com¬
of the year. Fifteen-card Magenta Edition booster packs will also be mon, 15 uncommon, and 3 rare
available in November, when Card Sharks plans to release 160 new cards and retails at $7.95.
SuperDeck! cards. Booster packs will contain 6
SuperDeck! retails for $7.95 per 60 card deck; fifteen-card booster common, 3 uncommon, and I Cards courtesy of
packs will be sold for $2.45. rare for $ 1.95. Samples of the Atlas Games. Astral
cards will be available at Wisdom illustrated
GenCon. by Jeff Menges.

Star of the Guardians

Mag Force 7, Inc. The SimCity collectable card game


Mayfair Games

Star of the Guardians®, based on the best-selling novel series Star Mayfair also reports that their SimCity collectable card game is pro¬
of the Guardians by Margaret Weis, brings galactic fantasy to the gressing well, but no official release date has been announced.
collectable card genre. Players, acting the part of a Sector Warlord,
fight each other with political influence, fleets of starships, In other news
squadrons of spaceplanes, and personalities taken straight from the
books. Using a unique Lane-to-Lane™ combat system, a player’s The rapid growth of collectable card games is spawning a host of
position in space and the tactics involved in fighting a space fleet magazines and other publications supporting the genre. Published
have just as much importance as what cards a player has in the by ILM International, Scrye is the first complete price guide for
deck.The collection of around 300 cards will be packaged in single collectable card games.The next issue of Scrye will feature an
decks, double decks and add-on, foil-wrapped packs. Cards will fea¬ interview with TSR game designer Jim Ward, and will look at the
ture stunning art from noted science-fiction artists Steve Youll, Alan impact Spellfire and MagicThe Gathering—Legends have had on the
Gutierrez, and Kevin Murphy, along with comic artists Jeff Butler collecting market. Decks magazine is the first monthly publication
and Steve Sullivan, and a strong list of other artists. devoted solely to the phenomenon of collectable card games.
“Written by hardcore fans for hardcore fans,” Decks will be 32
All players are invited to playtes^the Star of the Guardians® pages full of rules discussions (clarifications and variations), puzzles,
Collectable Trading Card Game at GenCon, August 18-22, 1994. strategies, reviews, and an assortment of other articles spotlighting
Although no official release date has been set, players and collec¬ the increasingly popular phenomenon of deck games. Finally, in
tors can expect to see the cards sometime in early 1995. February 1995, Century Publishing premieres Combo, a monthly
magazine offering price guides and information on comics and non¬
sports cards, action figures, video games, roleplaying games, anima¬
tion, and more.
I originally conceived Deckmaster games as
worlds in which people could play, worlds
which had been divided up into cards and
dealt out In this way each player would have
a portion of the resources available inside the
game world, and part of the game would be
exploring the world. This concept made the
idea of Deckmaster game based on a story¬
telling game, White Wolfs Vampire: The
Masquerade, a world rich in atmosphere and
detail, an exciting one”
—Richard Garfield

cheduled for release in August, Jyhad has


generated much speculation. How will
another Deckmaster game compare to
Magic? The Duelist presents the perspec¬
tives of two people who played the game during
playtesting. An avid roleplayer and student of
Magic, Bob Kruger was one of the primary edi¬
tors forjyhad. Wayne Godfrey is the owner of
Wargames West, one of the largest adventure
game distributors in the Southwest.
s a new student of Magic: The Gathering, I fejL. ‘V, Paradoxically, it is this very currency keeping you in
came with few expectations of Jyhad. . #1 the game that you must spend to play cards and
My first love in gaming has always been .1®®? ^7 V bring minion vampires and their allies under your
roleplaying games, so initially I was a ' A\ pmfSSf] ' * control. As the game progresses, your investments
little reserved about the idea of fantasy card "kw of power leave you more and more vulnerable,
games in general. However, I found Jyhad to be mt .•'•f. )Jl k and you must rely more heavily on the shifting
closer to a roleplaying game than I imagined a MB. Jfcj Nr r ; • v B allegiances which are a hallmark of Jyhad group
strategy card game could be, and I was thankful play-
to be a part of the project. As I became conver¬
The adage that the enemy of your enemy is
sant with both Jyhad and Magic, I found that the
your friend becomes a practical reality in Jyhad. If
two games never really crossed in my mind. Jyhad <r
JV you are removed from the game, the person desig-
is a ride into dark, neo-Gothic wickedness, and is
nated to prey on you becomes strengthened by gain¬
also much more interactive than Magic. And though
ing blood counters and thus becomes an increased
certain concepts (such as “tapping” and “turn phases”)
threat to other players. Each player is the designated target
are still employed in recognizable form, Richard Garfield has
of one other, so everyone is uncomfortably hounded no matter
tailored this game to reflect the change in subject matter from
what position of strength has been established. To balance this
swords and sorcery to horror and intrigue.
pressure, players have many chances to form alliances when cards
With Magic, the world of Dominia evolved both along with and situations allow for votes to be made. Far from fostering a
and as a consequence of the game, but Jyhad was designed to fit sense of cooperation, though, alliances only increase the anticipa¬
White Wolf’s already well-established World of Darkness.rM tion of a betrayal soon to come.
Instead of proving a stifling limitation, though, the parameters of
Jyhad is far from entirely subtle and political, though. When
White Wolf’s Gothic-punk world gave Jyhad a unique focus and
manipulated vampires and humans come into conflict with each
coherent vision. If anything, the World of Darkness offers exces¬
other, fantastic combats can ensue. The combat system in Jyhad
sive background for a Deckmaster game. One of the greatest
makes the most of vampires’ regenerative abilities and so formida¬
accomplishments of the game was keeping the focus on the war
ble weaponry and special powers must be brought together to
between the ancient Methuselah vampires—the Jyhad, the name¬
push vampires into a state of torpor or destroy them entirely.
sake of the game—while still bringing in some of the ambiance
Planning for your vampires’ future confrontations with the vam¬
and themes of the rest of Vampire: The Masquerade. Jyhad has
pires of other players is every bit as involved as the planning for
even drawn in some of the darkly romantic aspects of the story¬
creature-card conflicts in Magic.
telling game with cards such as The Embrace and Tragic Love
Affair. Cards like these obliquely suggest scenarios that would verall, Jyhad is a very satisfying game. However, it
complicate the Methuselahs’ war. does require a little effort to get into; you should heed
its billing as an “epic” game. One game can fill an
The dark and highly atmospheric art manages to pull in subtle
evening, especially when you are first learning. Games
parts of Vampire that are beyond the immediate scope of Jyhad
that I was in tended to last in the neighborhood of three hours, as
play. I found the images more affecting than any I’ve seen yet in
we never had enough cards here in the office to build decks.
our cards. I say this with some ambivalence: the art, though not
According to playtesters Dave Pettey and Skaff Elias, though,
gratuitously explicit, is very mature in subject matter and mood.
deckbuilding can cut down the length of games significantly.
Players will find themselves approaching the game differently
Unconstructed decks were definitely playable, though. This is
than they do Magic because of the distinctive Vampire setting.
true to an even greater extent than in Magic; the political element
Jyhad builds slowly in true horror-story fashion to a heat of para¬
of Jyhad tends to favor keeping apparently disadvantaged players
noia and desperation—an effect that requires both a longer-play¬
in the game to the point that their disadvantage disappears.
ing game and group interaction that is at once
more intimate and more cutthroat than in
group games of Magic.

Unlike Magic, Jyhad was designed as a


multi-player game. Players each play a
Methuselah vampire trying to destroy the
political power the other Methuselahs have in
the shadowy, world-pervasive circles of vam-
pirekind. Players begin the game with a set
number of blood counters. These coun¬

* ters are a measure of personal and politi-


cal power, but they are also effec¬
tively a measure of life.
ll
f\|
I

pUELIST
n early May, Wargames West was invited along with other undoubtedly find the political system adds a flavor to the game that
distributors to visit the new headquarters of Wizards of the stimulates uncertainty and intrigue. Again our experience was too
Coast and playtest the new Jyhad vampire card game. The limited to determine if the political game added enough to warrant
game’s designer and its playtesters were on hand to teach us its inclusion, but certainly existing vampire fans will relish the
the game and share their enthusiasm, which we think is a “chrome” feel it provides.
good indicator of how core Vampire players will receive this
Although the final version will undoubtedly undergo minor
game. We played two to three games in over seven hours
changes, we believe we played a close copy of what well all be
and our impressions follow.
selling in August. We were allowed to see the original artwork
Designer Richard Garfield steeped himself in the and were extremely impressed by the powerful renderings.
vampire genre prior to designing the game and it shows. Yes, they were in some cases grisly, but this was necessary to
The game system conveys a despairing frustration that capture the intense Gothic-punk feel—and after all, vampires
accurately captures the feel of the vampire do deal in blood. Yet most artwork was not designed to inten¬
culture. It is very difficult for players to tionally shock your sensitivities, either. We felt like much
stop the slide of their factions toward effort had gone into successfully achieving this
inevitable doom. The “feel” is over¬ ; balance. The game will have a “mature” stick¬
whelming. It is depressing for many er on the display boxes, but as of now, no
game players, but core Vampire such marking is planned for the booster
players will love it. Each player must jackets or the starter boxes.
“feed” from his “prey” on the left,
T-. ».
which creates strange, shifting alliances (in *
multi-player games) as you attempt to maximize damage ‘ » We felt the game was difficult to learn, will
on your left while maintaining some defenses from the be difficult to master, and had a decidedly
player on your right. Furthermore, you try to forge frustrating feel to it. That is a plus for hard-core Vampire and
alliances with the player who has your attacker as his prey. hard-core intricate gamer types but a minus for the mass mar¬
Truly an elegant and fresh approach. ket and perhaps, our average gamer. It played long for us
(although that is probably a function of learning and inexperi¬
Another unique concept in the game is the blood
ence—playtesters said after good deck construction, playing
pool. You must use your pool of thrity “blood points” as
time ran about an hour) and we played from random decks
your energy and as your ability to survive. Like life f T, * TV ^ much as if you had played from a single store-bought Magic
points in Magic, this blood pool is the sole measure of
deck. This we all know is not a fair test. We did not like the
your own survival, but unlike Magic, you must expend
combat system, but again, we did not engage in the types of
these blood points to do things such as bringing in vam¬
combat that playtesters reported. We did like the hand replen¬
pires, weapons, political votes and accessories. It is very
ishment rules which usually allow for instant card replace¬
difficult to replace blood points, so your pool is ever-
ment. We also liked the large volume and quantity of
spiraling downward towards eventual death. When you
“chrome” that gives the game such a distinctive feel. While we
eliminate your prey you receive temporary respite: M
were not intensely familiar with the vampire genre, it was
you earn six blood points as well as 1 victory point.
obvious to us that those who are will adore the level of
When you run out of blood points, your faction is
detail that has been added.
out of the game, but you could still win if your
victory points (i.e. number of players
you eliminated) are the highest. This
scoring system is rather morbid yet Wargames West’s bottom-line opinion is
very thought provoking for the cautiously optimistic about its ability to
cerebral gamer. Our playtesters got succeed financially in the marketplace. The
the impression that this game lent artwork is so good and the added feature of
itself only to multi-player groups appealing to collectors both inside and out¬
of four or five but we were side the adventure-gaming field is so strong
assured that as the game system that we know initial stocks of the game will
becomes more familiar, two- sell through. We cannot anticipate how
player games are equally fun. over-buying will affect its sell-through.
In summary, we think existing Vampire
There is a political sub¬ fans will eat this one up. The rest of us
game as well that allows play¬ will be curious enough to try it, collect
ers in the kindred community
to elect officials (“princes and H A D it, and trade it and many (but not all)
will probably enjoy it. It will only enjoy
justicars”) and vote on very a Magic-type sales level upon initial
uniquely Garfield mathemati¬ release. Thereafter, it will become a con¬
cal puzzles that affect players. tinual and active but not a Magic type of
Players who enjoy deck con¬ Jhis article contains previously released seller. That’s our best shot at market
struction and maximization • material. Reprinted with permission. opinion.
(by itself a game) will —Wayne Godfrey

pUEUXl
A New Focus On Customer a common card and carefully hand-trimmed
Service the edges. Some unfortunate people didn’t think
to flip at the edge of the card during the trade and
The Wizards of the Coast Customer Service traded their valuable rare cards for these considerably
Department will have its official grand opening on less valuable counterfeits. We are sincerely sorry if
July 11, 1994. While we’ve always had a Product this happened to you.
Support group here at WotC, July 11 will see the begin¬
ning of a renewed commitment to customer support, and Counterfeiting hurts our customers in cases like this. It
an improved customer service process. As of July 11, you’ll really stinks to realize that you just traded away a valuable
be able to call WotC Customer Service and get answers to all card or cards for a slightly damaged common card. If you are
your burning questions. From “When is the next expansion the honest type, you won’t trade it to anyone else, and end
being released?” to “Who can 1 do mail order business with?” up eating the loss. If you’re less than honest and know the
our team will be able to give you the information you need. card is a counterfeit but still try to trade it for a legitimate
In addition, the team will be available to answer your rules card, you should realize that you have just counterfeited and
quesitons about Magic, Jyhad, Ars Magica, Talislanta, The risk some nasty penalties.
Primal Order, SLA Industries, and any new games we
release. There are four basic types of counterfeit cards that we’ve seen
so far. A color copy onto cardstock isn’t too hard to spot: color
Dial (206) 624-0933 between 8 a.m. and 6 p.m., Pacific copiers can’t reproduce the full range of printing colors, so
Standard Time, Monday through Friday, and you’ll find our usually the artwork looks “off,” and the back of the card is
folks ready and willing to assist you with any questions you blotchy. With a color copy onto paper glued to a Magic card,
might have of Wizards of the Coast. the giveaway is the edge of the card. If you look carefully,
you’ll see that the card is two layers. In the case of altered
We also have Usenet addresses for those of you who prefer Collectors' Edition cards, the gold detailing must be scratched
the electronic approach. For rules questions, our Customer off; the resulting card will have a scarred back. Also,
Service folks can be found at questions@wizards.com. For Collectors’ Edition cards are made from a thinner cardstock.
non-rules questions (such as release dates, conventions, etc,,) The Collectors' Edition cards glued onto normal Magic cards are
we can be found at custserv@wizards.com. To contact fellow usually the hardest to detect. The Collectors’ Fldition cards
Magic fans, you can subscribe to one or more of our list are first soaked until they separate. Then the “front” is glued
groups: gg-l, gg-strategy-l, gg-trading-l, and gg-auction-l. If you onto a regular Magic card. As with glued color copies, the
send a message to listserv@wizards.com, using the command key in spotting these is the double-layered edge.
“list,” you will find out what mailing lists Wizards has. If
you’re looking for us in newsgroups, you’ll find us at To our customers who are concerned about counterfeiting
rec.games.deckmaster. You can also locate a Net Rep or a we offer two recommendations. First, check the cards you’re
member of our Customer Service team on most other infor¬ getting in any trade. (And if the other person has a stack of a
mation nets. And frequently requested information, includ¬ hundred Rubinia Soulsinger cards or Sword of the Ages
ing card lists, is available via FTP at marvin.macc.wisc.edu. If cards, check at least twice.) Second, if you do get ripped off
you have additional questions or problems related to net¬ by a counterfeit or know of someone who’s making, selling,
work support in general, contact liaison@wizards.com — or or trading counterfeits, let us know and we will try to do
call the new Customer Service Department! something about it. You can reach WotC’s legal department
by letter or by phone at (206) 624-0933.
Counterfeiting: Thoughts from the Legal
Department Some Fanfare for Magic

We work hard to keep your cards valuable, but here’s proof At their Retailer’s Conference in early June, Diamond
positive that counterfeiting can really be a bummer for both Distributors honored Magic: The Gathering and Wizards of
our customers and us. the Coast with a “Diamond Gem” award for Best Game of
the Year. Magic was also the Hero’s World Distribution
As we understand it, there was a person operating in and Game Product of the Year, and was named one of this year’s
around Rhode Island who was making fake rare cards. The Top Five Games by MENSA. Magic has also been nominat¬
counterfeit was a color copy of a rare card on a thin adhe¬ ed for several of the Origins International Game Expo &
sive-backed film. The counterfeiter then stuck the film onto Fair awards.

ax *
ii iiwi riMiiiiMi-|iiii(iiiiiiiiir¥ri|-|iaiiiMMti
Upcoming Releases the back. Choose from Armageddon Clock, Vesuvan
Doppel ganger, and Nightmare. The jyhad T-shirts are also
With Magic: The Gathering—The Dark arriving in stores in black, and feature the Jyhad logo on the front and the large
July, and Jyhad premiering in August, Deckmaster fans have jyhad skull on the back. All shirts are 100% cotton, and will
a lot to look forward to. Another Magic expansion, Fallen retail at $16.95 for L and XL sizes and $18.95 for XXL.
Empires, will soon be out of playtesting and into production,
and is scheduled for release in November. Just as Antiquities 1995 Magic: The Gathering Calendars
emphasized artifacts, Fallen Empires focuses on the creatures The 13-month Magic: The Gathering calendar features 13
of Sarpadia and their crumbling realms. Coming soon after is full-color Magic illustrations, as well as interesting facts and
Ice Age, a Magic release scheduled for February 1995. On tidbits about your favorite Magic artists. It will be available
other Deckmaster fronts, Iron Crown Enterprises and in August 1994, and will retail for $10.95.
Wizards of the Coast are developing a Deckmaster game
based on J.R.R. Tolkien’s world of Middleearth. And though Also look for the following products in August: Jyhad and
we can’t release the details yet, there are other exciting col¬ Magic: The Gathering posters; life stones and pouches for
lectable card games in the works... Jyhad and Magic: The Gathering; and the Magic: The
Gathering Card Collectors’ Binder. Retail prices for these
In a related line of products, Wizards of the Coast’s fiction products have yet to be determined.
department is also working with Harper Collins Publishers
to produce a novel set in Dominia. Magic: The Gathering— Summer Convention Schedule
Arena should be in your local bookstore by the end of this
year. The summer convention circuit carries Wizards of the Coast
all over the world. Look for us at these upcoming shows and
Wizards of the Coast is also excited to announce its first conventions:
board game. Designed by (who else?) Richard Garfield and
Mike Davis, RoboRally™ is set in a future factory run by July ‘94
intelligent computers (represented by the players) and oper¬
ated by robots. You program your robot five steps at a time Windsor GameFest XII, July 8,9,10,1994
using simple orders like Move Forward, Turn Left, and Back Toronto, Canada
Up in an attempt to navigate a race course through the facto¬
ry. But watch out for pits, floor mounted lasers, can crush¬ Seattle ComCard Con, July 10
ers— and your opponents’ robots! Currently in production Seattle Center Flag Pavillion
and assembly, RoboRally is scheduled for release in October.
(And we thought collectable card games were complicated to Origins, July 7-10, 1994
produce!) San Jose, California

And if that isn’t enough to keep us busy, Richard is currently Dragon Con, July 15-17
working on another, non-Deckmaster card game. Look for it STARS, July 13-14
at the end of this year! Atlanta Hilton, Georgia

Magic Merchandise Dexcon, July 22-24


New Jersey
We’ve had a number of requests from Magic: The Gathering
' [At; | fans for T-shirts, posters, and other related products. So this Rivercon, July 29-31, 1994
summer Wizards of the Coast will be releasing a line of Louisville, Kentucky
| Magic: The Gathering merchandise.These can be where you
| .. . | buy Magic. August ‘94
*1 £
& Pins San Diego Comic Con, August 1-8, 1994
;;uf § The Magic: The Gathering Logo pin is blue cloisonne and San Diego, California
; retails at $6.95. The Hurloon Minotaur pin is antiqued gold-
color metal and retails at $4.95. We hope the Minotaur pin GenCon™ Game Fair, August 18-21, 1994
;i?j'1 f will help Magic players identify one another—so wear your Milwaukee, WI
' C Minotaur whenever you have your Magic cards with you, so
that other Magic fans can approach you to play or trade! DragonFlight, August 26-28, 1994
Seattle University, Seattle, WA
£ T-Shins
ul f Magic: The Gathering and Jyhad T-shirts will be available in Conjuration
ji ;j July. The Magic: The Gathering shirts are black and feature August 26-28, 1994
A i the Magic logo on the front and one of three illustrations on Red Lion, San Jose, California
•'.rv 'v;.. 3*5

...

Greetings, l om Mr. Pling, and like many of you, I am a Careful examination of the packs revealed that they
collector. I don't collect cards, though. I collect rumors, differed significantly from packs that had been
like lthe following: ■ received directly from the manufacturer in Belgium.
Alarmed, and thinking that they were dealing with a
Legends is all the news these days. People have been clever and resourceful forger, the
t wizards called their
saying that there are Alpha and Beta versions of the to’confirm
factory to new packs hadn’t come
confirm that the ne\
cards, that there are “golden” display boxes filled only from them. “No, no,” said the ffactory, “If we were
with rare cards, and that somewhere out there is an going to change the packaging, we’d tell you first.” So
amazingly rare card called Throat WoffVAII this inter- the wizards sent an alert to all their distributors out
esting ^peculation because of a sorting problem! The lining the differences between the “real” and “fake”
truth is that, as a result of a printer error, the cards flow packs. A copy of the alert
didn’t get sorted properly at the factefr% so the dis- was sent to the factory—who
ti^ibution of the uncommon cards isn’t as random as it called the next day to say
should be. This isn’t a problem with the common or “Oh, those new
rare cards, though, and it didn’t affect aft of the print packs!”
run. So.no, there are no special display boxes of
rares, and there is no. truth to the rumor that cUfere Then there
are or will soon be super-duper double-secret ultra- was the one
rare cards. about the
retail store
People have beeH also suggesting that WotC is print¬ that had its
ing more Legends cards. Not from what I hear at t* Magic cards
Wizards.There was i single, limited! run of 35 million delivered by
cards and there are no plans for another. Of course, armored car.
some, of the Legends c'ards may wind up in the Revised True,as I
Edition eventually, so you’ll see them again: For peo¬ understand.
ple who are having trouble completing their Legends
collections, WotC is offering to exchange some Collectable business cards? Well yes, it is true that
uncommon cards for others. Wizards of the Coast business cards are printed with
modified Magic card backs, each of which is different.
There was also a'Furhor on the network thatTSR is WotC is growing so fast that eVen the wizards them¬
suing Wizards of the Coast over the release of selves are having a hard time collecting them all!
Legends. Sorry, but no court battle is brewing.
Oh, and you may have heard of wedding bells at WotC
Another rumor had it that Wizard of the Coast has A few months ago, Richard Garfield, creator of
bought out White Wolf Games. WotC and White Wolf Magic: The Gathering proposed to his girlfriend Lily
are working very closely on a cbugfe jof projects, but during (what else?) a game of Magic. Richard used a
neither has bought out the other. (WotC isn’t buying specially prepared Magic card that enabled him to
cast the sorcery “Proposal.” The card had been pre¬
pared by; certain Wizards in the know, and featured, .
I was* particularly amused by the tale of the “counter¬ art by Quinton Hoover. In early June, Richard and* Lily
feit” flow packs. The excitement began bne day when were married in a private ceremony in Maine. The
the wizards received a box of unopened booster groom (as always) wore mismatched socks, as did his
packs from one of their retail stores, who had ushers and many of the guests. The first song played
noticed a quality problem with them. at the reception? Heart’s “Magic Man,” of course.

dH1 iLrf‘4s*;j
7
now why, you may ask, voes magic need
EXPANSION SETS? THERE ARE, AFTER ALL,
300 CARVE IN THE ORIGINAL SET, WHICH
OUGHT TO BE ENOUGH FOR ANYBODY.
unfortunately, it's possible to create
'DEGENERATE’ DECKS, WHICH ARE NO FOE/.

fum... 1S THAT ON
l ME OR MY SPNTes*

...UNLESS
THEY’RE
YOURS

WITH EXPANSION SETS, YOU CAN BUILD NOVO, TO VATE, THERE HAUE BEEN
NEW VEGENERATE PECKS THAT OLD THREE NEW SETS- AND UJ.O.T.C. has
timers ujont be ready for. ENOUGH PROPOSALS FOR NEuJ SETS
TO LAST UNTIL THE YEAR 2.050.

WE FIRST EXPANSION WAS


ARABIAN NIGHTS, VEStOhJEP TV
EVOKE All of we ROMANCE
AND MYSTERY of THE
muddle east
TO MAKE THING-S EVEN WORSE, THEY'RE AS LONG AS THENEXT SET WAS ANTIQUITIES.
AS COMAON AS VIAT. you first MOST OF THE AFT/FACTS IK/
TO FIND A SOLUTION To TH/S SET 7-HE . DOMiNiA WEFE Built BY UR2A
PROBLEM WE TURK) To RICH ARP CARP OKI } AND MISHRF , TWO BROTHERS
GARFIELD, MAGIC'S CREATOR. WHO DIDN'T GET ALONG-.

RUKH5 ARE RELATED TO WE PHOENiK, U'LL 8lIIU?\ m! I'LL


IN THAT WE/A SUPPOSED 'DEATH' A GIANT I BUILT? A )
ACTS AS A CATALYST TO BOOST FISH THffTU1 GIANT/
-7-1 THEM TO GREATER EAT YOUyiCAiT'/f
/ 2>v FOUJETZ.. J

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which was a pity Eventually, Both brothers ujere


OH YEAH? WELL MY KILLED WITHOUT HOPE OF REGENERATION
Beholdf my g/aNT STEfwrSm giant sky seeds ARE BY THDR SISTER FVJETZL, WHO OUST
PIG CRUSHES Your vailey/ M MAKING it rain molten USED A G/ftNT HAMMER_
metal r
te* TAKE THAT. PORKY' NOW MAYBE I
won’t find
wind-up ,
BASILISKS h
IN MY <1
GARDEN), / 1

I finally, we have lecenos, EVENTUALLY, OF COURSE, THERE'LL BE MILLIONS OF DIFFERENT


WHICH CONTAINS ACTUAL- CARDS. NO ONE PERSON WILL BE ABLE To KEEP TRACK OF
HEROS FROM VoM/NlA'S PAST THEM ALL, AND AS CARDS CQAi£ AajD GO, BECOME PHASEP
GUT A,/UP REDESIGNED, 77/E GAME UU/LL ACH/EUF /TS
TRUE PoreAJT/fiE...
HI. T'MM
TEB 1 WAIT A MINUTE,
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CREDIT.7

THOUGH SOME ME MONT


IMPRESSIVE THAN OTHERS
Magic: The Gathering Revised Edition Qard I4st

Air Elemental Blue Creature Uncommon Richard Thomas


Aladdin’s Lamp Artifact Artifact Rare Mark Tedin
Aladdin’s Ring Artifact Artifact Rare Dan Frazier
Animate Artifact Blue I Enchantment Uncommon Douglas Shuler
Animate Dead Black Enchantment Uncommon Anson Maddocks
Animate Wall White Enchantment Rare Dan Frazier
Ankh of Mishra Artifact Artifact Rare Amy Weber
Armageddon Clock 1 Artifact Artifact Rare Amy Weber
Armageddon White Sorcery Rare Jesper Myrfors
Aspect of Wolf Green Enchantment Rare Jeff A. Menges
Atog Red Creature Common Jesper Myrfors
Bad Moon Black Enchantment Rare Jesper Myrfors
Badlands Land Land Rare Rob Alexander
Balance White Sorcery Rare Mark Poole
Basalt Monolith Artifact Artifact Uncommon Jesper Myrfors
Bayou Land Land Rare Jesper Myrfors
Benalish Hero White Creature Common Douglas Shuler
Birds of Paradise Green Creature Rare Mark Poole
Black Knight Black Creature Uncommon Jeff A. Menges
Black Vise Artifact Artifact Uncommon Richard Thomas
Black Ward White Enchantment Uncommon Dan Frazier
Blessing White Enchantment Rare Julie Baroh
Blue Elemental Blast Blue Interrupt Common Richard Thomas
Blue Ward White Enchantment Uncommon Dan Frazier
Bog Wraith Black Creature Uncommon Jeff A. Menges
Bottle of Suleiman Artifact Artifact Rare Jesper Myrfors
Braingeyser Blue Sorcery Rare Mark Tedin
Brass Man Artifact Creature Uncommon Christopher Rush
Burrowing Red Enchantment Uncommon Mark Poole
Castle White Enchantment Uncommon Dameon Willich
Celestial Prism Artifact Artifact Uncommon Amy Weber
Channel Green Sorcery Uncommon Richard Thomas
Chaoslace Red Interrupt Rare Dameon Willich
Circle of Protection: Black White Enchantment Common Jesper Myrfors
Circle of Protection: Blue White Enchantment Common Dameon Willich
'Circle of Protection: Green White Enchantment Common Sandra Everingham
Circle of Protection: Red White Enchantment Common Mark Tedin
Circle of Protection: White White Enchantment Common Douglas Shuler
Clockwork Beast Artifact Creature Rare Drew Tucker
Clone Blue Creature Uncommon Julie Baroh
Cockatrice Green Creature Rare Dan Frazier
Conservator Artifact Artifact Uncommon Amy Weber
Contract from Below Black Sorcery Rare Douglas Shuler N
Control Magic Blue Enchantment Uncommon Dameon Willich
Conversion White Enchantment Uncommon Jesper Myrfors
Copy Artifact Blue Enchantment Rare Amy Weber
Counterspell Blue Interrupt Uncommon Mark Poole
Craw Wurm Green Creature Common Daniel Gelon
Creature Bond Blue Enchantment Common Anson Maddocks
Crumble Green Instant Uncommon Jesper Myrfors
Crusade White Enchantment Rare Mark Poole
Crystal Rod Artifact Artifact Uncommon Amy Weber
Cursed Land Black Enchantment Uncommon Jesper Myrfors
Dancing Scimitar Artifact Creature 4 , Rare Anson Maddocks
Dark Ritual Black Sorcery Common Sandra Everingham
Darkpact Black Creature Rare Quinton Hoover
Death Ward White Instant Common Mark Poole
Deathgrip Black Enchantment Uncommon Anson Maddocks
Deathlace Black Interrupt Rare Sandra Everingham
Demonic Attorney Black Sorcery Rare Daniel Gelon
Demonic Hordes Black Creature Rare Jesper Myrfors
Demonic Tutor Black Sorcery Uncommon Douglas Shuler
Desert Twister Green Sorcery Uncommon Susan Van Camp
Dingus Egg Artifact Artifact Rare Dan Frazier
Disenchant White Instant Common Amy Weber
Disintegrate Red Sorcery Common Anson Maddocks
Disrupting Scepter Artifact Artifact Rare Dan Frazier
Dragon Engine Artifact Artifact Rare Anson Maddocks
Dragon Whelp Red Creature Uncommon Amy Weber
Drain Life Black Sorcery Common Douglas Shuler
Drain Power Blue Sorcery Rare Douglas Shuler
Drudge Skeletons Black Creature Common Sandra Everingham
Dwarven Warriors Red Creature Common Douglas Shuler
Dwarven Weaponsmith Red Creature Uncommon Mark Poole
Earth Elemental Red Creature Uncommon Dan Frazier
Earthbind Red Enchantment Common Quinton Hoover
Earthquake Red Sorcery Rare Dan Frazier
Ebony Horse Artifact Artifact Rare Dameon Willich
El-Hajjaj Black Creature Rare Dameon Willich
Elvish Archers Green Creature Rare Anson Maddocks
Energy Flux Blue Enchantment Uncommon Kaja Foglio
Erg Raiders Black Creature Common Dameon Willich
Evil Presence Black Enchantment Uncommon Sandra Everingham
Eye for an Eye White Instant Rare Mark Poole
Farmstead White Enchantment Rare Mark Poole
Fastbond Green Enchantment Rare Mark Poole
Fear Black Enchantment Common Mark Poole
Feedback Blue Enchantment Uncommon Quinton Hoover
Fire Elemental Red Creature Uncommon Melissa Benson
Fireball Red Sorcery Common Mark Tedin
Firebreathing Red Enchantment Common Dan Frazier
Flashfires Red Sorcery Uncommon Dameon Willich
Flight Blue Enchantment Common Anson Maddocks
Flying Carpet Artifact Artifact Rare Mark Tedin
Fog Green Instant Common Jesper Myrfors
Force of Nature Green Creature Rare Douglas Shuler
Forest Land Land Most Common Christopher Rush
Fork Red Interrupt Rare Amy Weber
Frozen Shade Black Creature Common Douglas Shuler
Fungusaur Green Creature Rare Daniel Gelon
Gaea’s Liege Green Creatue Rare Dameon Willich
Giant Growth Green Instant Common Sandra Everingham
Giant Spider Green Creature Common Sandra Everingham
Glasses of Urza Artifact Artifact Uncommon Douglas Shuler
Gloom Black Enchantment Uncommon Dan Frazier
Goblin Balloon Brigade Red Creature Uncommon Andi Rusu
Goblin King Red Creature Rare Jesper Myrfors
Granite Gargoyle Red Creature Rare Christopher Rush
Gray Ogre Red Creature Common Dan Frazier
Green Ward White Enchantment Uncommon Dan Frazier
Grizzly Bears Green Creature Common Jeff A. Menges
Guardian Angel White Instant Common Anson Maddocks
Healing Salve White Instant Common Dan Frazier
Helm of Chatzuk Artifact Artifact Rare Mark Tedin
Hill Giant Red Creature Common Dan Frazier
Holy Armor White Enchantment Common Melissa Benson
Holy Strength White Enchantment Common Anson Maddocks
Howl from Beyond Black Instant Common Mark Poole
Howling Mine Artifact Artifact Rare Mark Poole
Hurkyl’s Recall Blue Instant Rare NeNe Thomas
L *
mi
Hurloon Minotaur Red Creature Common Anson Maddocks
1 Hurricane Green Sorcery Uncommon Dameon Willich

\ Hypnotic Specter gp Black Creature Uncommon Doug Shuler


Instill Energy Green Enchantment Uncommon Dameon Willich
vJF Iron Star Artifact Artifact Uncommon Dan Frazier

Pii1 Ironroot Treefolk Green Creature Common Jesper Myrfors


1f Island Fish Jasconius Blue Creature Rare Jesper Myrfors
Land
It 1
R
Island
Island Sanctuary White
Land
Enchantment
Most Common
Rare
Mark Poole
Mark Poole
It \ Ivory Cup Artifact Artifact Uncommon Anson Maddocks
Ivory Tower . Artifact Artifact Rare Margaret Organ-Kean
(i
Jade Monolith Artifact Artifact Rare Anson Maddocks
| | Jandor’s Ring Artifact Artifact Rare Dan Frazier

1( ' Jandor’s Saddlebags


Jayemdae Tome
# Artifact
Artifact
Artifact
Artifact
Rare
Rare
Dameon Willich
Mark Tedin
Juggernaut Artifact Creature Uncommon Dan Frazier
\ IP Jump Blue Instant Common Mark Poole
11
m Karma White Enchantment Uncommon Richard Thomas
Keldon Warlord Red Creature Uncommon Kev Brockschmidt
. Kird Ape Red Creature Common Ken Meyer Jr
r Kormus Bell Artifact Artifact Rare Christopher Rush
k ™ Kudzu Green Enchantment Rare Mark Poole
Lance White Enchantment Uncommon Rob Alexander
Ley Druid Green Creature Uncommon Sandra Everingham

r / Library of Leng Artifact Artifact Uncommon Daniel Gelon

f)f Lifeforce Green Enchantment Uncommon Dameon Willich

uf Lifelace
Lifetap
Green
Blue
Interrupt
Enchantment
Rare
Uncommon
Amy Weber
Anson Maddocks
Lightning Bolt Red Instant Common Christopher Rush
1 Living Artifact Green Enchantment Rare Anson Maddocks

r\ Living Lands Green Enchantment Rare Jesper Myrfors


!j Living Wall Artifact Creature Uncommon Anson Maddocks
Llano war Elves Green Creature Common Anson Maddocks
Lord of Atlantis Blue Creature Rare Melissa Benson
Lord of the Pit Black Creature Rare Mark Tedin
I Lure Green Enchantment Uncommon Anson Maddocks
Magical Hack Blue Interrupt Rare Julie Baroh
Magnetic Mountain Red Enchantment Rare Susan Van Camp
, Mahamoti Djinn Blue Creature Rare Dan Frazier
! Mana Flare Red Enchantment Rare Christopher Rush
Hr' Instant Rare Dameon Willich
Mana Short Blue
| Mana Vault Artifact Artifact Rare Mark Tedin
j Manabarbs Red Enchantment Rare Christopher Rush
Meekstone Artifact Artifact Rare Quinton Hoover
Merfolk of the Pearl Trident Blue Creature Common Jeff A. Menges
Mesa Pegasus White Creature Common Melissa Benson
Mijae Djinn Red Creature Rare Susan Van Camp
Millsone Artifact Artifact Rare Kaja Foglio
Mind Twist Black Sorcery Rare Julie Baroh
Mishra’s War Machine Artifact Creature Rare Amy Weber
Mons’s Goblin Raiders Red Creature Common Jeff A. Menges
Mountain Land Land Most Common Douglas Shuler
Nether Shadow Black Creature Rare Christopher Rush
Nettling Imp Black Creature Uncommon Quinton Hoover
Nevinyrral’s Disk Artifact Artifact Rare Mark Tedin
fe 1 f
Nightmare Black Creature Rare Melissa Benson
1
Northern Paladin White Creature Rare Douglas Shuler
Obsianus Golem Artifact Creature Uncommon Jesper Myrfors
Onulet Artifact Creature Rare Anson Maddocks
Orcish Artillery Red Creature Uncommon Anson Maddocks
Orcish Oriflamme Red Enchantment Uncommon Dan Frazier
Ornithopter Artifact Creature Uncommon Amy Weber
Paralyze Black Enchantment Common Anson Maddocks
Pearled Unicorn White Creature Common Cornelius Brudi
Personal Incarnation White Creature Rare Kev Brockschmidt
Pestilence Black Enchantment Common Jesper Myrfors
Phantasmal Forces Blue Creature Uncommon Mark Poole
Phantasmal Terrain Blue I Enchantment Common Dameon Willich
Phantom Monster Blue Creature Uncommon Jesper Myrfors
Pirate Ship Blue Creature Rare Tom Wanerstrand ,
Plague Rats Black Creature Common Anson Maddocks
Plains Land Land Most Common Jesper Myrfors
Plateau Land Land Rare Drew Tucker
Power Leak Blue Enchantment Common Drew Tucker
Power Sink Blue Interrupt Common Richard Thomas
Power Surge Red Enchantment Rare Douglas Shuler
Primal Clay Artifact Creature Rare Kaja Foglio
Prodigal Sorcerer Blue Creature Common Douglas Shuler 1
Psychic Venom Blue Enchantment Common Brian Snoddy
Purelace White Interrupt Rare Sandra Everingham
Raise Dead Black Sorcery Common Jeff A. Menges
Reconstruction Blue Sorcery Common Anson Maddocks
Red Elemental Blast Red Interrupt Common Richard Thomas
Red Ward White Enchantment Uncommon Dan Frazier
Regeneration Green Enchantment Common Quinton Hoover
Re growth Green Sorcery Uncommon Dameon Willich
Resurrection White Sorcery Uncommon Dan Frazier
Reverse Damage White Instant Rare Dameon Willich
Reverse Polarity White Enchantment Uncommon Justin Hampton
Righteousness White Instant Rare Douglas Shuler
Roc of Kher Ridges Red Creature Rare Andi Rusu
Rock Hydra Red Creature Rare Jeff A. Menges
Rocket Launcher Artifact Artifact Rare Pete Venters
Rod of Ruin Artifact Artifact Uncommon Christopher Rush
Royal Assassin Black Creature Rare Tom Wanerstrand
Sacrifice Black Interrupt Uncommon Dan Frazier
Samite Healer White Creature Common Tom Wanerstrand
Savannah Land Land Rare Rob Alexander
Savannah Lions White Creature Rare Daniel Gelon
Scathe Zombies Black Creature Common Jesper Myrfors
Scavenging Ghoul Black Creature Uncommon Jeff A. Menges
Scrubland Land Land Rare Jesper Myrfors
Scryb Sprites Green Creature Common Amy Weber
Sea Serpent Blue Creature Common Jeff A. Menges ^ A
Sedge Troll Red Creature Rare Dan Frazier
Sengir Vampire Black Creature Uncommon Anson Maddocks
Serendib Efreet Blue Creature Rare Jesper Myrfors
Serra Angel White Creature Uncommon 1 Douglas Shuler
Shanodin Dryads Green Creature Common Anson Maddocks
Shatter Red Instant Common Amy Weber
Shatterstorm Red Sorcery Uncommon ! Dan Frazier Vhd
Shivan Dragon Red Creature Rare Melissa Benson
Simulacrum Black Instant Uncommon Mark Poole ml
Siren’s Call Blue Instant Uncommon Anson Maddocks
Sleight of Mind Blue Interrupt Rare Mark Poole
Smoke Red Enchantment Rare Jesper Myrfors
Sol Ring Artifact Artifact Uncommon Mark Tedin
Sorceress Queen Black Creature Rare Kaja Foglio
Soul Net Artifact Artifact Uncommon Dameon Willich
Spell Blast Blue Interrupt Common Brian Snoddy
Stasis Blue Enchantment Rare Fay Jones
Steal Artifact Blue Enchantment Uncommon Amy Weber
Stone Giant Red Creature Uncommon Dameon Willich
Stone Rain Red Sorcery Common Daniel Gelon
Stream of Life Green Sorcery Common Mark Poole
Sunglasses of Urza Artifact Artifact Rare Dan Frazier
Swamp Land Land Mo'st Common Dan Frazier
Swords to Plowshares White Instant Uncommon Jeff A. Menges
Taiga Land Land Rare Rob Alexander
Terror Black Instant Common Ron Spencer
The Hive Artifact Artifact Rare Sandra Everingham
The Rack Artifact Artifact Uncommoii Richard Thomas
Thicket Basilisk Green Creature Uncommoia Dan Frazier
Thoughtlace Blue Interrupt Rare Mark Poole
Throne of Bone Artifact Artifact Uncommoia Anson Maddocks
Timber Wolves Green Creature Rare Melissa Benson
Titania’s Song Green Enchantment Rare Kerstin Kaman
Tranquility Grefn Sorcery Common Douglas Shuler
Tropical Island Land Land Rare Jesper Myrfors;
Tsunami Green Sorcery Uncommon Richard Thomas
Tundra Land Land Rare Jesper Myrfors
Tunnel Red Instant Uncommon Dan Frazier
Underground Sea Land Land Rare Rob Alexander
Unholy Strength Black Enchantment Common Douglas Shuler
Unstable Mutation Blue Enchantment Common Douglas Shuler
Unsummon Blue Instant Common Douglas Shuler
Uthden Troll Red Creature j Uncommon Douglas Shuler
Verduran Enchantress Green Creature Rare Kev Brockschmidt
Vesuvan Doppelganger Blue Creature Rare Quinton Hoover
Veteran Bodyguard White Creature Rare Douglas Shuler
Volcanic Eruption Blue Sorcery Rare Douglas Shuler
Volcanic Island Land Land Rare Brian Snoddy
Wall of Air Blue Creature Uncommon Richard Thomas
Wall of Bone Black Creature Uncommon Anson Maddocks
Wall of Brambles Green Creature Uncommon Anson Maddocks
Wall of Fire Red Creature Uncommon Richard Thomas
Wall of Ice Green Creature Uncommon Richard Thomas
Wall of Stone Red Creature Uncommon Dan Frazier
Wall of Swords White Creature Uncommon Mark Tedin
Wall of Water Blue Creature Uncommon Richard Thomas
Wall of Wood Green Creature Common Mark Tedin
Wanderlust Green Enchantment Uncommon Cornelius Brudi
War Mammoth Green Creature Common Jeff A. Menges
Warp Artifact Black Enchantment Rare Amy Weber
Water Elemental Blue Creature Uncommon Jeff A. Menges
Weakness Black Enchantment Common Douglas Shuler
Web Green / Enchantment Rare Rob Alexander
Wheel of Fortune Red Sorcery Rare Daniel Gelon
White Knight White J| Creature Uncommon Daniel Gelon
White Ward White ’ Enchantment Uncommon Dan Frazier
Wild Growth Green , Enchantment Common Mark Poole
Will-O’-The-Wisp Black I Creature Rare Jesper Myrfors
Winter Orb Artifact Artifact Rare Mark Tedin
Wooden Sphere Artifact Artifact Uncommon Mark Tedin
Wrath of God White Sorcery Rare Quinton Hoover
Zombie Master Black Creature Rare Jeff A. Menges

lELK
Magic: The Gathering
VCARD NAME COLOR TYPE COMMONALITY ARTIST ^

Abomination Black Creature Uncommon Mark Tedin


Acid Rain Blue Sorcery Rare Ne Ne Thomas
Active Volcano Red Instant Common Brian Snoddy
Adun Oakenshield Special Legend Rare Jeff A. Menges
Adventurers’ Guildhouse Land Land Uncommon Tom W&nerstrand
Aerathi Berserker Red Creature Uncommon Melissa Benson
Aisling Leprechaun Green Creature Common Quinton Hoover
Akron Legionnaire White Creature Rare Mark Poole
Al-abar’s Carpet Artifact Artifact Rare Kaja Foglio
Alabaster Potion White Instant Common Harold McNeill
Alchor’s Tomb Artifact Artifact Rare Jesper Myrfors
All Hallow’s Eve Black Sorcery Rare Christopher Rush
Amrou Kithkin White Creature Common Quinton Hoover
Angelic Voices White Enchantment Rare Julie Baroh
Angus Mackenzie Special Legend Rare Bryon Wackwitz
Anti-Magic Aura Blue Enchantment Common Douglas Shuler.
Arboria Green Ench. World Uncommon Daniel Gelon
Arcades Sabboth Special Legend Rare Edward Beard, Jr.
Arena of the Ancients Artifact Artifact Rare Tom Wanerstrand '
Avoid Fate Green Interrupt Common Phil Foglio
Axelrod Gunnarson Special Legend Rare Scott Kirschner
Ayesha Tanaka Special Legend Rare Bryon Wackwitz
Azure Drake Blue Creature Uncommon Dan Frazier
Backdraft Red Instant Uncommon Brian Snoddy
Backfire Blue Enchantment Uncommon Brian Snoddy
Barbary Apes Green Creature Common Bryon*'Wackwitz
Barktooth Warbeard Special Legend Uncommon Andi Rusu
Bartel Runeaxe Special Legend Rare Andi Rusu
Beasts of Bogardan Red Creature Uncommon Daniel Gelon
Black Mana Battery Artifact Artifact Uncommon Anson Maddocks
Blazing Effigy Red Creature Common Susan VariyCamp
Blight Black Enchantment Uncommon Pete Venters
Blood Lust Red Instant Uncommon Anson Maddocks
Blue Mana Battery ^ Artifact Artifact Uncommon Amy Weben
Boomerang « ? Blue Instant Common Brian Snoddy
Boris Devilboon j Special Legbnd Rare Jesper Myrfors
Brine Hag / Blue Creature Uncommon Quinton Hoover
Bronze Horse Artifact Creature Rare Mark Poole
Carrion Ants > Black Creature Rare Richard Thomas
Cat Warriors A Green Creature Common Melissa Benson
Cathedral of Serjra Land Land Uncommon Mark Poole
Caverns of Despair Red Ench. World Rare Harold McNeill
Chain Lightning Red Sorcery Common Sandra Eyeringham
Chains of Meplpstopheles Black Enchantment Rare Heather Hudson
Chromium ( Special Legend Rare Edward Beard, Jr.
White Sorcery Rare Phil Foglio
White Creature Common Daniel Gelon
Green Enchantment Uncommon Mark Tedin
Green Ench. World Rare Amy Weber
Black Creature Rare Jesper Myrfors
Green Creature Uncommon Christopher Rush
Red Enchantment Uncommon Rob Alexander
Red Creature Common Anson Maddocks
Red Creature Rare Daniel Gelon
Red Creature Common Christopher Rush
Black Creature Common Edward Beard, Jr.
White Creature Common Douglas Shuler
Special Legend Rare R. Kane-Ferguson
Black Instant Common Harold McNeill
Green Enchantment Uncommon Ne Ne Thomas
Black Enchantment Uncommon Anson Maddocks
Creature Common Liz Danforth
Instant Rare Bryon Wackwitz
Enchantment Rare Amy Weber
Instant Common Jeff A. Menges
Enchantment Rare Ne Ne Thomas
Enchantment Uncommon Anthony Waters
Creature Common Mike Kimble
Instant Uncommon Dan Frazier
Creature Rare Quinton Hoover
Creature Rare Jesper Myrfors
Creature Rare Melissa Benson
Creature Common Quinton Hoover
Creature Common Douglas Shuler
Instant Common Brian Snoddy
Sorcery Common Daniel Gelon
Enchantment Common Susan Van Camp
Enchantment Uncommon Anson Maddocks
Sorcery Rare Kaja Foglio
Creature Uncommon Jesper Myrfors
Creature Uncommon Anson Maddocks
Sorcery Rare Douglas Shuler
Instant Common Brian Snoddy
Ench. World Rare Kaja Foglio
Creature Common Julie Baroh
Creature Rare Jeff A. Menges
Interrupt Common Harold McNeill
Instant Common Tom Wanerstrand
Creature Uncommon Rob Alexander
Interrupt Common Bryon Wackwitz
Artifact Rare Melissa Benson
Enchantment Uncommon R. Asplund-Faith
Creature Uncommon Daniel Gelon
Legend Rare Daniel Gelon
Enchantment Common Phil Foglio
Artifact Rare Dan Frazier
Creature Common Edward Beard, J r.
Creature Common Anson Maddocks
Enchantment Common Justin Hampton
Creature Common Jeff A. Menges
Instant Common Susan Van Camp
Instant Common Susan Van Camp
Instant Common Susan Van Camp
Instant Common Susan Van Camp
Instant Common Susan Van Camp
Legend Rare Richard Thomas
Ench. World Rare Brian Snoddy
Instant Uncommon Mark Poole
Enchantment Uncommon Sandra Everingham
Enchantment Uncommon Ne Ne Thomas
Enchantment Rare Phil Foglio
Artifact Uncommon Christopher Rush
Legend Rare Julie Baroh
Legend Rare Melissa Benson
Land Uncommon Bryon Wackwitz
Legend Rare R. Kane-Ferguson
Creature Common Quinton Hoover
Instant Uncommon Douglas Shuler
Instant Common Christopher Rush
Creature Rare Sandra Everingham
Sorcery Rare Pete Venters
Instant Common Justin Hampton
Artifact Rare Dan Frazier
Hornet Cobra Greeen Creature Common Sandra Everingham
Horror of Horrors Black Enchantment Uncommon Mark Tedin
Hunding Gjornersen Special Legend Uncommon Richard Thomas
Hyperion Blacksmith Red Creature Uncommon Dan Frazier
Ichneumon Druid Green Creature Uncommon Melissa Benson
Immolation Red Enchantment Common Scott Kirschner
Imprison Black Enchantment Rare Christopher Rush
In the Eye of Chaos Blue Ench. World Rare Brian Snoddy
Indestructible Aura White Instant Common Mark Poole
Infernal Medusa Black Creature Uncommon Anson Maddocks
Infinite Authority White Enchantment Rare Douglas Shuler
Invoke Prejudice Blue Enchantment Rare Harold McNeill
Ivory Guardians White Creature Uncommon Melissa Benson
Jacques le Vert Special Legend Rare Andi Rusu
Jasmine Boreal Special Legend Uncommon R. Kane-Ferguson
Jedit Ojanen Special Legend Uncommon Mark Poole
Jerrard of the Closed Fist Special Legend Uncommon Andi Rusu
Johan Special Legend Rare Mark Tedin
Jovial Evil Black Sorcery Rare Christopher Rush
Juxtapose Blue Sorcery Rare Justin Hampton
Karakas Land Land Uncommon Nicola Leonard
Kasimir the Lone Wolf Special Legend Uncommon R. Kane-Ferguson
Keepers of the Faith White Creature Common Daniel Gelon
Kei Takahashi Special Legend Rare Scott Kirschner
Killer Bees Green Creature Rare Phil Foglio
Kismet White Enchantment Uncommon Kaja Foglio
Knowledge Vault Artifact Artifact Rare Amy Weber
Kobold Drill Sergeant Red Creature Uncommon Julie Baroh
Kobold Overlord Red Creature Rare Julie Baroh
Kobold Taskmaster Red Creature Uncommon R. Asplund-Faith
Kobolds of Kher Keep Red Creature Common Julie Baroh
Kry Shield Artifact Artifact Uncommon Richard Thomas
Lady Caleria Special Legend Rare Bryon Wackwitz
Lady Evangela Special Legend Rare Mark Pool^
Lady Orca Special Legend Uncommon Sandra Eveidngham
Land Equilibrium Blue Enchantment Rare Jesper Myrfprs
Land Tax White Enchantment Uncommon Brian Snoddy
Land’s Edge Red Ench. World Rare Brian Snoddy
Lesser Werewolf! Black Creature Uncommon Quinton Hoover
Life Chisel Artifact Artifact Uncommon Anthony Waters
Life Matrix Artifact Artifact Rare Amy Weber
Lifeblood Whtie Enchantment Rare Mark Tedin
Living Plane Green Ench. World Rare Bryon Wackwitz
Livonya Silone H Special Legend Rare R. Kane-Ferguson
Lord Magnus ( Special Legend Uncommon Mark Tedin
Lost Soul Black Creature Common R. Asplund-Faith
Mana Drain Blue Interrupt Uncommon Mark Tedin
Mana Matrix Artifact Artifact Rare Mark Tedin
Marble Priest Artifact Creature Uncommon Melissa Benson
Marhault Elsdragon Special Legend Uncommon Mark Poole
Master of the FJunt Green Creature Rare Jeff A. Menges
Mirror Univers^ Artifact Artifact Rare Phil Foglio
Moat White Enchantment Rare Jeff A. Menges
Mold Demon Black Creature Rare Jesper Myrfors
Moss Monster Green Creature Common Jesper Myrfors
Mountain Stronghold Land Land Uncommon Tom Wanerstrand
Mountain Yeti Red Creature Uncommon Dan Frazier
Nebuchadnezzar Special Legend Rare R. Kane-Ferguson
Nether Void Black Ench. World Rare Harold McNeill
Nicol Bolas Special Legend Rare Edward Beard, Jr.
North Star Artifact Artifact Rare Kaja Foglio
Nova Pentacle Artifact Artifact Rare Richard Thomas
Osai Vultures White Creature Common Dan Frazier
Palladia-Mors Special Legend Rare Edward Beard, Jr.
Part Water Blue Sorcery Uncommon Ne Ne Thomas
Pavel Maliki Special Legend Uncommon Andi Rusu
Pendelhaven Land Land Uncommon Bryon Wackwitz
Petra Sphinx White Creature Rare Sandra Everingham
Pit Scorpion Black Creature Common Scott Kirschner
Pixie Queen Green Creature Rare Quinton Hoover
Planar Gate Artifact Artifact Rare Melissa Benson
Pradesh Gypsies Green Creature Uncommon Quinton Hoover
Presence of the Master White Enchantment Uncommon Phil Foglio
Primordial Ooze Red Creature Uncommon Sandra Everingham
Princess Lucrezia Special Legend Uncommon Edward Beard, Jr.
Psionic Entity Blue Creature Rare Justin Hampton
Psychic Purge Blue Sorcery Common Susan Van Camp
Puppet Master Blue Enchantment Uncommon Sandra Everingham
Pyrotechnics Red Sorcery Common Anson Maddocks
Quagmire Black Enchantment Uncommon Dan Frazier
Quarum Trench Gnomes Red Creature Rare Dan Frazier
Rabid Wombat Green Creature Uncommon Kaja Foglio
Radjan Spirit Green Creature Uncommon Christopher Rush
Raging Bull Red Creature Common R. Asplund-Faith
Ragnar * Special Legend Rare Melissa Benson
Ramirqi DePietro Special Legend Uncommon Phil Foglio
RamsCs Overdark Special Legend Rare R. Kane-Ferguson
Rapid Fire White Instant Rare Justin Hampton
Rasputin Dreamweaver Special Legend Rare Andi Rusu
Rebirth Green Sorcery Rare Mark Tedin
Recall Blue Sorcery Rare Brian Snoddy
Red Mana Battery Artifact Artifact Uncommon Mark Tedin
Reincarnation Green Instant Uncommon Edward Beard, Jr.
Relic Barrier Artifact Artifact Uncommon Harold McNeill
Relic Bind Blue Enchantment Uncommon Christopher Rush
Remove Enchantments White Instant Common Brian Snoddy
Remove Soul Blue Interrupt Common Brian Snoddy
Reset Blue Interrupt Uncommon Nicola Leonard
Revelation Green Ench. World Rare Kaja Foglio
Reverberation * Blue Instant Rare Justin Hampton
Righteous Avengers White Creature Uncommon Heather Hudson
Ring of Immortals Artifact Artifact Rare Melissa Benson
Riven Turnbull Special Legend Uncommon R. Kane-Ferguson
Rohgahh of Kher Keep Special Legend Rare Edward Beard, Jr.
Rubinia Soulsinger Special Legend Rare Rob Alexander
Rust Green Interrupt Common Liz Danforth
Sea Kings’ Blessing Blue Instant Uncommon R. Asplund-Faith
Seafarer’s Quay Land Land Uncommon Tom Wanerstrand
Seeker White Enchantment Uncommon Mark Poole
Segovian Leviathan Blue Creature Uncommon Melissa Benson
Sentinel Artifact Creature Rare R. Asplund-Faith
Serpent Generator Artifact Artifact Rare Mark Tedin
Shelkin Brownie Green Creature Common Douglas Shuler
Shield Wall White Instant Uncommon Douglas Shuler
Shimian Night Stalker Black Creature Uncommon Jesper Myrfors
Silhouette Blue Instant Uncommon Kaja Foglio
Sir Shandlar of Eberyn Special Legend Uncommon Andi Rusu
Sivitri Scarzam Special Legend Uncommon Ne Ne Thomas
Sol’kanar the Swamp King Special Legend Rare R. Kane-Ferguson
Spectral Cloak Blue Enchantment Uncommon Rob Alexander
Spinal Villain Red Creature Rare Anson Maddocks
Spirit Link White Enchantment Uncommon Kaja Foglio
Spirit Shackle Black Enchantment Common Edward Beard, Jr.
Spiritual Sanctuary White Enchantment Rare Amy Weber

mK
Stangg ‘ Special Legend Rare Mark Poole
Storm Seeker Green Instant Uncommon Mark Poole
Storm World Red Ench. World Rare Christopher Rush
Subdue Green Instant Common Brian Snoddy
Sunastian Falconer Special Legend Uncommon Christopher Rush
Sword of the Ages Artifac Artifact Rare Dan Frazier
Sylvan Library Green Enchantment Uncommon Harold McNeill
Sylvan Paradise Green Instant Uncommon R. Asplund-Faith
Syphon Soul Black Sorcery Common Melissa Benson
Takklemaggot Black Enchantment Uncommon Daniel Gelon
Telekinesis Blue Instant Rare Daniel Gelon
Teleport Blue Instant Rare Douglas Shuler
Tempest Efreet Red Creature Rare Ne Ne Thomas
Tetsuo Umezawa Special Legend Rare Julie Baroh
The Abyss ; Black Ench. World Rare Pete Venters
The Brute Red Enchantment Common Mark Poole
The Lady of the Mountain Special Legend Uncommon R. Kane-Ferguson
The Tabernacle at Pendrell Vale Land Land Rare Nicola Leonard
The Wretched Black Creature Rare Christopher Rush:
Thunder Spirit White Creature Rare R. Asplund-Faith
Time Elemental Blue Creature Rare Amy Weber
Tobias Andrion Special Legend Uncommon Andi Rusu
Tolaria Land Land Uncommon Nicola Leonard
Tor Wauki Special Legend Uncommon R. Asplund-Faith
Torsten Von Ursus Special Legend Uncommon Mark Poole
Touch of Darkness Black Instant Uncommon Pete Venters
Transmutation Black Instant Common Susan Van Camp
Triassic Egg Artifac Artifact Rare Dan Frazier
Tuknir Deathlock Special Legend Rare Liz Danforth
Tundra Wolves White Creature Common Quinton Hoover
Typhoon Green Sorcery Rare Anson Maddocks
Undertow Blue Enchantment Uncommon R. Asplund-Faith
Underworld Dreams Black Enchantment Uncommon Julie BaroH?'
Unholy Citadel Land Land Uncommon Mark Poole
Untamed! Wilds Green Sorcery Uncommon Ne Ne ThoWs
Ur-Drago /**%. Special Legend Rare Christopher iRush
Urborg j \ Land Land Uncommon Bryon Wack|vitz
Vaevictis Asmadi f Special Legend Rare Andi Rusu
Vampire Bats | Black Creature Common Anson Maddocks
Venarian Gold ( Blue Enchantment Common Daniel Gelon
Visions i White Sorcery Uncommon Ne Ne Thomas
Voodoo Doll / Artifac Artifact Rare Sandra Everingham
Walking Dead ) Black Creature Common Dan Frazier
Wall of Caltrop! White Creature Common Brian Snoddy
Wall of Dust j1 Red Creature Uncommon Richard Thomas
Wall of Earth ; Red Creature Common Richard Thomas
Wall of Heat ‘ Red Creature Common Richard Thomas
Wall of Light White Creature Uncommon Richard Thomas
Wall of Opposition Creature Rare Harold McNeill
Wall of Putrid Flesh Creature Uncommon Richard Thomas
Wall of Shadows Creature Common Pete Venters
Wall of Tombstbnes Creature Uncommon Dan Frazier
Wall of Vapor Creature Common Richard Thomas
Wall of Wonder Creature Uncommon Richard Thomas
Whirling Dervish Creature Uncommon Susan Van Camp
White Mana Battery Artifact Uncommon Anthony Waters
Willow Satyr Creature Rare Jeff A. Menges
Winds of Change Sorcery Uncommon Justin Hampton
Winter Blast Sorcery Rare Kaja Foglio
Wolverine Pack Creature Common Jeff A. Menges
Wood Elemental Creature Rare Brian Snoddy
Xira Arien Legend Rare Melissa Benson
Zephyr Falcon Creature Common Heather Hudson
DCCKMA5 rtR
Card Errata
The following cards from Magic: The Gathering
— alpha, beta, Unlimited, and Revised editions
— and the first three Magic expansions —
Arabian Nights (AN), Antiquities (AQ), and Legends — contain
errors thatjseriously affect game play. For other errata in the
Artist Miscredits: Legends and The Dark:
Magic alpha and beta printings, refer to the Collectors’ Notes in
the Pocket Players’ Guide. The Duelist Supplement also contains a In Legends, Justin Hampton’s Psionic Entity is miscredited to
list of changes, corrections, and substitutions between the Susan Van Camp. Active Volcano is also a Justin Hampton
Unlimited and Revised edition cards. piece. Disharmony should be credited to Bryon Wackwitz.
In The Dark, all pieces credited to Denise Detwiler should be
credited to Dennis Detwiler.
General Corrections:
Any card which reads as “discarding” permanents should be read
as “destroying” them. Misprints:

Any card which reads destroying or discarding itself when used Wizards of the Coast apologizes for the following significant
should be read as sacrificing itself when used. misprints and inaccuracies in our publications. The errors from
the Pocket Players’ Guide have been corrected in the second
Cyclopean Tomb (alpha): Casting cost is ^ .
printing of the volume.
Forcefield (alpha/beta/Unlimited): Read as Q: Prevent all
page 57: In the paragraph which starts with “Some spells or
but 1 damage from in unblocked attacker.”
effects...”, every instance of “card” in the last sentence should be
Conservator (Gatltering): Read as “ ©© : Prevent up to 2 dam¬ replaced with “permanent.”
age to any player.” page 59: Ignore Mathias’ quote entirely, as it is incorrect. A
Living Artifact (Gathering): Should be read as “Put a counter on White Knight can be fed to Lord of the Pit or Gate to Phyrexia,
Living Artifact for each damage done to you.” and a Consecrated land can be sacrificed, and if so will be
buried.
Rukh Egg (AN): Should say “If Rukh Egg goes to the graveyard
from plav ...” page 61: Lands and the Winter Orb untap during the untap
phase, not upkeep.
Onulet (AQ, Revised): Should sav “If Onulet goes to the grave¬
yard from plav ...” page 67: Clones don't copy any changes to a card, even perma¬
nent ones, so the Cloned Serpent still swims through islands
Su-Chi (AQ): Should say “df Su-Chi goes to the graveyard from play ...”
(rules reversal since PPG went to press).
Disintegrate (Revised): Add “Target creature may not be regener¬
page 82: Replace “Terror” with “Psionic Blast” in Mathias’
ated this turn.”
example (you can’t regenerate from a Terror...)
Nettling Imp (Revised): Last sentence should say “May not be
page 85: The last sentence of Selene’s comments should read:
used on creatures which cannot attack because they were not in
“In this case, the excess doesn’t trample through the skeleton,
play on their controller's side at the beginning of the turn.”
since this damage was not dealt during combat.”
Personal Incarnation (Revised): Should say “If Personal
page 95: “If both players want to announce effects , the player
Incarnation goes to the graveyard from play ...”
whose turn it is announces effects first.”
Siren’s Call (Gathering): Last sentence should say “ Siren’s Call
page 96: Should read “Do not assign damage or determine if
does not affect creatures which cannot attack because they were
creature has died until all effects have been applied.”
not in play on their controller's side at the beginning of the turn.”
page 96, again: Interrupts are not resolved immediately after
All Hallow's Eve (Legends): “Sorcery” should be “Enchantment.”
casting; when one interrupt is used, your opponent may choose
Blood Lust (Legends): Should say “Target creature gains...” to use an interrupt as well. If both players interrupt a spell, use
Cocoon (Legends): Should say “Tap target creature you control the “original caster’s goes first” rule. (The paragraph is self-con¬
and put three counters on Cocoon.” tradictory; your interrupts could never go before your oppo¬
nent’s if each interrupt was resolved immediately. This is the
Knowledge Vault (Legends): Last sentence should read “If
official way of resolving the contradiction.)
Knowledge-Vault leaves play or your control, put all cards under it
in your graveyard.” page 163: Time Vault is listed on both the Banned and
Restricted Lists. It is banned, not restricted.
Relic Bind (Legends): Card should read “When target artifact that
opponent controls is tapped...” page 223: You may not attack with Jade Statue the turn it enters
your territory.
Spectral Cloak (Legends): Append “Does not destroy itself, any
enchantments already onYSrget creature, or any enchantments
placed on target creature while it is tapped.” Errata from The Duelist Supplement
Venarian Gold (Legends): Should say “Put X counters on The Duelist Supplement article on the Revised Edition should say
Venarian Gold..*” that Mox Pearl was replaced by Jandor’s Saddlebags, and that
Chaos Orb was replaced by the Bottle of Suleiman.

—compiled by Tom Wylie and the Wizards

piinusT
#

created by Mark Rosewater

If AT'TlR&T. . I'
Your opponent is Dan. He managed to take the lead early in the duel by using his quick black magic to summon the
Hypnotic Specter on his first turn. Eventually, your Phantom Monster was able to remedy the situation, but things are not
looking good. Dan has just summoned a Craw Wurm and appears ready to launch an all-out attack. With only one life
point remaining, your chances of surviving don't look good. But then you draw an Unstable Mutation from your library
and you know all is well.

It's the beginning of your main phase; defeat Dan this turn.

Answer’s in BESlqk-and Whire"


Yoifr opponent is Lynne. Having quickly managed to compile a lethal flying attack force and reduce you to a single life
point, she has spent the last few turns toying with you. Last turn, for example, she opted not to attack, savoring the
moment until your humiliating defeat. This delay on her behalf will prove to be her downfall, though, as you discover a
way to bypass her wall of defenses and make that final, fatal strike.

It is your turn. Finish Lynne off and win the game.

-Puzzles displayed on following pages

Solution To “FouRTeeN Down, To Go’


Published in the JDuelist Supplement
Step by step Solution

1. Tap 1 Island to add one blue mana to your mana pool.


2. Use the mana to cast Merfolk of the Pearl Trident.
3. Tap 1 Mountain to add one red mana to your mana pool.
4. Use the mana to activate the Crystal Rod and gainl life for the Blue spell. Your life is raised to 4.
5. Tap the Orcish Artillery to do 2 damage to the Sengir Vampire. This will cause you to lose 3 life, reducing you to 1.
6. Tap the remaining Mountain to add one red mana to your mana pool.
7. Use the mana to cast Lightning Bolt on the Sengir Vampire. This, along with the Orcish Artillery, will be enough
to kill the Vampire.
8. Tap the remaining Island to add one blue mana to your mana pool.
9. Use the mana to cast Flight on your Keldon Warlord.
10. Attack with the Keldon Warlord and do 6 points of damage;

Explanation of Step by Step Solution

1-4 There are two reasons for casting this spell. First, the Merfolk will increase the Keldon Warlord's power by the one
extra it needs to finish off your opponent. And second, the blue spell will allow you to use the Crystal Rod and gain
an extra life which you will need shortly. Incidentally, the casting of Flight can be considered interchangable with
the Merfolk as far as the order of spells goes.
5. This is why the Crystal Rod was necessary. Without the extra life, the Artillery would have killed you.
6-7 This is where most people get stuck. The Lightning Bolt and Orcish Artillery work well on Sarah but they only do 5
of the 6 needed damage. By turning your firepower from your opponent to one of her creatures, you open up a hole
that your Keldon Warlord can us£.
8-9 Never underestimate the power of Flight! It's common, but damned useful.
10 Remember that Creatures that are paralyzed or otherwise unable to attack still count toward the Warlord's power.

pUEUST
69 ,*
Dan (Black/Green) 10 life points remaining

Ornithopter , Hypnotic Jronroot k Craw


m/ 'S;' ^ Spectre "Worm

ZamBles
You (Blue/WHitc) 1 life point remaining

Add 2 color!#**
man* to yourmana
pool, lipping this
artifact can be played
as an interrupt.

Pearled 4
Unicorn
Monolith

Phantom
Monster
Your band

large! creature gam*


Target enchantment
so*2. ♦: Tar««
or artifact must
creature get* exit*
foe discarded.
s-O's-l until end of turn.

Unstable * Creature, Disenchant


Mutation Bond
♦: Lose only 1 lift; to
an unblocked creature.

Add 1 green man a Add 1 red mana to youi


Tap to add * to to your mail* pool, mattapool. lapping
your mans pool. lapping this artifact this artifact can be
can be played played as an interrupt.
as an interrupt.

Mana f" Monolith

nnc cards in her hand

'Ikp to add ♦ to
yottf man* pool,

•: Provides 1 mana I: You may tap


of any color. This any land, creature,
use can be played or artifact in play Targe1:
as an interrupt. on cither side.

Celestial
Prism Manipulator

Xonic
Poltergeist

Destroys target creature] Target creature loses


Target enchantment 5| without possibility of j
or artifact mum -2/-1; if this drops the
regeneration. Does not I creature’s toughness
be discarded. affect black creatures J below 1, it is dead.
andjrtifact creatures. ]

I hsciuhant
Duelist Convocation News
From the Membership Department the receptionist about the nature of your call; we’ll handle it from
there. And please be patient if you can’t get through to us right
Greetings from the Convocation Membership department. away: we’re taking calls from all over the world, and there really
The ever-expanding Convocation has more than doubled its are just a few of us. We’ll get back to you as quickly as possible.
members in the last two months alone. There are now more
than 1100 members, and the Convocation continues to grow.
We are excited about this incredible expansion, and welcome new Policy Notice
membership applications.
We’d like to thank everyone for their interest and participation in
It may not have been clear from previous issues of The Duelist Convocation tournaments. Unfortunately, past incidents have
that membership in the Duelists’ Convocation is currently avail¬ lead us to amend our policy for sanctioning tournaments.
able only to residents of North America. We apologize for any Wizards of the C.oast cannot sanction tournaments that are to be
misunderstandings, but there is only so much territory this office held in retail outlets. Retailers who wish to sponsor sanctioned
can manage with any degree of organization, especially consider¬ tournaments are welcome to do so,'but the event must be held at
ing the number of tournaments currently being sanctioned on a neutral location. Moreover, we do not allow the sale of Magic
this continent alone. We will be extending membership opportu¬ products during competitions, even if the competition itself is
nities to the U.K. and western Europe in the near future as we not held at a retail location. We also recommend that entry fees
open offices in those areas, but for the time being we ask that be kept to the minimum necessary to defray the direct costs of
interested parties from outside North America continue to be the tournament. These changes are our effort to avoid feelings of
patient. As an added note, we are currently exploring the possi¬ favoritism among Magic players and retail outlets, and to prevent
bility of opening up Duelists’ Convocation activity in the use of Magic tournaments as a profit-making activity. We
Australia/New Zealand. hope these changes will result in a tournament atmosphere that is
We would also like to take this opportunity to announce that our more accessible and enjoyable for everyone.
introductory membership rate of $15 has unfortunate¬
ly come to an end. The standard membership rate is Tournament Coordinator Update
$18 (US funds), and all new membership applications
should include a check or money order for this I would like to take the time here to thank every¬
amount. one who has sent in resumes for the position of
Tournament Coordinator for their area, and to
Thanks again for your support and enthusiasm. Keep
explain to all of you just why it's taking so damn
playing and have fun!
long for us to get back to you!
With the reorganizing going on here at the
Convocation Personnel Changes Duelists’ Convocation, it’s left us in chaos. Pretty
For those of you in contact with our offices, we’d simple. Well, it is a bit more involved. While we
like to announce that there have been a number of are undergoing personnel changes, we are also con¬
personnel changes here at the Duelists’ Convocation. tinuing to keep up with what we do here: sanction¬
Betsy Bell, who was doing a lot of the tournament ing tournaments, processing point awards and tour¬
sanctioning, has transferred to another department nament reports, sending out membership packets,
within Wizards of the Coast. Anyone who had pre¬ and arranging tournament support. All of this is
viously been in contact with her for tournament sanctioning mat¬ pretty normal stuff, unless you consider the fact that we’re
ters should now direct their questions to the Duelists’ reorganizing the way the Convocation operates, too. What
Convocation. we’re left with is just enough of a kink in the system that
some projects have to be put on hold for awhile. Appointing
Steve Bishop is still the one trying to keep everything together
Coordinators has been just such a project. We haven’t for¬
here at Duelists’ Convocation. Ffe’s acting as Director, and pret¬
gotten about everyone who has sent in resumes, we’ve just
ty much has everyone convinced.
had to wait a bit to let everything settle back down again.
Rhias Flail has just transferred to the DC from the Customer Fear not, we shall progress.
Service department. She’ll most likely be putting in a lot of time
As a part of this reorganization, we are re-evaluating the
working on The Duelist magazine and The Duelist Companion,
position of Tournament Coordinator. We have received
as well as whatever else our little minds can devise.
quite a few resumes (in fact, the file is getting very thick),
Corev Smith hails from parts unknown, and has recently been and the interest that this position has been receiving is very
released from an anonymous institution at an undisclosed loca¬ encouraging. However, while we review the organization as
tion into the loving care and guidance of the Duelists’ a whole, we are no longer accepting applications for
Convocation. We have accepted responsibility. Corey will be Tournament Coordinators. Those of you who have already
doing things that, well, are better left unsaid, and are on a need- submitted resumes can be assured that we will hold on to
to-know basis, so we couldn’t tell you anyway. By the way, did them until a decision has been reached as to the future of the
we mention he’s a priest? position, and the Convocation will be notified via Duelist or
In the future, we will try to keep everyone informed about who’ll Duelist Companion as to the outcome. Applicants will be
be doing what here at the Convocation, but for the time being notified by mail about their applications. Once again, this is
we’re not quite sure how we’ll divide it up. So we’ll all just do just a notice of evaluation, not any big change as of now. So
everything for awhile, and see where it leads us. If you call, the please don’t flood us with calls; the more time we spend on
best thing to do is to ask for the Duelists’ Convocation and tell the phone, the less time we have to get the answers all of you

72
want! Nick Young Salem, OR
ACHTUNG!!!GENCON!!!ACHTUNG!!!GENCON!!! Jackie Corbett Gresham, OR
Dave Cole Topeka, KS
Now that we have your undivided attention, we at the Duelists’
Jon A. Beck Boise, ID
Convocation are pleased to announce the first annual World
Todd Vahldieck Massapequa Park, NY
Open Magic: The Gathering Tournament. This event will be held
Rick Townsend Bay City, MI
the third week of August at GenCon Game Fair ’94 in
Milwaukee, Wisconsin. Frederick Scott Sunnyvale, CA
Jay Krob Salina, KS
Attending this illustrious event will be the new reigning US
Bill Ingram Boulder, CO
national champion and the new reigning French national champi¬
Tim Weissman Houston, TX
on. Also attending will be the 25 highest-ranked Duelists’
Convocation members, as determined by total annual points Thomas Valley Madison, WI
from August 1993 to July 1st, 1994. Brian Scott Birmingham, AL
Jimmie Cook Beavercreek, OR
There will be two days of qualifying rounds for the other 200
slots available for the World Open. After these rounds, the best Charon MacDonald Seattle, WA
of the best will compete for the title under the watchful eyes of Curtis Kubitza Bremerton, WA
the entire staff of the Duelists’ Convocation. (Yes, they are let¬
ting all of us out on work release as long as we are kept sedated Upcoming Sanctioned Tournaments
and wear our transmitter beacon collars.)
This is the new and improved, updated, fortified with twelve
Regarding the prizes for the various places, well let’s just say that
essential vitamins and iron listing of tournaments that are cur¬
I could tell you, but then I’d have to ... well, you know what I
rently sanctioned by those jolly little trolls at Wizards of the
mean. Anyway, they will be big and great and special and neat
Coast. Remeber that only at officially sanctioned tourna¬
and it boggles the mind. (Besides, they wouldn’t tell me either,
ments can you compete for Duelists’ Convocation ranking
because then they would have to ... well, you know what they’d
points. Also note that anyone desiring sanctioning for an
do to me. Anyway, it is to be beyond cool.)
event needs to apply no less than six to eight weeks
prior to facilitate set up. Also, we do not have any
. j(j # further information regarding these tournaments
5 #7 IfjB beyond what is presented. This means we do not
*'| J? have any information regarding registering for the
event or convention at all. For additional informa-
jjFJmw tion, contact the location listed. For information
t&Jm i about sanctioning a tournament, please contact the
v If Duelists’Convocation at Wizards of the Coast.

Can-Games
Magic Tournament July 29-Aug. 2
July 2-3 Ottawa, Quebec
Canada
Ontario Red Lion Inn
Magic Tournament
Ontario, CA
July 30
event coordinators to send in their tournament
Chariot Inn Ballroom
reports, as we cannot apply your points without these reports.
Austin, TX
With the start of the ’94-’95 season, the existing points from the
’93-’94 season will be tracked as career points. Annual ranking
August 1994
points will start over again after GenCon ’94. So keep on playing
and good luck! Dark Con
Quincon 9 Aug. 12-14
July 15 Oklahoma City, OK
Joel Lytle Boise, ID Franklin Square
David Williams Azusa, CA Magic: The Gathering
Quincy, IL
Sigfried Trent World Title
Edmonds, WA Dragon Con
Julv 15-17 GenCon ’94
Eric Downing Long Beach, CA
Atlanta Flilton Aug. 18-21
Brian Pugnier San Pedro, CA
Atlanta, GA Mecca Convention Center
Jim Wilson Beaverton, OR
Dex Con Milwaukee, WI
Ed Willis Boise, ID Dallas Con
July 22-24
Brian E. Cucksee Huntsville, AL Holiday Inn Jetport Aug. 19-21
Mike Sager Kansas City, MO Elizabeth, NJ Dallas, TX
Alex Parrish Prior Lake, MN Mid Peninsula Magic Fest Demi Con
Karen Hart Inglewood, CA July 23 Aug. 26-28
Mike Fitzgerald Norwalk, CT Menlo College Student Union Sheraton Conference Hotel
Atherton, CA Towson, MD
Jeff Fishburn Highlands Ranch, CO
Saratoga Con Magic Tournament
Brian Fernandez Campbell, CA
July 24 Aug. 28
Brandon Emerson Costa Mesa, CA Holiday Inn Holiday Inn
Matt Burleigh Houston, TX Saratoga Springs, NY Saratoga Springs, NY
deck must have identical card back design. Under no circumstances
Official Tournament Rules will cards from the Collectors' Edition factory sets be permitted in
tournament decks. They are easily distinguished from legal play
6113194 Version
cards by their square corners and gold borders. Use of Collectors'
Includes Magic: the Gathering, Arabian Nights, Antiquities
Edition factory set cards or any other cards not expressly permitted
Here are the complete, up-to-press-time rules used in all in a tournament deck will be interpreted by the Judge as a
Convocation-sanctioned Magic tournaments. These rules will be Declaration of Forfeiture (see Floor Rules, #12).
regularly updated and the changes published in the Convocation's
newsletter, The Duelist Companion. Floor Rules :
1. Tournaments may use a standard, single elimination
Deck Construction Rules: ladder bracket system, or other approved tournament form.
When using a ladder bracket system, a ladder chart should be pre¬
1. The tournament deck must contain a minimum of 60 pared with players' names and Duelists’ Convocation membership
(sixty) cards, total, of all lands, creatures, spells, and artifacts. In numbers clearly printed in their ladder positions. The players
addition to the tournament deck, players may construct a should be allowed to view the chart at any time between their
Sideboard of exactly 15 (fifteen) additional cards. Players are not matches, at their request.
required to use a Sideboard, but if they do it must always contain
exactly 15 (fifteen) cards. The use of the Sideboard will be fur¬ 2. The number of players in an official tournament should
ideally be a factor of two (i.e., 16, 32, 64, 128 ... etc.). In the event
ther explained under Floor Rules, rule #5.
that the number of players are not a factor of two, byes may be
2. There may be no more fhan 4 (four) of any individual assigned randomly during the first round only, and should be done
card in the tournament deck (including the Sideboard), with the in such a fashion so that the number of players in the second
exception of the five basic land types (Plains, Forest, Mountain, round is a factor of two. Players will not receive ranking points
Island, Swamp).
for a round in which they received a bye.
3. The Restricted List: No more than 1 (one) of each of the
3. Tournaments will be presided over by a Judge, who may
cards on the Restricted List is allowed in the tournament deck. If more
be assisted by as many Assistant Referees as the Judge
than 1 (one) of any individual card from the Restricted List
may need. A Judge may be required to interpret rules,
are found in a player's deck, that will be interpreted by the
to terminate an excessively long match, to interpret a
Judge as a Declaration of Forfeiture. The Restricted List
Declaration of Forfeiture, or make any other adjudica¬
may be modified by the Director of the Duelists'
tion as necessary during the tournament. The Judge is
Convocation as necessary. The Restricted List is as follows:
also responsible for maintaining the ladder chart, and
Ali from Cairo Mishra’s only the Judge is permitted to write on the chart (i.e.,
Workshop listing advancing players on the bracket). Assistant
Ancestral Recall
Referees will aid by answering rules questions on the
Berserk Mox Pearl
floor and being available to the Judge for any other
Black Lotus Mox Emerald assistance they may require. In necessary cases, the
Brain Geyser Mox Ruby Judge may overrule any decision made by an Assistant
Candelabra of Tawnos Mox Sapphire Referee. The decision of the Judge is always final.
Channel Mox Jet 4. A duel is one complete game of Magic. A match
Copy Artifact Regrowth is defined as the best two out of three duels. A player may
Demonic Tutor Sol Ring advance in the tournament after successfully winning one
Feldon’s Cane Time Twister match, and reporting this victory to the Judge.

Ivory Tower Time Walk 5. Players must use the same deck that they begin the
Library of Alexandria Wheel of Fortune tournament with throughout the duration of the tournament.
The only deck alteration permitted is through the use of the
4. The following cards are banned from official tournament decks :
Sideboard (see Deck Constuction Rules, rule #1). If a player
intends to use a Sideboard during the course of a match, they
Bronze Tablet • Jeweled Bird
must declare to their opponent that they will be using the
Contract from Below • Shahrazad
Sideboard prior to the beginning of that match. Players may
Darkpact • Time Vault
exchange cards from their deck for cards from their Sideboard on
Demonic Attorney
a one-for-one basis at any time between duels or matches. There
are no restrictions on how many cards a player may exchange in
this way at any given time. Prior to the beginning of any duel,
The first five cards in the list are not allowed because they clearly
each player must allow their opponent to count, face down, the
state to remove them from your deck if not playing for ante, and
number of cards in his or her Sideboard. If a player's Sideboard
ante is not required to be wagered in an official tournament (see
does not total exactly 15 (fifteen) cards, the Judge or an Assistant
Floor Rules, rule #6). Any future cards that make the same state¬
Referee must be consulted to evaluate the situation before the duel
ment will subsequently be banned. This list may be modified by the
can begin. If a player claims that they are not using a Sideboard at
Director of the Duelists' Convocation as necessary.
the beginning of the match, ignore this counting procedure for that
5. Decks may be constructed from Magic cards from the player, but no deck alteration of any kind will be permitted by the
Limited (black border) series, the Unlimited (white border) series, Judge for that player for the duration of that match. Any violation
Revised Edition, or any Magic expansion (unless expressly disal¬ of this rule may be interpreted by the Judge as a Declaration of
lowed by the Judge prior to the event). All cards in the tournament Forfeiture.

74
NOTE: The only deck alteration allowable while a duel is in progress one reason or another the player doesn’t want to play with (i.e.,
is with the use of a Ring of Ma’Ruf. The Ring of Ma’Ruf may only using a Swamp with the word “Nightmare” written on it, because
be used to retrieve a card from the player’s Sideboard. Cards other the player doesn’t want to play with their beta Nightmare).
than the tournament deck and Sideboard should not be allowed at the Magic: the Gathering is a card game; if you don’t want to play with
tournament. In the event that a player uses a Ring of Ma’Ruf to a card, then don’t play with it. If you want to play with a card,
retrieve a card from his or her Sideboard, the Ring of Ma’ruf used is you must put it in your deck ... no proxies.
placed into the player’s Sideboard to take the place of the retrieved
9. The use of plastic sleeves or other protective devices on cards
card, thus maintaing exactly fifteen cards in the Sideboard.
in the tournament deck is not allowed. These items do not allow for
6. Players are not required to wager ante during the tourna¬ proper shuffling of a deck, as the plastic tends to stick to itself.
ment. Players may play for real ante, provided that both participants
in the match give their consent, though this agreement does not allow 10. Players may not have any outside assistance (i.e.,
coaching) during a match. If a player is in violation, the Judge
the inclusion of the banned ante cards in the tournament deck. Ante
may issue a warning to the player, or interpret the violation as a
cards won in a tournament must be kept separate from the tourna¬
Declaration of Forfeiture, at the Judge’s discretion.
ment deck and Sideboard; they may not be used in the tournament,
and are not valid for use with a Ring of Ma’Ruf. If loss of ante cards 11. Players must at all times keep the cards in their hand
from a player’s deck reduces the deck below 60 (sixty) cards, the above the level of the playing surface. If a player is in violation, the
player no longer has a legal tournament deck, and will be removed Judge may issue a warning to the player, or interpret the violation as
from the tournament bracket. a Declaration of Forfeiture, at the Judge’s discretion.
7. If a player draws either (a) no land or (b) all land cards on the 12. Failure to adhere to the above rules, or any other rules
initial draw of seven cards to begin a duel, they may restart the duel. specific to a particular tournament, may be interpreted by the
To do this, the player must show his or her opponent that they have Judge as a Declaration of Forfeiture. Only the Judge may make
either no land or all land, reshuffle his or her deck, allow the opponent an interpretation of a Declaration of Forfeiture. This is a more
to recut the deck, and draw seven new cards. The player’s opponent pleasant way of stating that if a player cheats, the Judge will
has the option to do the same, even if his or her hand does not qualify remove them from the tournament.
for this rule. For example, if player A draws no land and wishes to
reshuffle, player B may also opt to draw a new hand. A player may 13. Rules note: The Director of the Duelists’ Convocation
only use this rule once per duel. reserves the exclusive right to add, delete, alter, trans¬
mute, polymorph, switch, color-lace, sleight of mind,
8. The use of “proxy cards” in the tournament magical hack, or in any other way change these rules,
deck is not allowed. A proxy card is one that has been whole or in part, with or without notice, at any time
placed into the deck to represent another card that for that it is deemed necessary or desirable. This right is

c GAMING
i D
Chico residents seeking Hurkyl’s Recall, Mishra’s Magic: The Gathering
ORGANIZATIONS opponents. Contact Brad Factory (fall and winter), cards for trade. Unopened
Butts at 1544B Elm St., Mishra’s War Machine, box of Antiquities for trade
Magic players wanted for Chico, CA 95928; Phone: Mishra’s Workshop. or sale. Complete set of
a new gaming club. All (916) 899-0674. Contact Jim Stahlbush, Antiquities for trade or
ages welcome. Send for
1706 Hubert Rd., Midland, sale. Looking for Jihad card
details. Brian Kunkel 2 Looking for Magic players MI 48640; Phone: (517) from the Arabian Nights
Kirk Ave., Ronkonkoma in the Lehigh Valley, PA 631-2482. expansion set, will buy or
NY 11779-5014; e-mail area. Call Chad Hughes at Looking to flesh out my
trade. Contact Chad
CompuServe# (737)52.160 (610) 767-0891. Leave name, Arabian Nights cards.
Limited Edition Magic: Hughes at (610) 767-0891.
0. Include age, name, and age, and phone number. Also looking for a face-to-
The Gathering and
mailing address. face trade and play in the
Arabian Nights cards for Magic: The Gathering
CARD COLLECTING area. Contact Chris
sale or trade. Credit cards cards wanted. Cards want¬
Magic League meets every Granshaw, 22 Mid Place,
accepted. Contact Jon at ed: Old Man of the Sea,
Wednesday night in Magic: The Gathering Bohemia, NY 11716-1504;
(513) 235-0310 or send a Obelisk of Undoing,
Stamford, CT. Just 40 min¬ Collectors’ Edition set Phone: (516) 563-3977.
list to 5009 Nebraska, Guardian Beast, and Junun
utes from Manhattan. wanted. Contact Adam Dayton, OH 45424. Efreet. Call Frank
Contact Mike Fitzgerald, 4 Dorris at 16219 Shady Magic: The Gathering
cards for trade.Collectors’ Colevecchia at (716) 284-
Colonial Place, Norwalk, Elms, Houston, TX 77059
Magic: The Gathering 1387.
CT 06951; Phone: (203) or call (713) 486-1150. Unlimited, Arabian Nights,
cards wanted. Will buy or
838-0517. and Antiquities. Send
trade. Cards wanted: Magic: The Gathering
Limited Edition cards SASE for Want List &
Shivan Dragon, Pirate Ship, cards for sale. Limited,
Interested in forming or wanted. I am missing most Trade List. Mark
Force of Nature, Lord of unlimited, and revised plus
joining new Magic of the rare cards and would Chittenden, PO Box
the Pit, Northern Paladin, all expansion sets. Contact
dueling groups in the like to trade old roleplaying 80035, Phoenix, AZ 85060;
Chaos Orb, Jade Statue, Howard Dawson at 938
Tustin/Irvine CA area. stuff and magazines—most Phone: (602) 994-3054.
Illusionary Mask, Hampton Rd., G.P.
Contact: Fliep Tran 16565 are out of print. Send for a Timetwister, and Woods, MI 48236; Phone:
Magic Antiquities cards
Montego Way, Tustin, CA list or call Mike Eckrich, Cockatrice. Contact Jim nights: (313) 885- 0705,
for trade. Cards wanted:
92680. 2714 Dover Gardens, Sekor at 4118 S.W. Thistle days: (810) 772-2020.
Argivian Archeologist,
Arlington, TX 76017. St., Seattle, WA 98136;
Clockwork Avian, Corel
Phone: (817) 472-7645. Phone: (206) 937-1856.
Helm, Golthorian Sylex,

75
Join The Duelists' Convocation
A Duelists’ Convocation membership includes a one year subscription to The Duelist magazine and The Duelist Companion. In addition, members are
-ZJl eligible for receiving tournament ranking points at officially sanctioned events. Members are able to apply these points for ranking around the world, as
well as for qualification in State, National, and World competitions.To join, simply complete the application form below and send it with a check or money
order to: Duelists’ Convocation, Wizards of the Coast, P.O. Box 707, Renton WA 98057-0707.

Duelists’ Convocation Membership Application


Annual $18.00 Membership Fee (US Funds)
Make check or money order payable to Wizards of the Coast.
The Official Deckmaster Games Organization

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(if applicant is under eighteen years of age)

Please take a few moments to fill out this survey about Deckmaster and The Duelist.

Age Annual Income 1 am a: (check as many as apply)


Name: Phone: _ under 15
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(We appreciate your response to this survey. It will help us tailor products to
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I first heard about WotC products through: Duelist Feedback — Ratings for second issue of the Duelist
On each line write one of the following: Great, Good, OK, Poor, or Not Observed.
O Friends O Magazines O Retail Outlets O Conventions
O Computer Nets O Other What I look for most in the Duelist:
Graphics quality_
Specific questions about Deckmaster Products:
O Articles on collecting card lists
I have been playing Magic for_months. Graphics selection
I play Magic__ times a month. Our coverage of: O Articles on Dominia
Other games I play include:_..
Collecting issues __ Q Articles on game play
I haveO have not O played in WotC-sponsored Magic tournaments.
I am O am notO a member of the Duelists’ Convocation. Gaming issues_ O Interviews with game designers and artists
I made about_purchases from retail outlets in obtaining my Magic
cards. Duelists’ Convocation O Upcoming releases
_% of my cards were purchased as decks or booster packs. Product reviews_
_% were purchased as individual cards from retail outlets or collectors. O Other_„_
_% were gifts. General interest_

Information in The Duelist is moreO or lessO informative than information from other
I am a player O collector O of other collectable sources.
card games, including:_
Other sources I use for information about Deckmaster products are:
Total number of Magic cards:_ Other magazines I read include:_____
Total number of expansion cards (Arabian Nights, Antiquities, etc.):_
What I liked most:__. What I disliked most:_
I would like to make the following additional comments:_ What I’d like to see in future issues of The Duelist:_

I suggest these improvements:.

O I would be willing to participate in a more detailed survey.


JDueltst Managing Editor: Kalkriju rtaines

Associate Editor: Kalkij dee

Additional editing by: Exul Yu^kes And


£ryn ^uwliu^lou

With help from: 6icAjj£\iAS, SVmStliolt,^Awe£


£rne$\,QulAon 'Hooker, bok Kruger, Jim tin,
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Imagesetting by CMYK in Seattle, WA
Kxul feWscn, baoe ?eWevj,be\>erly OWAfdxAd

Printed by Shumann Printers Inc., 6A\\a^ ^ewwj 6eoH, Y brUu A^nes, Tow rzJijlie
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Our Hkxukr \c Ike evikc ^JiXAfds oj Ike CoasI slxjj jof pulling
up wilk us And our skod defines, Tom jof keiu^ And illustrations by: ^ulie Wok,
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eueoura^witl; fmilvj And Rick, And ^Jcuuwe /zJkile, far Ike Amy r^Jeker
symvAwy oj Ike ma^a^ineltj; And e^peeUltw T|iw /YL\fd, 6\e\>e
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wifAole ojcJjjeine. /Ade womUm’I kav>e \>Kxde il wilkoul nou.
I/G6WD&
Get your cards PROM
Adventures By Mail, The Magic Source™

Illus.© 1994 by Pete Venters Illus.O 1994 by Drew Tucker Illus.©1994 by Scott Kirschner

TO ORDER CARDS OR GET OUR LATEST COOL MAGIC PLYERS, CALL 1-SOO-2MAGIC6
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Illus.© 1994 by Amy Weber Illus.© 1994 by Michael Weaver

• We accept checks and money orders, plus Visa,


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Shivan Dragon ©1993, 1994 Melissa Benson

LEGENDS™- ARABIAN NIGHTS™

Serra Angel © 1993,1994 Douglas Shuler


ANTIQUITIES™

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A DeckmasterM Game of Modern Gothic Horror,
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''the
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Wizards of the Coast is a registered trademark. Artwork appears courtesy of Anson Vl*ddocks. Edward 'Beard and Ken Meyer. 1444.
The Darlc
[ n We \oAre oj We Anhejuillee war c<xme We l)z\r k A^e
oj bondni^x, wkou m^ioiAWS deloed into ^ouerjul
avid uiACowWoWeJi jorms oj m<\bjc W<x\ ullimAely
^U^troijo^ tkow. Coi4^£W£W£^ J?ul ^till ££or£thj j?rz\otioo^,
tko o-f tkte w^io oomo to you ii4 tko -fourtk
rftuK^lc: Yke SAkerin^ ex^MSlow. J-f iyou crMe
knoueledif more tk<xw SMlly, come lake <\ u)Ak iu 'Tke iw/r!

Scheduled for release in July.

JYHAD
js^ lefard S^rjield, Mdenl \><\m^>\ces wko use politio^l
creAor oj- '%\&Jc: The SAkeriiA^, mMi^ulA\ow owd jorce to
brlttif you oxa evillrely we\o dom\wAe oilier Oom^lres oi\d
beckmosler i^xme \><xsed o\a /^Jkito dro\ 14 eoch oWers1 blood j?ook
czJolj’s poprUr slorylellin^^ume ^oiu tko AjykcxA wk^ro te
Oexm^ke: The 'AoscjwerAde. your ioeAcyiess-Md your
\jou Mel youo o^onenls j?Uij u&\mAe w&xpow!

Intended for mature players.


Scheduled for release in August.

Fallen Empires
Ju tk^ ^outkoru oceows oj- bowiuU ?r\me Ui/j a ooutiuout oj- i^reA kini^loms. far jrom We voao

beWeew IIczck oud Ot\\sVr<x, We Uwds oj 6<xr^<xd\<x yrosyereeI. But os tko cl\mAe chunked, resources

dwindled owd empires crumbled, horrid uow roses tkrioed ii4 tko joresls owd seos) jorc\\A^We kiu^fi\oms
to ^kt jor tke\r oery suroloA. This uoxt /%oijc ex^ows\ow lokes you to o lime wkoi4 JcAlM Iovjias

muslered ^VAomes to dejewd Wemse[oes jrom ore readers md ki^kou^ mulonls. Recrull Alies jor

your due I, bul before leslyou ^x(l to tko some jorces WA deslroyed We fallen Empires.

Scheduled for release in November.


Wizards
\r%
J-C^OAST

42818 07502

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