Tuesday, September 10, 2019

Greed, for lack of a better word...

I am not a fan of the 2x Wildcard redemption rate for Historic. Just gonna say that up front. It creates artificial barriers for newer players to the format. It’s some old bullshit.



However -

I think some of the criticism directed at Wizards is misplaced, or at least ill informed. Part of what’s going on here, is that Wizards doesn’t want Historic to dominate Arena as a format. They have stated quite plainly that they want Standard (which may include Brawl) to be the primary format for Arena. And for good reason. If no one’s interested in Standard, then it’s much harder for them to sell cards. This all applies to tabletop Magic as well. Wizards wants Magic to stay profitable, and their biggest profits come from the sales of new cards, primarily - and by orders of magnitude the largest by volume - through the sales of booster boxes. Those sales are driven in part by drafting, but also from people opening product to get the Rares and Mythics which are needed to build competitive Standard decks. It’s part of why scarcity is built into the foundation of the game.



Here’s the rub - If you love Magic, you want this too, whether you realize it or not.

Wizards employs hundreds of people to make Magic. It costs money to design cards, commission artwork, write stories, playtest formats, advertise, translate, provide customer support, manage the various departments, and all the other things which go into creating Magic and running a company the size of Wizards of the Coast. There’s also printing and distribution costs for paper products. It’s an enormous undertaking. So Wizards needs to recoup those costs, and make a profit. And that is primarily done through the sales of booster boxes.



If Magic fails to make money, then it will go away. That’s the law of the capitalist jungle. It can’t just break even, it needs to turn a profit. Personally, I don’t want Magic to go away. I think it’s the best game that’s ever been made, and it’s a huge part of my life. Most of the very best friends in my life, I found through Magic. Playing on Arena is something my wife and I share. I have a substantial collection of paper cards. I enjoy playing almost every format. I write a Magic blog, for fuck’s sake. I want Wizards to make money off this game, because that means I’ll still have a game to play, five, ten or twenty years from now. I hope to be seeing new sets come out of Magic for the rest of my life. I look forward to being on my deathbead, feeling disappointed that I’m never going to see the next set they’ve just announced. OK, that’s a little dramatic, but you get my point.



So Standard needs to stay healthy, and it needs to be one of the largest formats in terms of event attendance. Arena needs to be primarily a Standard platform, because that’s a part of how Standard will stay relevant in tabletop. New cards need to have some value to them, or boxes won’t sell. Who’s going to drop $100 on a new booster box if there’s no card in there worth more than $1? No one. It’s why I accept scarcity as a necessary part of the system, and why I accept Wizard’s focus on Standard play. Because that’s a big part of what drives card sales, which is what keeps Wizards in business, which keeps me getting new Magic cards.



In a Utopian world, we could have people just doing the creative exercise of designing games with no thought of profits, and that would be sweet, but it’s not reality. For some reason, “profit” has become a dirty word. But there’s nothing untoward about turning a profit when you’ve put time and effort into something like game design. In the end Wizards making money is good for all of us who love this game, and want to keep playing.



To be very clear, I’m not saying that Wizards is above criticism. I’m not looking to excuse greedy, or poorly thought out actions on Wizards’ part. I think that some of their “premium” offerings of late have been ill conceived and ill executed. I wouldn’t give them carte blanche to act in any way they wanted, and not call them out when they’ve overstepped the line. Which is why I am willing to say that I think the 2x Wildcard redemption for Historic cards is bullshit. But criticizing them for prioritizing the relevance of Standard is just self-defeating, if you want Magic to continue as a game.



Thanks for taking the time to listen to me ramble.

I’m Tweeting now @23rdPlayable. I’m also occasionally streaming on Twitch as 23rdPlayable. And, as always, you can find me on Facebook in the MTG Arena Players group, where I’m a mod. 

Have fun, Play on, and Be kind to one another. 

Tuesday, August 20, 2019

The Journey of a Thousand Picks




You said it, Cap! But where do you start? I’m going to do something a little different than most “first draft” articles. I’m not going to tell you how to build a draft deck, or what cards you should be taking. Instead, what I want to do is create a more broad “how to approach your first draft” primer.



Just in case you’re new to this, the tl:dr on Drafting is that you open a pack, take a card and pass the pack around. You do that for three packs, and then build a deck from what you picked. Simples, right? But Drafting is, arguably, the most skill challenging format in all of Magic.



You are going to get a TON of advice when you first go to draft, and some of it will be contradictory. Some of it will be wrong (but, you know, not mine). Some of it will be correct, but not helpful. What I want to do here is give you some guidance toward finding the information you need to make your first draft feel productive - regardless of how many games you actually win.



1. Seek out reliable sources. Every Tom, Dick and Harriet will be quick to give you advice. One of the true constants about Magic players is that they like to talk, LOL. They also love to help other players. I realize it’s a broad generalization, and those are never completely true, but most of us really love this game, and we want to share our passion. We like to help other players get better, because they you’ve got more challenging games, which makes for more fun.

But not everyone knows what they’re talking about, especially when it comes to drafting. As Polonius said, “Take each man's censure, but reserve thy judgment.” (Hamlet, Act I, Scene III) Of course, he ended up getting himself killed, so maybe not the most reliable adviser. Take the time to look for people with proven track records. There’s plenty of great websites with professional players who’ve written about Limited, like Channel Fireball, and Star City Games. On Wizard’s mothership site, they have a series of articles on Drafting. I’ve linked to some of these at the end of this post.



2. Familiarize yourself with the set you’re going to draft. This is tremendously important. Every Magic set has its own feel, and archetypes. Some are more linear, some are faster, some have interesting synergies. Drafting a Magic set without ever looking at it is like playing in a sports match without knowing any of the rules of the sport. Sure you’ll figure some of it out as you go, but you’ll do much better if you prepare.

Most big content producers put out set reviews when the sets are spoiled. I’d recommend concentrating on the ones which are written for Limited play, like the Limited Resources set reviews. Most of them will still touch on which cards are good in Limited, but they’ll be less focused. Pay special attention to any archetypes which are talked about. If the set’s been out for a while, some people also do follow-up reviews, after they’ve drafted it.

Read through the set yourself. This can be daunting, but if you take it in chunks, like looking at one color at a time, that can make it more manageable. It helps to see all the cards, because we often use the art, or overall card appearance as a shortcut to remembering what it is. If you do this after checking out a set review, then some of the cards may click, and you’ll remember what was said about them in the review.



3. Watch draft streams or videos. Again, choosing quality content is important here. I highly recommend Ryan Spain’s “Going Optimal” Twitch stream, but there’s plenty of others. Ben Stark is known as one of the best Limited players the game has ever seen. Kenji Egashira (aka Numot the Nummy) is another long-time Limited streamer. Channel Fireball puts out regular videos on YouTube. Look especially for people who explain why they’re making the picks that they’re making.



4. Learn the basics. Although every format is unique, there are some basics to Drafting which will help you on your way. Learning about things like deck size, mana curves, CABS theory, and common pitfalls is important before you get started. I can’t recommend a better resource for this than the Limited Resources podcast. I’m going to include my list of “essential” nuts-and-bolts episodes at the end of this post.



5. Most of all, just have fun with it. Don’t focus on your record, it’s unlikely that you’re going to crush it on your first outing. As I said, Drafting is arguably the most skill-intensive format in all of Magic. Every set is different. You need to evaluate each card, not only in the Limited environment, but also in the deck you’re drafting, and what it needs in the moment you make your choice. You need to learn how to “read” what the players around you are doing, and look for the open colors. You need to adapt to an environment where - unlike Standard - you won’t know reliably what cards your opponent may have in their deck. You have to expect the unexpected.



Thanks for taking the time to hang. I hope this helps you get started in the awesome format that is Drafing. I’ll post links and my list of LR Episodes at the end of this post.

I’m Tweeting now @23rdPlayable. I’m also occasionally streaming on Twitch as 23rdPlayable. And, as always, you can find me on Facebook in the MTG Arena Players group, where I’m a mod.

Have fun, Play on, and Be kind to one another.

======================================

Limited Resources starter episodes: http://lrcast.com/

Limited Resources 56 – Back to Basics: Card Evaluation
Limited Resources 64 – Breaking Bread
Limited Resources 65 – Bread Crumbs
Limited Resources 95 – Card Evaluation Revisited
Limited Resources 113 – Limited Deckbuilding Primer
Limited Resources 184 – Card Evaluation With Brian Wong
Limited Resources 189 – Mana Bases
Limited Resources 198 – Brian Wong Level-Ups
Limited Resources 214 – Common Mistakes
Limited Resources 226 – ROTTY And Application of Tools
Limited Resources 248 – Quadrant Theory Revisited
Limited Resources 273 – Have a Plan
Limited Resources 286 – Top 10 Traps for Limited (And How To Avoid Them)
Limited Resources 296 – A Fundamental Approach to Limited
Limited Resources 301 – UBER Theory and Exclusive BFZ Preview Cards
Limited Resources 482 – A Fresh Look BREAD (And Why You Shouldn’t Use It)
Limited Resources 486 – Arena Check In, M19, and CABS Theory

Channel Fireball
https://www.channelfireball.com/articles/

Star City Games
http://www.starcitygames.com/articles/tags/Premium~Select/

Wizard's Mothership
https://magic.wizards.com/en/articles

Ryan Spain's Going Optimal Twitch
https://www.twitch.tv/goingoptimal

Numot the Nummy
https://www.twitch.tv/numotthenummy

Ben Stark on Twitter
https://twitter.com/bens_mtg?lang=en

Tuesday, August 13, 2019

How I learned to stop worrying and love the Mana system

Engineers down through the ages have had a saying, which comes to us from the time of Archimedes.

There's no such thing as a Free Lunch


Designs always involve trade offs, there’s no way around it. You want it to be the fastest? It can’t be the biggest. You want it to be the strongest? It can’t be the lightest. You want it to be the tallest? It can’t be the thinnest. You see this all the time, in toasters, buildings, airplanes and - yes - trading card games.



Arena is the premiere portal into the Multiverse of Magic: the Gathering, with new players pouring through daily. Some of them have never played a trading card game before. Some have experience from games like Hearthstone. Many people have found Magic’s Mana system to be troublesome, to say the least. Getting screwed or flooded is frustrating, and ends games in ways that leave you feeling helpless, or like you haven’t even gotten the chance to play. There’s no denying, that kind of experience is no fun.



To clarify, when I talk about the Mana system in Magic here, I’m talking both about the Color Pie, and how Mana sources are distributed throughout your deck, instead of being a separate resource. Hearthstone handles its mana system very differently. In that game, you know exactly how much Mana you’ll have every turn, there’s no color separation, and there’s a maximum total amount of Mana which will ever be available to you. Both systems have their benefits and shortcomings. Neither is the *correct* way to do it; they’re both designed to solve different problems.

Magic’s much maligned Mana system is engineered to accomplish several goals, and just as with any other bit of engineering, there’s tradeoffs involved. But let’s take a look at what it’s trying to do, and how it approaches and accomplishes those goals.



The Mana system in general is an important tool for controlling the power level of cards. This is something that Magic does share with Hearthstone. If every card was costed the same, then some types of cards would be completely irrelevant. Why play a 2/2 creature, when you can play a 5/5 for the same cost? You’d also be left with games where either the early game or the late game was largely irrelevant. If every card cost 5, then you’d spend the first 5 turns of the game doing nothing. If every card cost 2, then you’d quickly be top decking.

Having varying Mana costs allows Wizards to design cards with more powerful effects, while keeping gameplay balance. It makes some cards relevant in the early game, and some cards relevant in the late game. So the goal here is to control power level and maintain balance, while making different cards relevant at different points in the game. The tradeoff is that sometimes you’re going to have cards stuck in your hand which you can’t play.



The Color Pie creates mechanical separation between the different colors. If every color had access to every ability or mechanic, then there would be no variation in game play, or deck construction. But this means that some colors are going to be weak to certain types of effects and game play. Red can’t deal with Enchantments. Blue can’t kill Creatures. The beauty of this system is that you can mix colors together to try and shore up the weaknesses of one of them, or because they’ll compliment each other well.

Hearthstone addresses this by having Class-specific cards, which are unavailable to other decks, and strong synergies between cards and Heroes in certain classes. Magic has no such restrictions (with the notable exception of the Commander and Brawl formats). If you can generate the colors of Mana that you need, then you can play any Spell you want. There is a fun challenge here, to figure out how to construct a deck which gives you ready access to the Mana to cast your spells.



The Color Pie also grants a fertile home to the players’ creativity. With so much to choose from, strong individualism in deck design is readily available. Magic is a wide open canvass, and players are free to toss buckets of paint across it, or sit down with a single-bristle brush. The sky is really the limit here. Some people like mono-colored decks. Some people play 5 color good stuff. Some people even play colorless decks! ("Artifact" is the secret 6th color of Magic)

The objective here is to create diversity in gameplay, and open diversity in deck construction, giving players the freedom to play decks which reflect their individual play style and preference. The tradeoffs are that sometimes you’re going to be color screwed, and will be unable to cast spells when you need them, and some colors will be unable to answer certain threats.



Some amount of variance is a key element to enjoyable game play - for most people. This actually falls on a spectrum. Very Spiky players (check out Mark Rosewater's article on Magic psychograpics  - https://magic.wizards.com/en/articles/archive/making-magic/timmy-johnny-and-spike-2013-12-03) prefer much less variance. Other players prefer more variance. Generally speaking, a healthy quantity and quality of variance translates directly to a more  fun and enjoyable gaming experience. The variance of the Mana system accomplishes several objectives for Magic.





It increases the variation of game play. If every single game played out exactly the same way, Magic would grow stale very quickly. This is why some people prefer Limited (Draft and Sealed), or even play Limited exclusively - it is the most diverse format in terms of gameplay.

The variance of the card draw, and of the sequence of when you have your Mana available adds diversity from game to game. If each player had exactly the color and quantity of Mana they wanted, when they wanted it, then games would become much more predictable, and rote. Some matches wouldn’t even be worth playing out, because some decks would always beat other decks.



I’d like to stress that this is not even about getting flooded or screwed. The Mana system adds strategic depth and complexity to the in-game decision making. You can sometimes win or lose based on how you sequenced your lands in the early part of the game. It gives you the opportunity to outplay your opponent, giving you another avenue where skill determines the game’s outcome.

The variance in Magic, to which the Mana system contributes, also adds another important, and much maligned aspect to the game. It gives weaker players the opportunity to beat stronger players. This is actual a vital aspect to the continued health of the game. Every game suffers from attrition - that is to say, players leaving the game. It’s just a fact of life. If new players don’t come into the game, then it will wither and die. It’s very daunting to come into a game like Magic, and even more daunting to square off against a definitively stronger player. I know, I’ve been there. There’s always “that guy” in the shop that’s Top 8 at every FNM. I’ve been that guy, too. The thrill that the newer or weaker player gets from beating you is infectious. Some of those wins are going to come on the heels of Mana problems, and that’s OK. It’s still an exciting moment for the other person.



There’s also another important aspect to new player development that’s not always acknowledged or well understood. Early in their gaming experience, people need a scapegoat for their losses. It’s interesting that there’s a point where people are unwilling or unable to accept responsibility for the loss. It gets blamed on Screw or Flood, or the other player drawing better. Good players will grow past this, and one of the big “level ups” of learning to play Magic well, is getting to the place where you examine your game play and learn to take ownership of your losses, because that’s what you need to do to get better at the game.

Again, diversity of game play is the goal here. It comes at the cost of sometimes not being able to cast the spells you want, when you need them.



Magic’s Mana system is engineered with a focus on variation and flexibility. Hearthston’s Mana system is engineered with a focus on consistency and stability. Neither is the “right” or “wrong” way to do it, anymore than a ferry or a kayak is the “right” way to build a boat. They’re looking to solve different engineering problems, and each solution comes with its own benefits and drawbacks. I’ve played Hearthstone a bit. It’s a fine game, but I found that it’s not for me. One of the things I prefer about Magic is the Mana system. But that is entirely a personal preference. I understand and appreciate why some people prefer the way Hearthstone handles its Mana resources.

That’s the beauty of games. We all get to love what we love about them, and that’s OK.

Thanks for stopping by and taking the time to let me share my thoughts with y’all.

I’m Tweeting now @23rdPlayable. I’m also occasionally streaming on Twitch as 23rdPlayable. And, as always, you can find me on Facebook in the MTG Arena Players group, where I’m a mod.

Have fun, Play on, and Be kind to one another.

Monday, July 29, 2019

Budget Modern - Treasure Hunt

Ahoy fellow travelers through time and space! I’ve got something fun for you today. I’ve already done one article on budget Modern decks, and this is another in this series. 

And when I say “budget” I do mean BUDGET! 




I’m going to cover a pair of decks in this post, because they both operate the same way - two variations on a theme, as it were. The beauty of these decks is that they can be built for $10-$20. The most expensive card in the deck is a playset of Reliquary Towers at around $2.50 each - but I’m getting ahead of myself. Both of these decks are capable of winning on Turn 4 - with the right starting hand. So let’s get into how these work. 

The key card in both these decks is Treasure Hunt, which can be had for anywhere from ¢22 to $2.80 - if you want to splurge for the fancy textless promo. Treasure Hunt has you reveal cards from the top of your Library until you reveal a non-land card. Well, considering that there’s a total of only 6 non-land cards in your entire deck, that’s going to be a lot of lands! All the revealed cards go into your hand, so essentially, you’re drawing a whole bunch of lands. 



You then pitch those lands to one of your two win conditions, either Seismic Assault, or Zombie infestation. Seismic Assault lets you discard lands to do direct damage, and Zombie Infestation lets you discard lands to - well make zombies (it’s kind of in the name). Because of how they work, and the casting cost, the play patterns for both of these cards is slightly different. 



Zombie Infestation casts for 1B, but it doesn’t win the game the turn it resolves, so you need to create your zombie army, and then pass a turn before you can attack. As such, you’re open to Sorcery speed removal, like Anger of the Gods, or Wrath of God. The optimal way to work with Infestation is to make your zombies at instant speed, so you need to be able to hold all those lands in your hand after you resolve Treasure Cruise. 



That’s where Reliquary Tower comes in. The Turn 4 win plays out like this - T1 land, T2 land, Zombie Infestation, T3 Treasure Cruise, play Reliquary Tower, pass. On their turn, discard lands to make zombies. Untap into your turn 4, and Win! Zombie infestation is also much less color restrictive, since on any given turn you only need either a single Black or Blue mana. 



Seismic Assault is much more color restrictive, but it can win the game instantly. The Turn 4 win looks like this - T1-T3 play Mountain. On T3, play Seismic Assault. T4 play Island, and then Treasure Hunt, then just pitch 10 lands to win. As you can see, it’s much harder to get a draw which will net you a quick win with Seismic Assault. 



Each deck has strengths and weaknesses. Zombie Infestation is much less color restrictive, but vulnerable to mass creature removal. Seismic Assault plays past creature removal, but is vulnerable to something like Leyline of Sanctity. It also can remove problematic creatures, though, Like Platinum Angel. 



You’ll notice that neither of these decks runs a sideboard. Well, there’s a reason for that, it’s because you can’t sideboard without totally nerfing the deck. High-Risk, High-Reward - that's the game with Treasure Hunt. Both of these decks are pure, glass-cannon Combo at its finest. You’re either going to win, or lose. There’s a bit of decision making in sequencing your lands correctly, and looking for the right moment to combo off - maybe playing around a Spell Pierce or the like, but that’s about it. 



Treasure Hunt is not restricted to Basic Lands, so if you have access to dual lands and/or fetch lands, then you can make the deck more effective, as you won’t be as susceptible to color screw. If you have access to really good mana fixing, then you’ll actually have the ability to pivot between decks between games, in which case you could run a sideboard, of the two pieces for the other half of the combo. Possibly, you could actually run both combo pieces in the deck, so you can choose the most effective way to end the game - but that’s a bit beyond the scope of truly budget Magic. 

If you like going “all in” with our decks, getting strange looks from your opponents, playing Magic on the edge and having time to grab food between rounds - then these are the decks for you. 

Seismic Assault Deck



Zombie Infestation Deck


Well, that's it for this one. Thanks for popping by. 

I’m Tweeting now @23rdPlayable. I’m also occasionally streaming on Twitch as 23rdPlayable. And, as always, you can find me on Facebook in the MTG Arena Players group, where I’m a mod. 

Have fun, Play on, and Be kind to one another. 








Tuesday, July 23, 2019

Let’s get ready to Rrrrrrrrrrumble!

Brawl is coming to Arena! 


No, not him!

So what is Brawl, and why should you care? If you’re not familiar with Brawl, or it’s older brother Commander (aka Elder Dragon Highlander), here’s a quick primer. 




Brawl is a 60 card Constructed format. Each of these decks will have a “Commander” - that is a Legendary Creature, or in this case also a Planeswalker, who sits in the Command Zone. What is the Command Zone? Well, I probably should do a whole article on Zones, but the Command Zone is where your Planeswalker Emblems sit. Aside from that, and Commanders, it’s not used for much. 

You can cast your Commander from your Command Zone anytime you could cast a Creature or Planeswalker. (Note, if you have something that modifies the timing, likeVivien, Champion of the Wilds, then you can cast your Commander at instant speed, if it’s applicable to that card type.) Whenever your Commander would change Zones - this means things like going from the Battlefield to your hand, or to the Graveyard, or being Exiled, or from your Hand to your Graveyard - you may choose to put it back into the Command Zone. 



Each time you cast your Commander out of the Command Zone after the first, there’s a “Commander Tax” - which means that you’ll have to pay an additional 2 generic mana to cast it. For example Emmara, Soul of the Accord costs 2 the first time you cast her (GW), then 4 (2GW), then 6 (4GW), etc… This only applies to casting it from the Command Zone. If it gets bounced to your hand, and then you cast it from your hand, there’s no Commander Tax. Likewise, if you could cast it from your Graveyard - and the only example I can find of this in Standard is Squee, the Immortal - there’s no Commander tax there either. 



There’s two basic deck-building restrictions in Brawl. First, it’s a Singleton format. This means that each deck can only contain one named copy of any card, except for basic lands (Plains, Island, Swamp, Mountain, Forest). 




With me so far? Here’s the fun part. Second, every card in the deck must match the “color identity” of your Commander. Also, you can’t run lands that produce colored Mana which does not match your Commander’s color identity. Color identity is determined by the color of mana symbols in the Commander’s casting cost, PLUS any colored mana symbols in its rules text (excluding “reminder text”) 


Blind Obedience only has a White color identity because the hybrid Mana symbol is in the text that explains how Extort works. 

Here’s some examples: 

Chandra has a Mono-Red color identity. Each card in a deck with Chandra must be either mono-Red or have a Colorless color identity (For example Rakdos Locket has a B/R color identity, so you couldn’t play it with Chandra). 




With Chandra as your Commander, the only Basic land you can run is Mountain. You could not run a Shock Land, like Stomping Ground, even though it has the “Mountain” type. You can run lands that have no color identity, like Arch of Orazca, or Blast Zone. You can run lands that produce multiple colors, as long as they don’t specifically contain a mana symbol not aligned with your Commander’s color identity, for example Interplanar Beacon, or Lotus Field, or Unclaimed Territory. You can also run colored aligned non-basic lands, like Memorial to War. All this applies to any other mono-colored Commander. Fblthp, the Lost can only run Islands, Baird, Steward of Argive can only run Plains, Isareth the Awakener can only run Swamps, and Marwyn, the Nurturer can only run Forests. 




Sorin and Kaya both have a Black/White color identity. Hybrid mana symbols count as both colors for the purpose of Brawl. 





Nicky B has a Grixis color identity (Grixis is the name for the U/R/B “Shard” color pairing) You do not have to actually run all three colors in your deck. You could use him as a commander for a B/U or U/R, or R/B deck. 




Ugin has a Colorless color identity. It would be very hard to build a Brawl deck around him, because you cannot run any Basic Lands. Frankly, I think it might be impossible, but I’d love to see your list, if you manage it. 




Golos is a 5 color commander. Because his activated ability is WUBRG, that counts toward his color identity. There’s absolutely no restrictions to what you can put in a Golos deck, aside from the Singleton restriction. 




Well, that’s the basics of the Brawl format. So why should you care? Brawl coming to Arena is great - and a net positive for everyone - for a variety of reasons. 




Singleton formats are just fun. We’ve had them come through on Arena as special events from time to time, and they’re always entertaining - well except for the Rat and Petitioner decks. Having a Commander adds an extra layer of depth to the game play. They're also much more accessible to newer players, because you only need one copy of each card, instead of 3-4. 

If you enjoy brewing, Brawl is a fantastic format. It’s narrow enough to give you starting parameters, but broad enough to let you really express your creativity, and your individual preferences for play style and color.




Even if you’re not interested in playing Brawl, it’s serving a currently unrepresented segment of the Magic community - Commander players. While we can be confident that we’re not going to see any multiplayer formats on Arena anytime in the near future, it’s good to give an onramp to Singleton fans. That just means more people who’ll be enjoying Arena, which means that Arena will keep going strong. 

I’m looking forward to brewing up some Brawl decks, and I’ll see you in the Arena. 

I’m Tweeting now @23rdPlayable. I’m also occasionally streaming on Twitch as 23rdPlayable. And, as always, you can find me on Facebook in the MTG Arena Players group, where I’m a mod. 

Have fun, Play on, and Be kind to one another.