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    Sharkeyx's Magic: The Gathering (Other)

    [January 27, 2011 03:01:29 PM]
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    ---------Magic: The Gathering----------
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    Type: CCG (Collectible Card Game)

    Players: 2 or more

    Objective: Win by reducing opponents life to 0, opponent no longer able to draw a card when required, certain cards have a win condition that over-writes these conditions, and forfeit.

    Components: A deck (consists of at least 60 cards, with no upward limit)

    Optional Components: dice (for keeping track of life), token cards or coins (to keep track of token creatures)

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    Terms:

    Spells: All cards in the game other than lands are considered spells. These are divided into multiple different types (defined in the "Types of Cards" section)

    Tap: Rotate a card 90 degrees to use certain abilities, or to activate Land to get mana.

    Untap: Return a card to its normal vertical position.

    Mana: Used to cast different spells.

    Summon: Bring a creature to the field.

    Field: The game play area.

    Graveyard: The pile that made of cards as they are used or destroyed.

    Deck: The player's deck that they are playing with.

    Hand: The cards that the player is currently holding during the game.

    Mulligan: When the game starts each player draws 7 cards, and if their hand is not satisfactory then they may reshuffle their deck and draw their hand over again, but with one less card. This may be performed until the player has no cards in their hand.

    Stack: The Stack is the order of cards played in response to one another. When all parties are finished the stack is resolved with all effects taking place from most recent back to the bottom of the stack.

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    Types of Cards:

    Lands: There are 5 different colored lands (and also colorless lands as well), which are used to tap for mana that is used to summon creatures or cast spells.

    Creatures: The main type of spell. creatures are summoned by using enough mana, which is gathered by tapping lands, or from creature abilities.

    Sorceries: Spells that a player can play during their 1st or 2nd main phase and can have a wide variety of effects.

    Enchantments: A Subset of Sorceries. These can be attached to creatures to alter them in some way, or are just placed on the field providing a lasting effect as long as they are in play.

    Instants: Spells that a player can play at any time in the game, usually used as counters.

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    Colors:

    There are 5 main colors of cards (as well as colorless cards). These cards are divided into: Red, Black, Green, White, Blue. Each subset has a general theme to it that cards of that color usually embody.

    Red magic: Usually a fast aggressive style with many Sorceries and Instants that cause damage to the enemy player and/or creatures.

    Black magic: Usually revolves around leeching life from the enemy or draining it from different sources, as well as reviving dead Creatures.

    Green magic: Usually the strongest creatures as it revolves around nature. Is great at spawning many Creatures quickly.

    White magic: Is generally used for life gain and great defense and utility.

    Blue Magic: Usually revolves around countering enemies moves and preventing the opponent from being able to act.

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    Game Rules:

    Each player starts by making a deck of at least 60 cards, but no more than 4 copies of any one card unless it is a land. Each player then shuffles their decks and cuts the opponents deck (take the top off and place the bottom on-top of it, many variations are possible).

    The players then decide who goes 1st (many different way to do so, decided upon by each set of players). Each player draws 7 cards, if they do not like the cards in their hand they can elect to Mulligan. When both players are satisfied the game begins with which ever player is going first.

    The player that goes first does not draw a card on their initial turn.

    ----Normal Game Flow----
    (These are the normal rules. All rules are subject to being modified/changed/added to by cards that are played during the course of the game. Also, instant spells may be played at any time in the game.)

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    Upkeep:

    Player untaps all their cards.

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    Draw:

    Player draws a card (number of cards drawn may be augmented by certain game cards)

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    Main Phase 1:

    Player may play only 1 Land each turn (unless modified by a card's effect). Player may summon any Creatures or play any Sorceries, Instants, Enchantments that they can afford the mana cost of.

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    Battle Phase:

    Player decides if they wish to attack the opponent with any of their creatures, this is done by tapping the creatures that they wish to attack with. The opponent that is being attacked may then chose to block creatures with their creatures (no limit to the amount that can block, but they must be untapped and able to block the specific creature). Players then go back and forth in response to the other's actions with instants until both pass, then the stack is resolved. Creatures that block compare each other's strength/toughness to decide which creatures die and which live (strength is subtracted from all opposing creatures' toughness, and is cumulative during the Battle Phase), if any are brought to zero or less toughness they are destroyed. Any creatures that were not blocked deal their strength worth of damage to the opponent's life.

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    Main Phase 2:

    Same as main phase 1. If a land was played during main phase 1 the player may not play another.

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    End Phase:

    Player resolves any effects on the board and the next player starts their turn.

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    Summary:

    Magic: The Gathering is a very complex card game that can be played in a variety of ways and is constantly being added to in terms of cards and different game types. The game is equal parts strategy/skill and luck, with the deck construction being the strategy beforehand and the luck of the draw combined with how skillfully the player plays with what he is able to draw.

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    First Session:

    I played with my elf deck, which is a Green-mono deck, against Trey who was using a Red/Green deck. I started with a good hand of land and land gathering. After a few turns I had taken a little damage, but had my Wellwisher out which is an elf that heals me for each elf on the field, so I was fine for health the rest of the game. Trey started to get some bigger creatures on the field so I was unable to attack without losing creatures, so I waited a few turns then got a Taunting Elf onto the field which has the ability that forces all enemy creatures to block it when it attacks. The next turn I drew an Alpha Strike, which is a sorcery that boosts both strength and toughness by +2 for each 2 mana that you spend, and I put 6 into it, and then attacked with everything including my taunting elf which won me the game in 1 attack since all of Trey's creatures had to block the taunting elf allowing all my damage to hit him directly.

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    Second Session:

    This session I decided to use my Sliver Deck, which like the Elf Deck has creatures that work off of having more of the same type of creature on the field. Each Sliver has a global ability that they give to each Sliver on the field, so with each one you get on the field your entire force gets stronger and stronger. I was again playing against Trey's Red/Green deck. In this game I got off to a rough start with lands, but luckily had a few of my low cost Slivers in my hand so I was able to get at least something on the field. Trey again got out his hard hitting combos which took me down to half health before I managed to start getting some more land and defend myself. About 7 turns in I finally had a handful of slivers on the field including my Slithering Sliver which makes all slivers unblockable as long as he is on the field, so I was finally able to start getting some damage in on Trey and evened out the score. Trey then came out with a series of instants and sorceries that blew up several of my powerful slivers, but then I got out my sliver that has the ability to regenerate slivers by tapping a sliver (regenerate is used in reaction to a creature about to be sent to the graveyard, which brings it back from the dead). With this sliver on the field I was able to get another slithering sliver and then proceed to chip away at Trey's health without losing any creatures, but just as i was about to land the final blow to his health, he cast an instant to deal 4 damage to my regenerating sliver (killing it) and 2 damage to himself which killed him before I could do so myself.

    This entry has been edited 1 time. It was last edited on Jan 27th, 2011 at 20:19:50.


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    Status

    Sharkeyx's Magic: The Gathering (Other)

    Current Status: Playing

    GameLog started on: Wednesday 1 January, 2003

    Opinion
    Sharkeyx's opinion and rating for this game

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    Rating (out of 5):starstarstarstarstar

    Related Links

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    See info on Magic: The Gathering

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    4 : Magic: The Gathering (Other) by locomania233 (rating: 5)
    5 : Magic: The Gathering (Other) by swiftmoose (rating: 5)

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