Delirium in MTG: Rules, History, and FAQ
Today I’m talking about delirium. No, not Delirium the card, delirium the ability. Which does feel pretty close to madness name-wise, but it doesn’t really work like it.
Read moreToday I’m talking about delirium. No, not Delirium the card, delirium the ability. Which does feel pretty close to madness name-wise, but it doesn’t really work like it.
Read moreThere are only a handful of commander decks where card draw isn’t simply an advantage and a way to get slightly ahead, but rather a key mechanic. Wheel strategies ultimately go for plays with absurd amounts of interaction, and you need to tailor...
Read moreBloomburrow has some very concise and fun typal themes, and today we talk about a creature type that, while not really exclusive to Bloomburrow, got some real support with this set: mice! Squeak yeah!
Read moreUndying and delirium set this world as full of horrors from beyond the grave where people’s sanities are one bad day away from snapping. And there’s another mechanic that plays into the sanity of the characters. That’s madness, the ability I...
Read moreCoin flip decks tap into this randomness, but they also want to harness it, tipping the scales in their favor any time they can. It’s almost like creating a handicap for yourself, then finding a way to cheat out of it.
Read moreMagic is a game of words. Words make up the rules and mechanics of the game. MTG’s story is told through the cards first and through novels, free short stories, and other media second. This is where flavor text comes in.
Read moreThe Power 9 are Magic’s most iconic group of cards. These nine cards were first printed in Alpha and Beta and have gone on to become some of the game’s most iconic cards thanks to how absurdly powerful they are.
Read moreWe finally find ourselves at the culmination of Magic’s most recent story arc: the Dragonstorm. What began with the appearance of a mysterious Dragonhawk in Bloomburrow now comes to a head with the return to Magic’s most dragon-infested plane...
Read moreIf you’ve been caught up with most of Magic’s story as of late, you’re aware that the game has taken an interest in more modern (or even sci-fi) aesthetics, but Aetherdrift goes further with combustion-engine vehicles now. Just good old cars...
Read moreMagic’s story spans almost 30 real-life years, though it’s closer to 10,000 years in-universe (if you start from the very first sets and novels). What I’m trying to say is that it’s really long. No massive storyline that spans multiple worlds is...
Read moreFuture Sight was a super interesting set. The weird and chaotic lore of the set essentially allowed the game’s designers to come up with tons of weird and original mechanics, making it a sort of testing ground for ideas that might’ve...
Read moreThe spirit creature type was the main way to represent the Kami of Kamigawa, but these beings also cast their own spells. That’s where the arcane subtype comes in.
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