This entry is part 3 of 41 in the series In General

Grandpa (Eric)

By Eric, AKA Grandpa Growth

 

A budget for Magic is no different than it would be for a business. Creating an efficient budget maximizes the impact of your existing collection and builds value in your collection over the long term. Much of the advice in this article will sound obvious or even silly, but I promise it works. I use these strategies in my personal life and in my business, so my money is exactly where my mouth is.

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This entry is part 8 of 41 in the series In General

Grandpa (Eric)

By Eric, AKA Grandpa Growth

 

These days, the positive effects of nostalgia seem to be at an all time high. TV shows that we watched as children are receiving big budget movie franchises, Netflix exclusive series, and massive merchandising deals. For some reason, awesome properties from the 80s and 90s went out of style. Then some hack in a board room decides it’s time for us to love it again. Maybe the hack is a crowdfunding campaign, but that’s not the point. Old stuff is cool. But you know what’s cooler than old stuff? Stuff that’s so cool… it never went away. That’s a lot of setup for a title pun about Sesame Street.

 

Today I’m talking about shuffling techniques and how you can improve your Magic experience through better shuffling. Now, if you play “in the real” shuffling is a chore and it eats up a lot of time. It can even affect your win percentage if you don’t do it well/enough. It leads to mana screw and cheaters in equal measure. If you play online all the time, like your old Grandpa, you’ve probably forgotten just how much of a pain shuffling can be. In fact, I might have forgotten how to shuffle at all. Conceptually, I remember, but having not done it in a year or two, I can’t know for sure that the old ways still work. Arthritis might have finally gotten to me.

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This entry is part 9 of 41 in the series In General

Grandpa (Eric)

By Eric, AKA Grandpa Growth

 

Multiplayer Commander is most often played in a free-for-all, last-player-standing-wins structure. This is a bit like Hamlet in that, at the end, [DRAMATIC SPOILER WARNING] everyone dies but we all go home happy anyway…At least most of the time. [END DRAMATIC SPOILERS]

 

Sometimes, the feelings of satisfaction after a game aren’t distributed in an equitable fashion. This is normal, but not unavoidable. A game that contains some unsatisfactory elements is, of course, more likely to reach a unsatisfying conclusion. The real trick of the matter is somehow discovering what each player considers to be satisfying and somehow working enough of that into every game so that everyone gets to go home happy. In Commander play groups, we think (unrealistically) that we’ll somehow be able to achieve this without even so much as discussing these underlying player expectations beforehand. This is an uncomfortable social situation and it’s the single greatest flaw undermining the growth and popularity of such a deep and wonderful Magic format.

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This entry is part 11 of 41 in the series In General

Grandpa (Eric)

By Eric, AKA Grandpa Growth

 

As far as title questions go, this one is pretty easy to answer. It’s just “yes,” right? We can go home now.

 

If you’re still reading past this point, I can only assume that you’re interested in a deeply philosophical discussion about Command Tower, including some truly unnecessary over-analysis of card design, creator-audience relationships, and the expectations of the Magic fandom.

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This entry is part 12 of 41 in the series In General

Grandpa (Eric)

By Eric, AKA Grandpa Growth

 

I have it on good authority that people sometimes use drugs, but particularly on April 20th. Drug-seeking behavior is a serious problem. If you have a problem, you should seek help. Cardboard-Crack has made the implied comparison that Magic can be just like a drug and addiction to anything can be destructive, even when it’s as awesome as Magic. This is my most excellent segway from an unrelated title to an article that I’m actually interested in writing. Luckily, we’re not going to talk about drugs today (title puns aside). We’re going to talk about challenges: what they are, why we occasionally like them, and the big challenge that all of us are struggling with.

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This entry is part 14 of 41 in the series In General

Grandpa (Eric)

By Eric, AKA Grandpa Growth

 

Throughout March, I’ve been focusing on a different fundamental game design concept in each of my articles and examining how this design element is used in Magic: the Gathering. Now I’m bringing my unofficial “design month” to a close by talking about the idea of a “core gameplay loop,” musing about what Magic’s core loop is, and then giving you some tips to improve your Magic game by being the boss of the core loop.

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