This entry is part 346 of 507 in the series CommanderCast

Hello everyone and welcome to CommanderCast Episode 326! This week,  Mark is joined by Mike as they discuss getting over the issue of bringing in a new player into your Commander group. Then the guys go in on a interesting strategy of playing Mill in Green/Quiet builds. We wrap up this week with the return of a segment we all know and love, Bad Cards We Love to Play!


I know you like that so stop playing and click the IB!!!



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This entry is part 19 of 41 in the series In General

Grandpa (Eric)

By Eric, AKA Grandpa Growth


All of my articles in February were devoted to multiplayer. The month of March will have a theme as well: design. The design of Magic is a tightly controlled process that includes only the bare minimum amount of people necessary to actually produce a viable product. For a game with a playerbase in the millions, it’s simply amazing that the bulk of the concept work comes from so few people; they really are the shepherds of Magic’s future.


Because only a handful of people work on a particular set during the design phase, the team can achieve a unity of vision and avoid the costly distractions that come from larger groups. However, it also means that some ideas will never be introduced, because they’re not the focus of the few members who are on the team. This month, I’m going to be focusing in on some key principles in game design that are not receiving proper treatment by the team that creates the game.

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