With the anticipated release of M13, there is a lot of focus on reprints. I’ve decided to write a bit of a reprint myself.
Pay to win will kill Magic.
If players need to pay a premium to build a competitive deck, players will choose to play something else. New players will find it impossible to compete with established expensive decks and will turn to something else quickly. Existing players will limit themselves to building one good deck and this will reduce the competitive landscape and quality of gameplay. Part of the magic of Magic was brewing-and few players can afford the luxury of brewing.
As a player, I like level playing fields. I do not want to “buy” the win and I think most gamers agree. Gaming has not historically been about paying to win. Unfortunately, many companies are now taking advantage of player weakness when they try to sell premium game winning advantages. If the only way to win a game is to buy the win, the game is no longer worth playing.
Likewise, the tournament structure encourages players to only build and invest in one deck. Tournaments force players to use the same deck round after round, while most casual players like to build and have multiple decks.
Hasbro/WOTC need to end the cycle of expensive cards by making cards affordable and commonly available and ensuring that common cards are effective alternatives to Rare and Mythic Rare cards. Players need to stop buying into the expensive cards.
Paper versus Digital: why not both?
Paper Magic is much more social than MTGO, but is has two major drawbacks. MTGO provides a rigid structure for playing Magic. New players will quickly learn what is legal and what is not. Existing players won’t be forced to try to understand how new cards will work. Many mistakes won’t be made in that environment. MTGO is cheaper than paper magic. Although some cards may be more expensive in MTGO than in paper Magic, overall the need to never own more than 4 cards means that MTGO has a cost advantage. In paper, I own 30 copies of Elixir of Immortality because I do not want to swap out cards for every deck I build. (I usually limit my purchases to 8 of any given card). In any event, MTGO players can build as many active decks as they want.
While many companies now sell multi-use products, Hasbro/WOTC has opted not to sell unlock codes with booster packs meaning players are forced to choose between MTGO and paper. This is unfortunate as it will probably reduce the number of paper players. It takes more time, energy, and money to organize and play paper Magic. It requires people take time out of their schedules and get together, while playing MTGO is much more available. I personally feel that it is worth taking the time out to play Magic the Gathering and finding live events. Nevertheless, many people are extremely busy in their lives and have to settle for MTGO.
The failure of Hasbro/WOTC to take the simple step of bundling the two products forces people to choose between the two and unnecessarily fragments the player base. Busy players might be able to take the time out to play in real space now and again and paper players could play more often if the two products were sold together. As a player, I have no reason to unnecessarily increase my expenses by buying the same product for each medium. For social reasons, I am going with paper, but others will undoubtedly choose digital.
There are alternatives to both MTG and MTGO. There are a wide variety of gaming options available at low and sometimes even no cost. In the digital format, Elements the Game is free to play. Although Elements has its own issues, like endless grinding, it is free to play.
FNM
Is this really the best way to promote Magic?
Many players do not want to or cannot afford to pay the entry fees to play Magic once a week.
My experiences at FNM have been fairly mixed. The players are usually pretty decent, but the win or go-home experience is not friendly for new players or budget players. There is certainly no reason to pay a cover to lose. FNM almost requires players pay to win. Losing is not a fun experience, and when winning leads to prizes, fun can take a back seat to winning.
Mistakes are often made in Magic. As Magic is one of the more complicated games to play, I often expect some mistakes will be made by myself and others. Players make mistakes when they try to use new cards- as can often happen in draft events or when they are simply new to the game. FNM is not a place for mistakes. With prizes on the line, players can view the most innocent mistakes suspiciously and with resentment.
FNM may not be a viable option for people who work during those times. In my own experience, it is critical to try to find out when players have the time to play. In an era of 24/7 work schedules, Friday night does not work for a lot of people.
Alternatives to FNM tournaments exist. New players and established players can take advantage of Captain’s matches to help players learn and improve at the game.
At the store level, a participatory system would reward participation rather than simply winning. Players could pay a simple cover charge- $1.25 and earned a punch on a customer card for each time they played this way. If players play four times a month, they can get a booster pack. Booster packs currenty sell for $4.00, which means the store would still get $1. More importantly, stores would make the game more affordable and accessible and allow players to build collections while they played.
If the stores are not willing to create participatory systems, the players can simply host their own events and go back to the kitchen table gaming that made Magic fun and popular to begin with.
Players can create their own budget leagues in which per month spending is capped and the players accumulate cards at the same rate throughout the block cycle.
I spent a lot of time this last year playing in a casual anything goes format and it created a lot of fun for myself and the other players.
COLLECTING
There is an obvious tension between the speculating collectors and the players. In my opinion, the price cannot be explained by collector speculation alone, but the effectiveness of the card makes a large part of its value. This erodes the game play experience for players on a budget and further reduces the likelihood new players will take up the game.
A card like Tamiyo sells for nearly $30. There are entire games that sell for $30. It is not clear why a single card should cost more than an entire game. As I said before, people can print their own cards for about 8 cents and make their own games now.
I also find it strange that I can never get $30 for a card like Tamiyo as a dealer will usually only offer me 50% of the value of a card. A player seems to have only one option- pay full price and sell for half price. It is for this reason that I have very little incentive to sell my cards to dealers. As I am currently in the process of moving, I have not fully explored my player to player trading opportunities- but I feel much more confident that player to player trading will provide me with better value than most player to dealer trades.
There seem to be plenty of opportunities to collect the art in many formats- like prints, life counters, playmats, sleeves, wallpaper, deck boxes, digital copies, and more. Unfortunately, when singles are priced at $30, it means players cannot afford to buy the gaming supply items or art in other formats. Most people have budgetary restrictions which means money they spend for one thing is money they do not spend on other things.
I have capped my spending on Magic/Gaming. I do not spend more than $1.00 for any card and try to spend no more than 25 cents on average. This allows me to build a more diverse collection of cards and reduces my downside risks. By not “buying in” to the pay to win mentality, the players themselves could reduce the price of cards by simply not buying expensive cards.
FORMATS
Formats were supposed to make playing Magic accessible to new players while providing outlets for experienced players to utilize their cards in building deeper collections.
With the cycling of formats, players are required to update their collections because their cards become obsolete regularly. Some of the most cynical examples of this are simply changing the name and artwork of a card as a functional reprint such as Terramorphic Expanse and Evolving Wilds. Players get no value out of this kind of card cycling.
In other cases, cards stand to lose their value once they cycle out of a format. Ponder will be banned in the Modern format and stands to lose a lot of its value. If I am forced to upgrade some cards each time, I am also reducing my spending to avoid overspending on cards which are not going to be worth much once they cycle out of standard.
When I play in casual anything goes formats, I can get a lot of good cards for much less money than the inflated standard prices. Standard prices tend to be the highest prices because the “legality” of the card is priced in. Unproven new cards are often the subject of wild price inflation. Outside of Standard, I have a lot of brewing flexibility- including the use of cheap and affordable dual lands.
In any event, despite all of the formats that are available, the format I really want- one which provides spending limits and therefore greater play parity, is absent.
SUMMARY
The current conditions in Magic the Gathering are not conducive to the well-being of the MTG community. Business as usual approaches will not ensure the future success of Magic.
New players do not have much incentive to pick up a game in which both the learning curve and investment curve are fairly steep. Existing players do not have much incentive to continue to play a game in which cynical market forces squeeze money from them, without maximizing value- especially in a time of unprecedented gaming opportunities.
Players have a lot of alternatives to improve their gaming experiences. Technological change means that people can make and print their own cards for about 8 cents a card. Players themselves can opt out of tournament systems which are often expensive and do not necessarily reward brewing creativity. Players can avoid many of the financial downsides to playing Magic by setting spending limits which will eventually force Magic to change its pricing models to meet their needs. Finally, players can always seek out or create alternatives to Magic which provide more value to them as gamers.