The forty to fifty year old gamers who grew w/ Magic as their goto game are insufferable
Message:I Doubt the Influencer (in vid) --
Unlike Fools Mate, which can occur w/ new, young player, this combo of magic is just conjecture.
There is little to no chance to start with all six cards described from a random shuffle and draw. You have to make a deck; you don't come to the game with just the six cards. If it does not happen in the first turn, then other player has his cards already in play to counter and blunt.
For the geek players, thinking about this combo is a fun intellectual exercise. But it's just "How Many Angels may Dance on the Head of Pin," meaningless. You might as well argue the same for when the player gets a draw of any seven great cards w/ synergy. Or being dealt Bridge hand of all thirteen hearts.
How many times do you play and lose waiting for this Improbability Drive to jump to Light Speed?
Take a 52 card deck. Open the pack and shuffle. The order of those cards has never occurred anytime in history. The same for a Magic Deck. A long-ago interview w/ an original playtester of the game said the two best decks are Lots of Small Minions -or- Back at You. The latter being have cards that both stop and hurl reverse hurt back at the enemy, using his rare curses and spells of attack against him. That later deck is a thousand times more expensive to create.
Early Magic tourneys were a guessing game of which of many deck builds your opponent brings to the match. Within a dozen card flips you can see what his color set and tactics will be. Two championship players could then shake hands knowing which was going to statistically dominate the other.
When the game went five players at once and all the wild additions, it fell into the 'Buy More and Win' concept of game play. A thirty minute card exercise turned to hours on hours of boring -- "If I just had my xxx card again."
I never understood the appeal of Magic, but it's better than Modern Roleplay.
Yours,
IronRed
28-Feb-2026