Sunday, July 29, 2007

Tenth (10th) Edition is Here!

Well, the brand new Core Set, 10th Edition, has arrived. The big release party was back on July 14 (that's the day of the Scavenger Hunt if you remember my earlier post on that - I'll have an update on the results of those sales later), but the two boxes of booster packs I had Pre-ordered didn't arrive until Friday this week. My son and I feverishly opened packs and sorted cards, and as of this morning all my 10th Edition Rares, Uncommons and Foils are up at eBay and all the Commons are up at Don's Magic and Sundry.

I'll talk about some highlights of the set here, and write a few more entries over the next couple of days focusing on some of the cooler (in my opinion, anyway) aspects.

The first big thing to jump out at you about 10th Edition is the appearance of the cards. First of all is the black border. This is the first Core Set since Beta Edition back in 1993 to have black borders in all languages (normally they get black borders only if it's the first time the cards have been printed in that language). Wizards of the Coast decided to do something special since it is the 10th Edition, and next year marks the 15th anniversary of the game. Secondly there's the Edition symbol - a roman numeral 10 (X) was chosen but an almost 2/3 majority of online voters at magicthegathering.com over continuing with the same style of symbol used for 8th and 9th Editions (a stylized hand of cards with the number 8 or 9, respectively, in the center). The Edition symbols were first used in 6th Edition, when they used a roman numeral (VI), then changed to a fancy font 7 for 7th Edition. Then it seemed they settled on this new method for 8th and 9th, so I was quite surprised when I found out that the roman numeral would be coming back for 10th.

The next cool thing is the booster packaging - 5 different wrappers, one in each of the colors of Magic. Very nice.

And then there's the 16th card...normally a booster pack has 15 cards in it: 11 Commons (or 10 commons and a basic Land card for 8th/9th/10th); 3 Uncommons; and 1 Rare. For the last couple of sets, if there is a Foil card inserted, then it takes the place of one of the Commons (previously it would take the place of the same level card as it was, so a Foil Uncommon would replace a normal Uncommon). But in 10th Edition there's a 16th card - a special insert card that has an advertisement of some sort on the back and either a Token Creature or a "Tips & Tricks" message on the other. I plan to write entries talking more about these later so look for them over the next couple of days.

Another surprising thing (to me, anyway) is that the set actually includes cards from the Time Spiral block (Time Spiral, Planar Chaos and Future Sight) - the most recent expansion sets. Since boosters from these sets are still readily available, I didn't think they'd be considered for use in the Core set until 11th Edition. Of course I wasn't really actively buying when 6th, 7th, 8th, or 9th Editions were released so I can't (without some research) say whether they contained cards from the current expansions when they came out.

Overall I was very pleased with the cards that I got in the two boxes. Some great cards include two Crucible of Worlds (one Foil - extremely rare and VERY popular), two Serra Angels (which will not be sold - they get added to my Serra Angel collection), a Paladin en-Vec a Pithing Needle (remember this card from an earlier post? It made it into 10th Edition!), a Troll Ascetic and several Pain Lands (yes, my prediction that the Pain Lands would be replaced by the dual Guild Lands from the Ravnica block did not come true, alas).

Monday, June 25, 2007

Magic Game Day Scavenger Hunt

All right - something odd. I have recently been editing many of my listings on eBay, because I had to update the shipping options (see my earlier rant on the USPS changes). One of the listings I updated was for the Legends Rules card. This was a card included in every single booster pack of Legends that explained some new rules introduced with that set. Because every pack had one, and both Alan and I had bought lots of Legends, I have well over 100 copies of this thing

Shortly after the listing was updated, I started getting several orders for it (I had only gotten 3 or 4 in the previous year). Several people bought just one copy, some bought four, some bought one copy of this plus another single card (Spanish Lord of the Pit or Stampeding Wildebeests). Almost 10 purchases within a week-and-a-half. I could not figure out what had suddenly made this card so popular.

So, off to Google, answerer of all that is mysterious. A quick search finally revealed the answer. As part of the celebration and kicking off of 10th Edition next month (July 14 to be exact), Wizards of the Coast is sponsoring a Magic Game Day Scavenger Hunt. The link takes you to the official rules page, but here's the short version: be the person to bring in the most of 30 items to a participating retailer on 7/14/07 and win a nifty Magic Backpack. And, of course, the Legends rules card is one of the 30 items!

So, mystery solved...and new worked created. Why? Because I have a LOT of the other items on the list, that's why! And many of them are things I had never thought to put up before. Empty booster packs, display boxes, starter deck boxes, rule books...all these things that I've had lying around, many from Alan's collection ("Lot 4" as it's known around here). So, quick scramble to get these up - after all I have to sell them immediately if they are going to have any chance to get into people's hands in time for the contest. I actually created a new Store category called Scavenger Hunt to highlight these items.

My (educated) guess is that any of the specific individual cards they ask for (like Nekrataal or Mogg Fanatic) are going to be reprinted in 10th Edition.

Here's the list of the 30, with comments and/or links to the items if I have them available:
  1. Arabian Nights Fishliver Oil card - I used to have several, but all have sold
  2. Empty booster display box of any expansion from Alpha to Mirage - I have ones from Legends, The Dark, Fallen Empires, Ice Age and Mirage available
  3. An Alpha, Beta, Unlimited or Revised Starter Pack deckbox - I have Alpha/Beta, Unlimited and Revised all available
  4. Booster pack wrapper of Arabian Nights, Revised, Unlimited, Beta or Alpha - unfortunately I have none of these
  5. Magic rulebook with Bog Wraith on the cover - up for auction at eBay
  6. Magic rulebook with Shivan Dragon on the cover - up for auction at eBay
  7. Arabian Nights Mountain card - none; bummer
  8. Legends Rules card - as mentioned, available at eBay
  9. Invasion Reya Dawnbringer card - I've never had one of these. I'd like one, though!
  10. Exodus Paladin en-Vec card - none :-(
  11. Onslaught Festering Goblin card - available at donsmagicandsundry.com
  12. Visions Nekrataal card - up in eBay
  13. Lord of the Pit card illustrated by Mark Tedin - from Alpha, Beta, Unlimited, Revised, Fourth Edition, or Fifth Edition. I have several up.
  14. Tempest Mogg Fanatic card - available at donsmagicandsundry.com
  15. Alliances Guerrilla Tactics card - both versions available at donsmagicandsundry.com (thus the two separate links)
  16. Scourge Siege-Gang Commander card -
  17. Giant Growth card illustrated by Sandra Everingham - from Alpha, Beta, Unlimited, Revised, Fourth Edition, Anthologies, or as a DCI FNM Promo; I have several available at donsmagicandsundry.com, including Chinese Fourth Edition
  18. Visions Stampeding Wildebeests card - up at eBay
  19. Mirrodin Platinum Angel card - never owned one :-(
  20. Fifth Dawn Crucible of Worlds card - I'm afraid not :-(
  21. Urza's Legacy Treetop Village card - don't have it :-(
  22. Ice Age Adarkar Wastes card - not this one either (I used to!) :-(
  23. Apocalypse Caves of Koilos card - one of the pain lands I've never owned :-(
  24. Largest collection of 1 single non-basic land card - this one's kind of up to the individual, I think
  25. Duelist Issue Number 1 - thanks to Alan I have this!
  26. Entrant with Lowest DCI Number - up to the individual
  27. An officially licensed Magic comic book - I've sold all of mine already!!!
  28. Clothing with Magic artwork on it - I don't have any myself, let alone some to sell
  29. Four different Friday Night Magic cards - I've never done FNM :-( I do, however, have a couple of promo cards that I've gotten in Lots!
  30. Three spin down Magic life counters with different expansion symbols on them - never owned any
Anyway, many of these are special auctions that end on this Saturday night (June 30, 2007) so they'll only be up for a limited time. Others are regular store inventory items, and will remain up if they don't sell soon.

Here's hoping people are actually interested, and I'm not going crazy!

Tuesday, June 19, 2007

Goggle's number one hit...

Okay, time for a quick Store Update for those who care about such things.

The big cool news is this...try this out. Open a new browser window, go to www.google.com, and then search for the words: magic ability flying. Go ahead. I'll wait....

IS THAT COOL OR WHAT?!??!!?

This works for all sorts of Magic abilities: Flying, Flanking, Horsemanship, Banding, Defender... So nifty! How did I find this out? Because my Store "Abilities Page" is getting dozens of hits off of Google, so I tried it myself to see why. And now I know.

How did I get to be number 1? Well, best guess is that I:
  1. Used the proper keywords that a person might search for; and
  2. have literally thousands of links to this page via my listings on eBay and at www.donsmagicandsundry.com as well.

You see (and I didn't know this when I started this - it's just a BIG added bonus), part of the formula Google uses to calculate how high to rank a page is how many other pages link to it. Since over 50% of my listings on eBay have at least one link to this abilities page, that's thousands of links there that the Goggle web robots pick up on. It makes my Abilities Page look all important and stuff.

Now if only those dozens of visitors would then go and buy something from the Store...

In other news, Lot 7 is complete (at the moment - I have bids on several auctions ending today that may net me some more unopened booster packs). I still have several thousand cards to process and get up, however.

The Lot from Canada (Lot 19 for those keeping score) had a bit of a strange tale. It never showed up even after five weeks, and assurances from the seller that it had been sent. I felt I had to file a claim with PayPal, since I only have 45 days in which to do so. The seller got back to me very quickly - turns out (according to her) that the package got returned to sender, and she had been gone for a few days for work. So, she shipped the cards by FedEx OVERNIGHT DELIVERY! I've never had an overnight package before. Very exciting. And it must have been expensive for her to whip - so kudos to the seller for getting the stuff to me. Unfortunately the shipment was a few cards shy of what was promised, so she's (supposedly) sending a few more by regular post.

And last night I had the very unfortunate discovery that I had misfiled 32 cards in my "Foil Cards" category on the eBay store, and included the word "Foil" in their description (this is the potential problem with copying a previous entry to make a new one). So I had someone buy a $12 card that he was expecting to be Foil [I could argue that he should have known better - no way would that card sell as a Foil for only $12, but I digress], and is disappointed that it is not. One piece of good news, though - the mistake was discovered before he sent payment, and therefore before I sent the card, so we just have to cancel the eBay transaction and all is well. But I had to spend a half-hour or so last night editing the remaining 31 files to correct them before someone else bought a "Foil" card that wasn't!

Otherwise, I just continue to chug along. Sales have indeed picked up since I started adding more inventory and have regular weekly auctions up. Yesterday the Alpha Edition Vesuvan Doppelganger finally sold just yesterday for $150 - it's been up since I got Lot 4 way back a year ago! Of course the buyer hasn't yet paid for it...

Wednesday, May 30, 2007

Sweet Pain: Dual Lands Part II

As mentioned in my last post, the Dual Land concept, having a single Land that could produce more than one type of mana, was a very popular one, but they were deemed too powerful and taken out of circulation. However, the idea has been revisited many times, with limitations added to the cards to take them down a notch.

SIDE NOTE: For purposes of this discussion, to save typing, I will use the same mana conventions I use in my listings. Therefore:
  • "W" means "one White mana"
  • "U" means "one Blue mana"
  • "B" means "one Black mana"
  • "R" means "one Red mana"
  • "G" means "one Green mana"
The first of these attempts was in the Ice Age expansion. This introduced two types of Dual Lands. The first type became known as "Pain Lands", because when they are tapped for a colored mana they also deal 1 damage to you, although they can be tapped for one colorless mana with no damage dealt. An example is the Adarkar Wastes that can produce W or U (this link is for a 9th Edition version of this card). The second type are known as "Depletion Lands"; when they are tapped for colored mana they get a "depletion counter" on them. If they have a depletion counter on them at the beginning of your turn, you can't untap them, but remove a depletion counter instead. Essentially this means you could only use these lands every other turn. An example is the River Delta that can produce U or B. So both types had a limitation - take a point of damage, or only use every other turn.

In addition to the limitations, a striking difference between these and the original Dual Lands is that there were only 5 of each type of these - only the allied color combinations were made. So there is no Ice Age Pain Land that can make either Red or Blue mana, since Red and Blue are enemy colors. Another important difference is that these lands do not count as both of the basic Land types they mimic. In other words, a River Delta is not an Island or a Swamp, although it can be used to make U or B. The Ice Age Pain Lands were reprinted in 5th Edition, 6th Edition, 7th Edition and 9th Edition (I'm not sure why they were dropped for 8th Edition). All of these lands were Rare cards in Ice Age, as well as when reprinted in the Core Sets.

Homelands had perhaps the least popular of all attempts at making multi-color lands. It had 5 uncommon lands that could be tapped to add one colorless mana to your mana pool, or to turn one mana of any color into a specific colored mana, or to turn 2 mana of any color into an allied color of that specific color. So, for example, Koskun Keep can be tapped to turn 1 mana into R, or to turn two mana into B or G.

In Tempest, the Pain Lands idea was picked up again for a set of Rare cards. This time two significant changes were made compared to the original ones in Ice Age. First of all, an additional limitation was added. These Pain Lands comes into play tapped, so you can't use them immediately upon putting them down. Secondly, again only 5 were made, but this time in the 5 possible enemy color combinations. An example of the Tempest Pain Lands is the Scabland that can produce R or W. Tempest also had 5 uncommon Lands that could be tapped for one colorless mana, or for one of two possible colored manas. If the colored mana was chosen, the Land would not untap the next turn. These are functionally the same as the Depletion Lands from Ice Age without the confusion of dealing with depletion counters. An example is the Mogg Hollows that can add either R or G to your mana pool, but then doesn't untap your on next turn.
The expansion called Invasion introduced two new types of Dual Lands. First there were 5 common lands that could be tapped add one mana of a given color to your mana pool, or be sacrificed to add one each of the two ally colors of that given color to your mana pool. For example the Ancient Spring can be tapped to add one U to your mana pool, or can be tapped and sacrificed to add WB to your mana pool. The second set of lands was a set of 5 uncommon cards that could produce either of two allied colors, but came into play tapped as a limitation. For example the Urborg Volcano comes into play tapped, but thereafter can be tapped to add B or R to your mana pool. These 5 uncommon cards were reprinted in 8th Edition as uncommon cards (for example this 8th Edition Salt Marsh that can produce U or B), I guess to replace the Pain Lands that were taken out after 7th Edition only to be added back in for 9th Edition.

In Apocalypse, it was apparently decided that the additional limitation of coming into play tapped added to the Pain Lands in Tempest was unnecessary, so a new set of 5 enemy color combination Pain Lands was introduced. These are functionally identical to the 5 Pain Lands in Ice Age, except that they combine non-allied colors together. An example is Shivan Reef that can produce either R or U. These 5 Pain Lands have been reprinted in 9th Edition (such as this Yavimaya Coast that can produce G or U). So 9th Edition has a complete set of all 10 possible two-color combination Pain Lands, making it the first Core Set since Revised Edition to have all 10 combinations represented.

Planeshift had an odd twist on the dual land idea. It introduced 5 "Trio Lands", the Lairs of five Legendary Dragons. These Lands required you to return a non-Lair Land you control to its owner's hand when you play them, but they can be tapped to add one of any of the three colors of mana needed to summon that particular Dragon. For example, Crosis' Catacombs can be tapped to add U, B, or R to your mana pool. Crosis, the Purger is a Legendary Dragon that has a casting cost of 3UBR.

An interesting variation of the Dual Land concept was introduced in Odyssey. This set included 5 lands that could be tapped to turn one mana of any color into two mana of allied colors. For example the Darkwater Catacombs could be tapped for one mana of any color (even colorless) to make UB.

Champions of Kamigawa introduced 5 uncommon Lands that were functionally identical to the 5 uncommon lands in Tempest. These lands can produce a colorless mana with no penalty, or one of two allied color manas at a cost of not untapping the next turn. This means that the Pinecrest Ridge from Champions of Kamigawa does exactly the same thing as Mogg Hollows from Tempest.

Now in the Ravnica block of expansions (Ravnica: City of Guilds, Guidpact and Dissension) the whole underlying concept involved 10 Guilds, each representing a melding of two colors of magic. Each Guild had a special rare Dual land that comes close to mimicking the original Dual Lands. Like the originals, each counts as two different basic Lands, and can produce either of the appropriate two mana colors. As a limitation, however, each comes into play tapped unless you pay 2 life when you play it - a nasty upfront cost, but cheaper in the long run than a Pain Land if you use it more than twice. And if you can afford to wait a turn before you use it, then no life cost at all! A good example is the Overgrown Tomb, a Land from Ravnica: City of Guilds that is a Swamp Forest, so can be tapped to add either B or G to your mana pool. Judging by current prices these cards are even more popular than the Pain Lands, and I wouldn't be too surprised if they make their way into a Core Set (maybe 10th Edition?), replacing the Pain Lands in that set.

Each Guild in the Ravnica block sets also had a common Land that was interesting. They come into play tapped, and you have to return a Land you control to its owner's hand when you play it. But thereafter it can be tapped to add two mana to your mana pool, one of each of the Guild's two colors. For example the Izzet Boilerworks from Guildpact adds RU to your mana pool when tapped for mana.

The Time Spiral expansion added 5 new "Mana Battery Dual Lands." This combined two concepts. The Dual Land idea I've been talking about was melded to the "Mana Battery" Land idea first introduced in Fallen Empires. The basic idea here is that these Lands can be tapped at a cost of 1 mana to add a storage counter to them. They can then later be tapped for a price of one mana and you can remove any number of storage counters you want (call it "X"). You can then add X mana to your mana pool, in any combination of two allied mana colors. So, for example, the Calciform Pools can be used to store up mana of any color, and then release the stored mana as either W or U.

Finally, the newest set to be released, Future Sight, introduced five new varieties of "Dual Land", one for each ally-color combination. Each one does something different. Graven Cairns can turn either R or B into RR, BB or a RB. Grove of the Burnwillows can add R or G to your mana pool, but each opponent gains one life (almost the opposite effect as a Pain Land). Horizon Canopy can add G or W to your mana pool, but you have to pay 1 life for the privilege (functionally the same as a Pain Land, but the wording makes the life loss unpreventable). Nimbus Maze can add W to your mana pool only if you control an Island, and U only if you control a Plains. And River of Tears can be tapped to add U to your mana pool, or B instead if you played a Land this turn.