神河当時 - 侍のテーマデッキ改良案 その3
神河当時 - 侍のテーマデッキ改良案 その3
神河当時 - 侍のテーマデッキ改良案 その3
To Splash Or Not To Splash
In my mind, below are all of the cards I think have a place in my modified Way of the Warrior deck. These aren’t all of the good cards in each color (remember: I’m talking just Champions of Kamigawa now), but rather they are cards I think either a) fit right into the deck’s central themes, b) enhance the deck’s central themes, c) compensate for one or more of the deck’s weaknesses, or d) are just really cool and would make me happy in the deck. It’s likely that any cards I add from here on out are on the below list, though of course you may talk me into some different options.

(中略)

WAY OF THE WARRIOR V.2.0
Creature (27)
4 Devoted Retainer
4 Samurai of the Pale Curtain
4 Kitsune Blademaster
4 Mothrider Samurai
3 Kami of Ancient Law
3 Konda’s Hatamoto
3 Nagao, Bound by Honor
2 Sensei Golden-Tail

Instant (11)
4 Blessed Breath
4 Consuming Vortex
3 Call to Glory

Land (22)
4 Cloudcrest Lake
1 Eiganjo Castle
15 Plains
2 Island
60 Cards


引用元
INTOTHEAETHER CONTEMPLATES HIS COLORS Posted in Feature on December 7, 2004
https://magic.wizards.com/en/articles/archive/feature/intotheaether-contemplates-his-colors-2004-12-07


『神河物語』の構築済みデッキ「武士の道/Way of the Warrior」を、改良する記事を2回とりあげました(※1)。

今回は、その続きの記事です。前回同様、カードを入れ替えて戦った上で、様々な考察のもとに改良しています。

特に大きな問題は、色をタッチするかどうか、という点です。侍がいる赤や黒、コンバットトリックの緑、テンポの青、すべてを検討したうえで、白単か青タッチかの二択にまで絞りました。後は実践の結果から、青タッチを結論としています。

ちなみに、白赤が良いデッキであることは当たり前すぎてつまらない、という理由で却下となっています。誰でも思いつくようなデッキではなく、自分のデッキを追い求める姿勢は、嫌いではありません。



※1
神河当時 - 侍のテーマデッキ改良案
https://researchofkamigawa.diarynote.jp/202010232205238676/
神河当時 - 侍のテーマデッキ改良案 その2
https://researchofkamigawa.diarynote.jp/202010292208485144/

神河資料 - 神河の禁止カード
神河資料 - 神河の禁止カード
神河資料 - 神河の禁止カード
ミラディン・ブロック+神河ブロック期においては大量に禁止カードは出ました。しかし、神河ブロックからは1枚も禁止カードが出ていません。その一因として、神河ブロックは全体的にカードパワーが低いことが挙げられます。

かと言って、神河ブロックのカードがすべて問題を起こさなかったか、禁止カードにならなかったかと言えばまた別の話です。スタンダード以外にも目を向けると、禁止カードは色々でています。

ここでは、そんなカードを列挙していきます。現在、禁止解除されていても、一時的であれ禁止を経験したカードを並べます。

MTG wiki(※1)において、「神河 禁止」で検索してヒットしたかどうかで判断しています。明確な時期が不明なものや掲載漏れについて、ご指摘いただけると幸いです。



猛火の群れ/Blazing Shoal
2011年10月01日 モダンで禁止

不朽の理想/Enduring Ideal
2005年12月22日 プリズマティックで禁止
2008年12月10日 禁止解除

垣間見る自然/Glimpse of Nature
2011年08月24日 モダンで(フォーマット制定当初から)禁止

夜の星、黒瘴/Kokusho, the Evening Star
20??年??月??日 司令官戦や統率者戦で禁止
2012年09月20日 禁止解除。統率者への指定は禁止
2014年09月12日 統率者への指定も解除

星の揺らぎ/Sway of the Stars
20??年??月??日 統率者戦で禁止

梅澤の十手/Umezawa’s Jitte
2006年03月23日 トライバル・ウォーズで禁止
2006年06月23日 トライバル・ウォーズ(クラシック)で禁止
20??年??月??日 トライバル・ウォーズ(スタンダード)で禁止解除
20??年??月??日 トライバル・ウォーズ(スタンダード)で再び禁止
2011年08月24日 モダンで(フォーマット制定当初から)禁止

師範の占い独楽/Sensei’s Divining Top
2008年09月20日 エクステンデッドで禁止
2011年08月24日 モダンで(フォーマット制定当初から)禁止
2017年04月24日 レガシーで禁止

こうしてみると、それなりに枚数があります。神河のメカニズムは不発なものが多いですが、それと個別のカードパワーとは別ということです。

もっとも、メカニズムが根本的に壊れている、というのはそう多くないものです。《頭蓋骨絞め/Skullclamp》や《密輸人の回転翼機/Smuggler’s Copter》は禁止カードになりましたが、装備品や機体というメカニズムがダメな訳ではありません。むしろ良く見るカードとして定着しています。そもそものメカニズムが壊れている、というのはストーム値10クラスの、ストーム、発掘、あたりでしょう。

神河のメカニズムは、ストーム値が高いものが多いです(※2)がパワーの問題ではありません。リメイクされているものが多い(※3)あたり、コンセプトは悪くなかったのでしょう。



※1
http://mtgwiki.com/wiki/%E3%83%A1%E3%82%A4%E3%83%B3%E3%83%9A%E3%83%BC%E3%82%B8

※2
神河資料 - ストーム値
https://researchofkamigawa.diarynote.jp/202001032122145936/

※3
神河自作 - 考察:他のセットのメカニズムの再録
https://researchofkamigawa.diarynote.jp/202004032121186337/

神河当時 - 《侍の処罰者/Samurai Enforcers》のアート
As you may have read during White Week almost two years ago, White is not the color of good, but of peace and harmony by way of structure and organization. That structure and organization can sometimes take harsh forms -- in fact, nothing prevents White from taking a villainous role in a given setting, if circumstances are right.

White definitely leans toward the sinister in the world of Kamigawa. Take for example the excellent art of Samurai Enforcers, by artist newcomer Mitch Cotie:

Samurai Enforcers art by Mitch Cotie

The art description for the piece expresses the emotion here:

Location: inside the steets of a "white-aligned" village
Action: Show two or three human foot soldiers in the background being lead by a white samurai in the front. These troops serve as law enforcement and crowd control. They are marching through a crowd of peasants who reach up for help but only get pushed aside.
Focus: On the lead samurai and the foot soldiers’ strength and callousness.


Everyone sees the tough samurai marching ahead on this 4/4 Bushido limited bomb. But note the subtle detail of the peasants being shoved aside in the soldiers’ insistence on defense from the kami.

White is strong and protective, and it succeeds at preserving the peace. But it may sometimes do so at the cost of basic decency. Think about that the next time you hear someone call White Knight the "good guy" and Black Knight the "bad"!

引用元
SINISTER WHITE? Posted in Arcana on December 7, 2004
https://magic.wizards.com/en/articles/archive/arcana/sinister-white-2004-12-07


白の側面を、《侍の処罰者/Samurai Enforcers》から見る記事です。

カードの効果は武士道2を持つ4/4というシンプルなフレンチバニラで、特別に語ることはありません。

今回重要なのは、アートです。侍のそばには助けを求める農民がいます。しかし、それを意に介することなく彼らが行進する、これがアートのコンセプトです。

白は、規律・組織による平和・調和を重んじます。それは時として、犠牲を伴うものです。それがこのアートに現れています。

「白が善で黒が悪」というのはよくあるパターン・古典的イメージではありますが、絶対的なものではありません。神の乱の一因が白の《永岩城の君主、今田/Konda, Lord of Eiganjo》であり(※1)、その乱を抑えようとする一人が黒の《梅澤俊郎/Toshiro Umezawa》である、『神河物語』ブロックのストーリーはその一例と言えます。



※1
神河資料 - 《復讐の神、大口縄/O-Kagachi, Vengeful Kami》
https://researchofkamigawa.diarynote.jp/202003052154553771/
神河資料 - 《親指なしのクラーク/Krark, the Thumbless》と《千の顔の逆嶋/Sakashima of a Thousand Faces》の共闘デッキ
神河資料 - 《親指なしのクラーク/Krark, the Thumbless》と《千の顔の逆嶋/Sakashima of a Thousand Faces》の共闘デッキ
今回は僕も統率者戦のデッキを考えてみることにした。『統率者レジェンズ』の新統率者候補の中からビビッとくるのは……《親指なしのクラーク》!

(中略)

青い共闘持ちでコイン投げデッキに向いた理想的なヤツいたかな……とリストを見回していたら、いるね! 青いクラークが!

自身の統率者のコピーとなれる《千の顔の逆嶋》だ!

いわゆる「レジェンド・ルール」が適用されなくなるため、クラークのコピーとして並ぶことができる。2人でコインを投げれば、コピーのチャンスも倍!

さらに「レジェンド・ルール」はクリーチャー以外にも適用されなくなるため、《クラークの親指》を《ミジウムの変成体》でコピーし、コイン投げ1回につき4枚投げてしまうという、ギャンブルを確実に置き換えるような状況を生み出すことも可能だ。すごいぞクラーク×逆嶋コンビ!

あとは赤と青のコイン投げカード、それらを唱えるためのアーティファクトを中心としたマナ基板、肝心要の《クラークの親指》にアクセスするカード、そして各種ユーティリティを加えてデッキの完成だ。勢いで組んだリストだが、やりたいことはぎっしりと詰め込んでいるので概ね満足している。

引用元
岩SHOWの「デイリー・デッキ」 2020.11.19 クラークでコインを投げまくれ!(統率者戦)
https://mtg-jp.com/reading/iwashowdeck/0034576/


《親指なしのクラーク/Krark, the Thumbless》を統率者としたデッキの、もう一人の統率者として《千の顔の逆嶋/Sakashima of a Thousand Faces》が選ばれています。逆嶋でコピーすれば、統率者の能力を2回使えるので、統率者の持つテーマを強力にアシストできます。クラーク以外にも、例えば《イクシドールの理想、アクローマ/Akroma, Vision of Ixidor》でのパンプアップが2倍になったり、《織り手のティムナ/Tymna the Weaver》のドローが2倍になったりします。

今後も共闘もちクリーチャーが出るたび、それを逆嶋で2倍にするロマンが生れるでしょう。

神河資料 - 伝説のクリーチャーのトリビア
神河資料 - 伝説のクリーチャーのトリビア
神河資料 - 伝説のクリーチャーのトリビア
第3問
Q. 『レジェンド』のこの55枚の伝説のクリーチャーの中で、その本人以外の関係者である新しい伝説のクリーチャーを作る元になったのは何人か。
A. 4人。これまでに、《黒き剣のダッコン》、《Rohgahh of Kher Keep》、《Tetsuo Umezawa》、《Ur-Drago》に言及した伝説のクリーチャーを作ってきた。《ロフガフフの息子、ログラクフ》は『統率者レジェンズ』で登場、黒き剣の持ち主は『未来予知』にもおり、梅澤一族は『神河謀叛』と『ドミナリア』に登場、そしてウル=ドラゴに関連した始祖ドラゴンが(『時のらせん』と『統率者(2017年版)』に)2種類登場している。

第15問
Q. 『神河物語』の伝説のクリーチャーのデザインのうちで、何かを証明するための会議で作られたのはどれか。
A. 《今田家の猟犬、勇丸》

私は、会議の席上、プレイヤーの心を躍らせるようなバニラの伝説のクリーチャーを作ることはできなかったと伝えられた。そうではないということを証明するため、私は、《今田家の猟犬、勇丸》をデザインしたのだ。そして、それはセットに入ることになった。

引用元
Making Magic -マジック開発秘話- 2020.11.24 トリビアの研究 ― 伝説のクリーチャー
https://mtg-jp.com/reading/mm/0034581/


トリビア・コラムの第3回、伝説のクリーチャー特集です。第1回は以前にも取り上げたことがあります(※1)。

神河は伝説がテーマなだけあって、やはり登場しました。

もっとも、内容的にはすでに取り上げたことのあるものです(※2、3)。梅澤一族は、背景ストーリーへの関りもあってか、何度も取り上げました。今後も梅澤一族が登場するであろうことを考えると、新しいトリビアが生まれる可能性も低くないことでしょう。


※1
神河資料 - ささいなこと
https://researchofkamigawa.diarynote.jp/202001112238477653/

※2
神河資料 - 《梅澤俊郎/Toshiro Umezawa》の行方
https://researchofkamigawa.diarynote.jp/202003062010536969/
神河資料 - ニコル・ボーラスとテツオ・ウメザワ
https://researchofkamigawa.diarynote.jp/202003252049183458/
神河資料 - ネコルーの女王、ワシトラとテツオ・ウメザワ
https://researchofkamigawa.diarynote.jp/202003272005385255/
神河資料 - 《逃亡者、梅澤哲子/Tetsuko Umezawa, Fugitive》の豆知識
https://researchofkamigawa.diarynote.jp/202003281902451481/

※3
神河当時 - 《今田家の猟犬、勇丸/Isamaru, Hound of Konda》のプレビュー
https://researchofkamigawa.diarynote.jp/202004262148201320/
神河当時 - CARD OF THE DAY 《今田家の猟犬、勇丸/Isamaru, Hound of Konda》
https://researchofkamigawa.diarynote.jp/202006152036377261/

神河当時 - 《思考の鈍化/Dampen Thought》デッキ対策
神河当時 - 《思考の鈍化/Dampen Thought》デッキ対策
神河当時 - 《思考の鈍化/Dampen Thought》デッキ対策
Beating It
If you’re playing against a Dampen Thought deck there are numerous cards that can help you out but unfortunately (or fortunately, if you’re the guy doing the milling) most of them are uncommon or rare. Distress is by far the best card as taking the Dampen Thought from their hand will be game over unless they can find another one very quickly.

If you’re a blue player yourself then boarding in all your copies of Hisoka’s Defiance and Thoughtbind will give you a much better chance in subsequent games. Thoughtbind will still counter a Reach Through Mists no matter how much mana was spent Splicing additional spells onto it.

Several rares like Uba Mask, Dosan the Falling Leaf and Shell of the Last Kappa can all inflict serious harm on the Dampen Thought deck so make sure you pay attention to any of these cards as potential sideboard targets.

引用元
CREATURES? WHY BOTHER? Posted in Limited Information on December 6, 2004
https://magic.wizards.com/en/articles/archive/limited-information/creatures-why-bother-2004-12-06


昨日の記事の続きです。

今までとは逆に、相手に使われた場合の話になります。とは言っても、スペルへの対抗手段は多くありません。《困窮/Distress》のような手札破壊や、《密の反抗/Hisoka’s Defiance》《思考縛り/Thoughtbind》のようなカウンターが基本になります。

なお、後に『神河謀叛』で、秘儀連繋デッキへの完全な解答、《水面院の翻弄/Minamo’s Meddling》が登場します。もっとも、その頃には『神河物語』からピックすることがが減るので、《思考縛り/Thoughtbind》デッキがそもそも組みにくくなります。ずべらや本殿といい、こうしたデッキには少々辛い所です。ブロック制がなくなって、1エキスパンションでドラフトが完結するのも、こうしたデッキの組みやすさのこともあるのかもしれません。

神河当時 - 《思考の鈍化/Dampen Thought》デッキのピック方針
神河当時 - 《思考の鈍化/Dampen Thought》デッキのピック方針
神河当時 - 《思考の鈍化/Dampen Thought》デッキのピック方針
When and how to draft it

1. Dampen Thought
2. Eerie Procession
3. Candles’ Glow
4. Ethereal Haze
5. Glacial Ray
6. Peer Through Depths
7. Consuming Vortex
8. Psychic Puppetry
9. Reach Through Mists
10. Sift Through Sands

Dampen Thought is the card that makes the deck so it’s obviously first.

Candles’ Glow, Ethereal Haze, Glacial Ray, Consuming Vortex and Psychic Puppetry all basically do the same job – they stop you dying. Whether it’s through preventing damage, killing the creature or just stopping it attacking, it’s this suite of five cards that help you stay alive long enough to win. They are all Arcane cards in their own right and four of the five can be Spliced onto Arcane as well, although you frequently won’t have time to pay Consuming Vortex’s Splice cost. Glacial Ray is very powerful in this deck but the fact that it’s a red card can be a big drawback. This deck needs a lot of blue mana as you’ll often be casting things like Reach Through Mists and Sift Through Sands and be looking to Splice blue cards onto them. If you draft Rays you’ll probably still need access to three colours, which can hurt both of the splash colours as well as your ability to Splice everything you want. When you get it working though, Glacial Ray is far better than the other options as it removes most creatures permanently. If you get Glacial Ray running early in a match you can sometimes leave your opponent creatureless after killing their first three or four guys, at which point you have plenty of time to go about milling them to death.

引用元
CREATURES? WHY BOTHER? Posted in Limited Information on December 6, 2004
https://magic.wizards.com/en/articles/archive/limited-information/creatures-why-bother-2004-12-06


昨日の記事の続きです。

《思考の鈍化/Dampen Thought》ノンクリーチャーデッキのピック方針や重要パーツトップ10です。

《思考の鈍化/Dampen Thought》は当然として、その枚数が少なくとも《不気味な行列/Eerie Procession》でサーチすることで水増しできます。ドローカードでも同様です。

あとは基本的に相手の攻撃を捌ける秘儀カードを詰め込んでいきます。《氷河の光線/Glacial Ray》は優秀な火力ですが、それゆえに他家にもとられやすいのが欠点です。その点で言えば、他のデッキでは使われにくい、一時しのぎのカード《天空のもや/Ethereal Haze》や《精神のくぐつ/Psychic Puppetry》が連携先として拾いやすくなるでしょう。

神河当時 - リミテッドのノンクリーチャーデッキ
神河当時 - リミテッドのノンクリーチャーデッキ
神河当時 - リミテッドのノンクリーチャーデッキ
QUENTIN MARTIN’S DAMPEN THOUGHT DECK
Sorcery (3)
3 Counsel of the Soratami

Instant (18)
1 Candles’ Glow
2 Ethereal Haze
2 Consuming Vortex
3 Dampen Thought
1 Hisoka’s Defiance
2 Peer Through Depths
2 Psychic Puppetry
4 Reach Through Mists
1 Sift Through Sands

Artifact (1)
1 Long-Forgotten Gohei

Land (18)
13 Island
5 Plains

40 Cards


Yes, that’s right, zero creatures.

It should be fairly obvious as to just how this deck wins as there’s only one card in the deck that does so, and that is Dampen Thought.

Quite simply, all this deck does is stall, draw cards, and mill your opponent. Out of all the decks in the format this is obviously the one that abuses the Splice mechanic more than most. In Quentin’s deck above 17 of his 22 spells are Arcane and three of those that aren’t are the Counsels, which are there simply to assist in drawing into more Arcane spells.

引用元
CREATURES? WHY BOTHER? Posted in Limited Information on December 6, 2004
https://magic.wizards.com/en/articles/archive/limited-information/creatures-why-bother-2004-12-06


昨日の記事の続きです。内容はガラリと変わりますが、ここからが本題となります。

《思考の鈍化/Dampen Thought》ノンクリーチャーデッキの話です。土地18枚以外の22枚中17枚(77%)までもが秘儀になっています。相手の攻撃を耐えるのに、高タフネスのクリーチャーすらいないほどの徹底ぶりです。

構築でもノンクリーチャーデッキは、相手の除去を腐らせる効果がありますが、ここでも同様です。また、《深遠の覗き見/Peer Through Depths》《霧中の到達/Reach Through Mists》のような秘儀・連繋を大量に入れたデッキでないと機能しない・旨味の無いカードが簡単に拾えるのも利点でしょう。

神河当時 - ドラフトで何取る?への反響
As far as I can tell, Scuttling Death is easily one of the most under-rated commons in the format right now. Not because it’s really powerful, but because it’s a lot more powerful than people think it is. Even if you ignore all of the colour-signalling reasons Scuttling Death is still very close to being the most powerful card in the pack. Blood Rites is ahead of it and Blademaster is at a similar power level but Scuttling Death is definitely ahead of both Sakura-Tribe Elder and the Honden.

Scuttling Death is basically the equivalent of Annihilate from Invasion. It’s a five mana black spell that can kill a creature and generate card advantage. In some ways it’s worse; it isn’t an instant, and you have to be in a position to block the creature you kill, although you can sometimes take down one of the blue flyers instead. In other ways though, it’s better; you can sometimes kill two creatures, it can kill black creatures and it "draws" you a useful spell more often than Annihilate might have. It also happens to function as a four-power attacker, which is great for its cost.

Chad Ellis, whose opinions I respect highly, commented on the message board:

"I have a definite bias here towards flexibility and against expensive spells early in the draft…Scuttling Death is a good card but it’s not so hard to pick up that you need to first-pick one, IMO."

Now I don’t disagree with either of those comments. This format is about tempo and your bias should be towards cheap spells, but let’s look at the common black creatures that are playable:

Wicked Akuba, Nezumi Cutthroat, Cruel Deceiver, Nezumi Ronin, Villainous Ogre, Kami of the Waning Moon, Gibbering Kami, Scuttling Death.

(Cursed Ronin and Ashen Zubera also make the cut sometimes.)

The important thing to note is that it’s very easy to pick up two-drops and three-drops in black but there’s nothing that replaces Scuttling Death. Indeed, many of those two-drops will go ’round late as the black removal spells get drafted over them. If you don’t take a Scuttling Death when you see one there is no guarantee you’ll get another passed to you. Just because you might get a powerful card later on doesn’t mean you should pass up on the chance of getting multiples.

As I said, the only other card in the pack that beats Scuttling Death in terms of power is Blood Rites; Sakura-Tribe Elder and Honden of Cleansing Fire are significantly worse picks than Rites or Death. The problem I have with Blood Rites is that it has a double-coloured casting cost, which makes it unsplashable, as well as being in one of the shallowest and most over-drafted colours. I stand by last week’s choice and I think if you draft Scuttling Death in spirit-focused decks more highly you’ll see just how powerful it really is.

引用元
CREATURES? WHY BOTHER? Posted in Limited Information on December 6, 2004
https://magic.wizards.com/en/articles/archive/limited-information/creatures-why-bother-2004-12-06


以前の記事(※1)で、ドラフトの何取る?問題を取り上げました。

記事では、《小走りの死神/Scuttling Death》を選択しましたが、反論も少なくなかったようです。

テンポ重視で軽いカードをとる方針にも理解は示しています。ただ、同じ黒には2・3マナの優良生物が多いので、急いで取る必要はない、というのが《小走りの死神/Scuttling Death》を選ぶ理由の様です。

もっとも、こうした方針は、その時の人気のアーキタイプにもよるので、一概にどれが正解とも言いにくいでしょう。

※1
神河当時 - ドラフトで何取る?
https://researchofkamigawa.diarynote.jp/202010272202216499/

神河当時 - リミテッドの結論
神河当時 - リミテッドの結論
Conclusion
Almost eight thousand words later, I hope everyone understands why I took Cruel Deceiver over Pull Under. While only a 2/1, Cruel Deceiver is a valuable commodity as a relevant 2cc spell that is both a threat and an answer. Pull Under, on the other hand, is a poor quality 6cc kill spell (compare it to Betrayal of Flesh or Murderous Spoils) that’s too slow (it can often be replaced by one of the Rends that cost half as much). There are many more powerful 6cc spells that I’d rather be playing and with room for only two in most decks I’ll wait for those to come around and not bother wasting the draft pick.

After ten years of limited play, the most significant difference for me in Champions of Kamigawa is the harsh look at my mana curves. Despite my great success using expensive spells and only a few two-drops, I can no longer prosper with that strategy. One of the great things about Magic is the constant flux and this is no different. I’m always looking forward to my next draft and I hope the next two expansions support this new ideology.

引用元
KEEPING UP TO SPEED: AGGRESSION AND TEMPO IN CHAMPIONS OF KAMIGAWA Posted in Feature on December 6, 2004
https://magic.wizards.com/en/articles/archive/feature/keeping-speed-aggression-and-tempo-champions-kamigawa-2004-12-06


昨日の記事の続きです。

『神河物語』のドラフトは、マナカーブを重視すべきなのが、これまでのセットとの最大の違いだという結論です。

筆者は10年リミテッドをプレイしてきたベテランですが、このような変化については好意的に見ています。後の2つのエキスパンションでも、この方向性が維持されることを望んでいるようです。

まさに、変化してこそのマジックだと言えるでしょう。

神河当時 - リミテッドでの対抗策
神河当時 - リミテッドでの対抗策
神河当時 - リミテッドでの対抗策
How Can You Stop It?
Let’s say you’re the type of person who refuses to play puny little creatures – you love the huge fliers and every large legend is a friend of yours. You want big spells and big effects – how can you survive in this busy world of tempo?

Well, just as the best aggressive decks are Black or Red, the best defensive decks are often Blue or White (green, as usual, gets the short end of the stick).

Re-read the "Perils of Aggression" a few pages back and apply it to Kamigawa block. Grab as many River Kajins and Kami of Old Stone as you can. Take as many early drops as you can with a selection of tricks and Consuming Vortices to buy time. Make sure you have a Mystic Restraint or two to handle Frostwielders as well as some enchantment removal for Hondens and even a Ghostly Prison to slow down the pace or some life gain to keep out of reach of finishers. Throw in a touch of card drawing and some flying finishers and you’re good to go. Well, as good as you can get in this block; as we said, the set isn’t really built for defense. In fact, with such little kill black/red decks are forced to become aggressive where in prior years they always had some control options.

Both Hondens and Zuberas are currently popular strategies on the Internet that can be difficult for an aggressive deck to face. I suspect that these strategies have become favorites due to their effectiveness against the dominant aggressive archetype and they can certainly be a challenge. The Honden strategy is particular effective as aggressive decks will have trouble with two 1/1s a turn or gaining four life a turn or even dealing two damage a turn. Even an aggressive green or white deck still needs to have drafted enchantment removal as well as draw it at the right time. Zuberas aren’t easy either; once two of them are in play an all-out attack can be quite costly or even nullified with replacement creatures or life gain. Since Zuberas can be played so quickly and in such numbers, evasion and finishers often become useless, as the aggressive deck doesn’t have the time or opportunity to deal sufficient early damage.

The arcane strategy as demonstrated at GP Paris by Quentin Martin becomes a race to get those six or seven Dampen Thoughts through before 20 damage gets through. I’m not convinced this archetype will dominate a well-designed aggressive build though the versions that use red for Glacial Ray may be more effective against multiple small creatures. As this style becomes more popular I expect Hisoka’s Defiance and Waking Nightmare will be drafted more vigorously and we’ll have to see if that proves effective.

引用元
KEEPING UP TO SPEED: AGGRESSION AND TEMPO IN CHAMPIONS OF KAMIGAWA Posted in Feature on December 6, 2004
https://magic.wizards.com/en/articles/archive/feature/keeping-speed-aggression-and-tempo-champions-kamigawa-2004-12-06



昨日の記事の続きです。

攻撃的なデッキへの対抗策について解説されています。

赤黒が攻撃に向いていることの裏返しとして、青白が防御的です。基本的な戦略通り、壁で地上を止めて、飛行で上から殴ることになります。《古石の神/Kami of Old Stone》《川の水神/River Kaijin》のような高タフネス、《亡霊の牢獄/Ghostly Prison》のような妨害エンチャントが有力です。

また、当時流行していたずべらデッキや本殿デッキも、攻撃的なデッキに対しては有効に働きます。ライフゲインや火力効果があるので、クリーチャーの攻撃をしのぎやすくなるためです。どちらも5色にまたがるサイクルが軸のデッキなのが面白いところです。

神河当時 - リミテッドのトップコモン・アンコモン
神河当時 - リミテッドのトップコモン・アンコモン
神河当時 - リミテッドのトップコモン・アンコモン
I’m going to summarize some of the best aggressive common and uncommon cards that I’ve mentioned for each of the colors as well as any comments that weren’t made elsewhere. It is very unlikely that you could draft a deck purely from these lists, as many of the best aggressive cards are also the best cards in general and will be highly contested. And it’s not enough to blindly draft the cards; you have to build a deck too. If you have finishers or triggers based on spirits and arcane, make it a priority to grab them earlier. If you’re picking up red and white cards, aim to generate some samurai synergy.

Black Creatures
Bloodthirsty Ogre, Cruel Deceiver, Kami of the Waning Moon, Gutwrencher Oni, Nezumi Cutthroat, Nezumi Graverobber, Nezumi Ronin, Thief of Hope, Villainous Ogre, Wicked Akuba

Black Spells

Rend Flesh, Rend Spirit, Soulless Revival, Befoul, Dance of Shadows, Devouring Greed, Swallowing Plague

Blue Creatures

Guardian of Solitude, Soratami Cloudskater, Soratami Mirror-Guard, Soratami Mirror-Mage, Soratami Rainshaper

Blue Spells
Consuming Vortex, Hisoka’s Defiance, Eye of Nowhere

Green Creatures
Sosuke, Son of SeshiroHumble Budoka, Kami of the Hunt, Kashi Tribe-Reaver, Order of the Sacred Bell, Orochi Ranger, Soilshaper, Sosuke, Son of Seshiro

Green Spells
Lure, Serpent Skin, Kodama’s Might, Strength of Cedars

Red Creatures
Akki Coalflinger, Ember-Fist Zubera, Frostwielder, Hearth Kami, Kami of Fire’s Roar, Ronin Houndmaster

Red Spells
Uncontrollable Anger, Honden of Infinite Rage, Blood Rites, Blind with Anger, Devouring Rage, Glacial Ray, Hanabi Blast, Yamabushi’s Flame, Unearthly Blizzard

White Creatures
Kabuto Moth, Kami of Ancient Law, Kitsune Blademaster, Kitsune Diviner, Nagao, Bound by Honor, Samurai of the Pale Curtain

White Spells
Cage of Hands, Indomitable Will, Blessed Breath, Otherworldly Journey, Terashi’s Cry

引用元
KEEPING UP TO SPEED: AGGRESSION AND TEMPO IN CHAMPIONS OF KAMIGAWA Posted in Feature on December 6, 2004
https://magic.wizards.com/en/articles/archive/feature/keeping-speed-aggression-and-tempo-champions-kamigawa-2004-12-06


昨日の記事の続きです。

攻撃的なデッキに是非入れたい、コモン・アンコモンカードを紹介しています。カード名リストだけでなく、解説も添えられていますが、引用はしていません。

パット見ても、枚数には格差があると分かります。特に、青は枚数が少なく、サブカラーという印象です。

神河当時 - リミテッドのピック方針
How Do You Draft It?
Didn’t I say in the introduction that I’ve never been a fan of aggressive tempo decks? Why would you look to me for how to draft one?

Well, I’m going to take a shot at it anyways!

First of all take heed of everything written so far. Review the section on controlling tempo and apply it. Before you draft a card figure out where it fits into your deck. Is it a threat or an answer? Is it aggressive or defensive? Is it a relevant threat or a potential one? Make sure your mana curve is well rounded with an emphasis on an aggressive and relevant lower end. Try and include evasion and at least one finisher but never more than two or three of each. Heck, if there’s nothing helpful in the pack, counterdraft the cards that worry you the most such as Hondens or River Kajins. Just because you’re playing black is not a good reason to draft a 6cc Kami of Lunacy that’s just going to sit in your sideboard – you want your opponents playing those kinds of spells.

One thing that hasn’t been mentioned so far is color selection. If you’re planning on being aggressive, Black and Red are the first two colors you should look at. While all the colors have their aggressive options, they are much wider in Black and Red, which specializes in cheap creatures with high power and low toughness as well as point kill, finishers and aggressive mechanics. White is the next best option with efficient creatures, occasional kill and evasion and lots of tricks. Green seems like it should be aggressive with lots of tricks but it tends to specialize in larger and slower creatures and lack any sort of removal or finisher since Overrun. Blue is the least aggressive of the colors as it specializes in defensive creatures and the more expensive fliers so it’s best as a secondary color. But this isn’t definitive – blue fliers can be very aggressive if tempo can be controlled on the ground and black/red decks can use early kill as control until they can bring their late game spells online. Your primary color will likely be black or red but even green/white can throw together some aggression once in a while.

引用元
KEEPING UP TO SPEED: AGGRESSION AND TEMPO IN CHAMPIONS OF KAMIGAWA Posted in Feature on December 6, 2004
https://magic.wizards.com/en/articles/archive/feature/keeping-speed-aggression-and-tempo-champions-kamigawa-2004-12-06


昨日の記事の続きです。

これまでの内容を踏まえて、ピックの方針について解説されています。カードが攻撃的か防御的かを意識すること、マナカーブが整っているか、回避能力やエンドカードを1枚だけ入れること、デッキに入らないカードをピックするぐらいならカットする、などです。

色に関して言えば、攻撃的な面が強いのは赤黒の2つです。軽量クリーチャー、単体除去、エンドカード、攻撃的なメカニズムなどが揃っています。その次が白、緑と続いて、もっとも防御的なのが青ということになります。

神河当時 - リミテッドまとめ
Inevitability
(省略)
ChK - Let’s summarize. There are lots of small creatures and very few big creatures or creature with a high toughness, and absolutely no walls. Cheap point kill is restricted to a single common spell, which is about the same frequency as mass kill, recurring kill and 2-for-1 removal. There is no regeneration and fear is working again. A dominant keyword mechanic is aggressive and evasion and finishers are plentiful at reasonable prices.

If you ever wanted to risk inevitability, those are some pretty compelling arguments that now is the time.

Each turn that passes favors the defender as they begin to even out their spells and lands and make use of their more powerful answers.

引用元
KEEPING UP TO SPEED: AGGRESSION AND TEMPO IN CHAMPIONS OF KAMIGAWA Posted in Feature on December 6, 2004
https://magic.wizards.com/en/articles/archive/feature/keeping-speed-aggression-and-tempo-champions-kamigawa-2004-12-06


昨日の記事の続きです。

ここまでの内容をまとめています。

小型クリーチャーが多い。
大型クリーチャーや高タフネスクリーチャーが少ない。壁はゼロ。
安価な単体除去はコモン1枚のみ。全体除去やシステムクリーチャーや2対1の除去と同程度。
再生はない。
畏怖は機能する。
主要メカニズムの武士道は攻撃的である。
回避能力やエンドカードは軽く、枚数が多い。

このため、安定性を重視するデッキより、攻撃的なデッキに有利なというのが結論です。



余談
Inevitabilityは辞書では「不可避」とありますが、今回は「安定性」と解釈しています。
定訳があるのだと思いますが、分からなかったので仮にこのような訳としました。
英語版Wikipedia「MTGのデッキタイプ」の項目にも「Tempo vs Inevitability 」という軸があると書かれているので、それなりに使われている用語だと推測しますが。
https://en.wikipedia.org/wiki/Magic:_The_Gathering_deck_types
神河当時 - リミテッドのメカニズム
神河当時 - リミテッドのメカニズム
神河当時 - リミテッドのメカニズム
Aggressive Tone

Some environments are just better suited for aggression than others. Lots of consistent evasion such as shadow or fear (outside of Mirrodin) indicates the possibility for quick games. If Flanking, First Strike, Trample or Haste are plentiful then early attacking becomes more likely. If the defining attribute of the environment is 2/2 morphs for three mana then defense returns to favor.

Our first indication that aggression is cool and trendy is the bushido mechanic. In an environment of smaller creatures a +1/+1 boost represents a significant improvement. While helpful for both aggressive and defensive decks, of the fifteen common and uncommon creatures with bushido, only one costs more than four mana and only two have a toughness greater than 2. The mechanic reeks of aggression as bushido is combined with Haste (Ronin Houndmaster), First Strike (Kitsune Blademaster) and bonuses for attackers (Nagao, Bound by Honor).

There is also the unnamed green mechanic where a damaged creature remains tapped for an additional turn. This acts as temporary form of evasion or delay that can be utilized by aggressors (Orochi Ranger) and defenders (Matsu-Tribe Decoy) though experience has shown it more useful on offence.

There are two primary keywords to watch for when determining how defensive an environment will be:

1 Defender (Walls)
(省略)

ChK - There are none. Not one. Zero. Nada. Zip. This is the only set outside of Arabian Nights that does not have at least one wall in it. Enjoy it while it lasts.

2 Regeneration
(省略)
ChK - One creature - Kashi-Tribe Reaver, and not only does it cost four mana, it takes more to regenerate it. At the fringes there is Villainous Ogre but only when there’s a demon in play and even then it can’t block, making it purely aggressive anyway. Serpent Skin does the trick but it’s expensive and replaces playing a creature on the third or fourth turn while risking a two for one exchange. Numai Outcast does regenerate for only , but it also costs 5 life. And it’s a 1/1 for four mana – not quite the defensive expert we’re worried about. Regeneration is essentially non-existent in Champions of Kamigawa.

3 Finishers
(省略)
ChK - There are plenty. Thief of Hope or the various red pingers are a consistent but effective method of dealing those last few points. While Blood Rites is a slow substitute for the easy-to-use X spells, Devouring Greed and Devouring Rage are both common, if risky, methods of dealing significant damage unexpectedly and Strength of Cedars is an exciting surprise on a lowly Zubera that was supposed to slip through for just one. Aggressive evasion is best packaged on the nimble Nezumi Cutthroat but it is readily available from other sources. Kami of the Waning Moon and Guardian of Solitude exist purely to give other creatures evasion while Kami of Fire’s Roar and Teller of Tales remove blockers while also exerting some board control themselves. Significantly, defense is so porous that there is very little demand for Unearthly Blizzard or Terashi’s Cry despite both being Arcane and able to remove multiple blockers for a turn, though with Dance of Shadows and Lure doing all that and more, this may not be such a surprise.

Champions of Kamigawa is a very aggressive environment.

引用元
KEEPING UP TO SPEED: AGGRESSION AND TEMPO IN CHAMPIONS OF KAMIGAWA Posted in Feature on December 6, 2004
https://magic.wizards.com/en/articles/archive/feature/keeping-speed-aggression-and-tempo-champions-kamigawa-2004-12-06


昨日の記事の続きです。

今度は主にメカニズム面から分析しています。

特徴的なメカニズムとしては、例えば武士道があります。武士道を持つのは小型クリーチャーが多く、《浪人の犬師/Ronin Houndmaster》《義理に縛られし者、長雄/Nagao, Bound by Honor》など速攻や攻撃時ボーナスなどの攻撃的能力も備えています。

「防衛(壁)」クリーチャーは『神河物語』には1枚もありません。壁クリーチャーも同様です。このセットからキーワード能力「防衛」が設定されたので、この枚数は意外に思えるかもしれません。

「再生」カードは、4枚あります。ただ、《悪逆な大峨/Villainous Ogre》はデーモンが必要かつブロックには使えなかったり、《沼居ののけ者/Numai Outcast》は5点のライフが必要だったり、と防御的デッキには向いていないものです。

メカニズムではありませんが、攻撃的デッキにおける「フィニッシャー(エンドカード)」についても分析します。これは非常に多いです。《希望の盗人/Thief of Hope》やティム(ピンガー)による本体へのとどめ、《貪る憤怒/Devouring Rage》や《杉の力/Strength of Cedars》による大幅パンプ、《欠け月の神/Kami of the Waning Moon》や《孤独の守護者/Guardian of Solitude》による回避能力の付与、《火の咆哮の神/Kami of Fire’s Roar》や《伝承の語り部/Teller of Tales》によるブロッカーの一時的排除といったように種類も豊富です。

総じて攻撃的デッキに有利な環境というのも納得でしょう。

神河当時 - リミテッドのクリーチャー
神河当時 - リミテッドのクリーチャー
神河当時 - リミテッドのクリーチャー
Creature Quality
Before rushing to pick 2/2s for two mana early, it’s critical to check whether the set has the appropriate creature tools to design an aggressive deck. And perhaps more importantly, you need to make sure the defensive options are limited or surmountable.

The generic creature is the "Gray Ogre" – a 2/2 for three mana. As a rule of thumb, independent of specific abilities or hindrances, any creature with a power equal to or greater than its casting cost such as Wretched Anurid is efficiently aggressive and any creature with a toughness strictly greater than it’s casting cost such as Angelic Wall is efficiently defensive. The creatures that bleed into both groups or have a high combined power and toughness such as Ember Beast are generally excellent overall and can function either way, depending on their abilities. Generally a minimum power of 2 is required for a creature to be considered aggressive though exceptions can be made for 1-power creatures with aggressive abilities such as Slith Firewalker.

There are exceptions to every rule, especially when abilities are taken into account. Thoughtbound Primoc, a 2/3 flier for three mana, can be considered aggressive as not only does it have evasion, it has a high relative toughness for a flier that will allow it survive combat with most other fliers under five mana. Fog Beast, despite being a 4/2 for only three mana, cannot be considered aggressive as there are so many situations where it cannot attack that it is best thought of as a wall (see "Defender" below).

With all of this in mind, there are three primary creature concerns when considering your aggression options:

1 Efficient High Toughness Creatures
(省略)
ChK – Eighth Edition may have ten low-cost high-toughness common and uncommon creatures but in Champions of Kamigawa there are only four – River Kajin, Harsh Deceiver (which lacks a second point of power), Kami of Old Stone and Sosuke, Son of Seshiro. In Kamigawa it is significantly less likely that your aggressive creatures will be effectively held off in the early game by high-toughness creatures.

2 Large Creatures
(省略)
ChK - By my rough calculations, the average playable creature in Champions of Kamigawa has the same power as the creatures in Onslaught (the last set with a standard color spread), but approximately one less point of toughness. The generic 4/4 green creature for five mana is not available for the first time since Urza’s Saga (where it was a 4/5 Blanchwood Treefolk). The largest reasonable creature is the 5/5 Moss Kami, and the 5-slot is empty. This means that small creatures have free rein to cause trouble without worrying about having to gang-block a giant beast early on. There are also no 2/3 or 3/3 creatures for three mana – the early game can be dominated by the tiny, especially if they have bushido.

3 Availability of Efficient Aggressive Creatures
(省略)
ChK - If there aren’t any big creatures then by default there must be a bunch of small ones, but are they efficient? In a word, yes. There are nine 2/1 or 2/2 non-rare creatures for two mana. While Odyssey block had similar numbers, most of those creatures came with significant disadvantages. Phantom Whelp and Mad Dog are no Wicked Akuba or Hearth Kami, and Crypt Keeper is definitely no Nezumi Cutthroat. There are also the Zuberas and even some playable 1/1s with evasion such as Soratami Cloudskater. And not only are they aggressive, they often have abilities that make them useful in the late game. They can destroy artifacts or enchantments, turn land into cards, or pump up for extra damage when they get through. This alleviates the risk of playing smaller creatures as they retain usefulness in the late game.

引用元
KEEPING UP TO SPEED: AGGRESSION AND TEMPO IN CHAMPIONS OF KAMIGAWA Posted in Feature on December 6, 2004
https://magic.wizards.com/en/articles/archive/feature/keeping-speed-aggression-and-tempo-champions-kamigawa-2004-12-06


昨日の記事の続きです。

除去に続いて、クリーチャーの質を3つの観点から見ています。

「低コストのタフネス4以上のクリーチャー」は、コモン・アンコモンを通しても《過酷な詐欺師/Harsh Deceiver》《古石の神/Kami of Old Stone》《川の水神/River Kaijin》《せし郎の息子、そう介/Sosuke, Son of Seshiro》の4体しかいません。これは攻撃的デッキにとって有利です。

「ファッティ」ですが、緑の5マナ4/4が『ウルザズ・サーガ』以来で初めて不在になります。6マナ5/5の《苔の神/Moss Kami》がようやくいる程度です。小型生物にとっては、チャンプブロックをする機会は減るでしょう。また、3マナ3/3や2/3がおらず、これも小型のクリーチャーが支配的になる要因です。

「効率的・攻撃的なクリーチャー」は、具体的には2マナパワー2です。コモン・アンコモンだけでも、9体も存在します。枚数だけなら『オデッセイ』も同じですが、《幻影の仔/Phantom Whelp》《狂犬/Mad Dog》のようにデメリットもちばかりです。それに対して、『神河物語』では《鼠の殺し屋/Nezumi Cutthroat》を筆頭に《血塗られた悪姥/Wicked Akuba》《かまどの神/Hearth Kami》のような攻撃的性能を備えた生物にあふれています。
神河当時 - リミテッドの除去
神河当時 - リミテッドの除去
神河当時 - リミテッドの除去
The Perils of Aggression and Champions of Kamigawa
Despite the many of benefits of aggression, historically sets have not been aggression-friendly. I’m going to go through an extensive list of things to investigate before you choose the aggressive option and then see how it applies to the current set.

Efficient Removal and Tricks
The bane of the aggressive deck is efficient low-cost common and uncommon removal. Such removal comes in many forms:

1. Point removal such as Shock, Pacifism or Terror
(省略)
ChK - In the entire set, Glacial Ray and the uncommon Reciprocate are the only kill spells under three mana, which suggests that the Ray would be popular even if it didn’t have splice. Consuming Vortex and Eye of Nowhere are the bounce alternatives, with the Vortex being a sought after card due to its instant nature. Compared to Mirrodin with Terror, Electrostatic Bolt, Shatter, the Spellbombs and Shrapnel Blast, it’s a lot easier to keep creatures in play in the early game.

2. Recurring removal such as Sparksmith, Auriok Transfixer or Prodigal Sorcerer
(省略)
ChK - Kitsune Diviner and the uncommon Honden of Infinite Rage are the only recurring removal available for three mana or less (Bloodthirsty Ogre is too situational and too slow) and both have restrictions as to when they can be used. Beyond that we have Frostwielder and Innocence Kami (which are effective but pricey) while Hankyu makes even the Ogre look speedy. Not quite comparable to Mirrodin with Spikeshot Goblin, the Crystal Shard or Granite Shards and the aforementioned Transfixer and Viridian Longbow.

3. 2-for-1 creatures such as Shock Troops, Nekrataal or Man-o’-War
(省略)
ChK - "Free" two-for-ones are increasingly rare in Magic since Flametongue Kavu dominated the tournament scene. Pain Kami is a quality card but it doesn’t have quite the immediate impact due to the mana requirements of the activation. The Zuberas, in particular the Ember-Fist Zubera, are the closest equivalent and even then the second effect is rarely game breaking. Scuttling Death is a bit more expensive but perhaps represents the best situation as soulshift provides a possible 3-1 advantage with the correct board situation. Mirrodin came up short here as well with the excellent Viridian Shaman followed distantly by the Goblin Replica and Nim Replicas.

4. Mass removal
(省略)
ChK - In Champions of Kamigawa only Hideous Laughter will destroy multiple creatures with more than one point of toughness and unfortunately that includes every common and uncommon creature that it shares a color with (black) except the two difficult-to-play demons (ignoring Deathcurse Ogre). Infest, on the other hand, while effective against many of the black Mirrodin creatures, worked excellently with the large number of available artifact or artifact-equipped creatures. As players realize how important mass removal has become in this speedier environment, Yamabushi’s Storm has rapidly gained popularity, especially when compared to Wail of the Nim or Tremor in past blocks. Even Myojin of Cleansing Fire, the high-end rare mass kill, costs eight mana instead of the usual six, indicating a definite preference for aggressive play by the designers.

引用元
KEEPING UP TO SPEED: AGGRESSION AND TEMPO IN CHAMPIONS OF KAMIGAWA Posted in Feature on December 6, 2004
https://magic.wizards.com/en/articles/archive/feature/keeping-speed-aggression-and-tempo-champions-kamigawa-2004-12-06


リミテッドの、特にアグロデッキについての長文記事です。

まず、攻撃的デッキ・防御的デッキの分類、攻撃的デッキの利点について書かれていますが、一般的なものなので省略します。

次に、『神河物語』がどちらに有利な環境なのか、除去の視点からの解析です。

「ピン除去」「くり返し使える除去(特にシステムクリーチャー)」「2対1交換ができる除去」「全体除去」の4つに分類しています。

その結果、『神河物語』で該当するカードは少なく、クリーチャーが生き残りやすい環境とのことです。2番目や3番目は、最近でも減少傾向にあります。当時からすでにその兆しがあったのでしょうか。また、2対1がとれるカードは減少しているのは、戦闘ダメージがスタックに乗らなくなったこともあります。

ちなみに、コンバットトリックは、攻撃的デッキ・防御的デッキのどちらでも活用できるとのことで、4つの分類には入りません。枚数は、標準的とのことです。
神河当時 - 《沈黙の預見者、ウヨウ/Uyo, Silent Prophet》のアート
The art for Uyo, Silent Prophet originated as packaging art for Champions of Kamigawa.

Champions of Kamigawa packaging art sketch 1 by John Bolton

Champions of Kamigawa packaging art sketch 2 by John Bolton

Uyo, Silent Prophet final art by John Bolton

As the art pointed toward a Moonfolk with a powerful magic-manipulation ability, R&D made it into the legend you know today.

引用元
SKETCHES OF UYO Posted in Arcana on December 6, 2004
https://magic.wizards.com/en/articles/archive/arcana/sketches-uyo-2004-12-06


《沈黙の預見者、ウヨウ/Uyo, Silent Prophet》のイラストに関する記事です。

強力な魔法操作能力を持つムーンフォークであることを示唆するイラストであったため、このような(能力を持つ)伝説のクリーチャーになったようです。

神河当時 - なぜ使えないカードを作るのか?
神河当時 - なぜ使えないカードを作るのか?
How in the world can this card ever be useful?
… Too many players make a fundamental mistake when they ask that question. Without realizing it, they are asking “How in the world can this card ever be useful to me in the games I play?” And often times, the answer is it cannot. But that doesn’t mean it’s not useful in any type of game. The card you discard as useless, might be good in Limited, or Block constructed, or Two-headed Giant, or Singleton Prismatic on Magic Online, or it’s perfect for the N slot in Alphabet Magic (forty cards decks with fourteen basic lands and twenty six others cards starting with each letter of the English alphabet).

In addition, there’s a small niche of players (a subsection of Johnny) that takes great pleasure in finding uses for cards that appear useless. One of my favorite decks of all time that I built involved killing my opponent with a Sorrow’s Path. (If you’re unfamiliar with the card, check the link and you’ll see I had my work cut out for me.) Finally, there is simply a need for some number of bad cards to allow novices the ability to learn and grow as a player. Learning a card like Eternal Warrior (or the modern equivalent Vigilance) is weak has been a useful learning tool for many players.

引用元
UP AND DOWN Posted in Making Magic on December 6, 2004
https://magic.wizards.com/en/articles/archive/making-magic/and-down-2004-12-06


カードであれ、コラムであれ、必ずしも称賛ばかりではありません。この記事では、寄せられた批判に対してマローが答えています。

「このカードは一体全体なんの役に立つのか?」という質問に対しては、「その質問をしている人は想定しているフォーマットが狭い」「使えなさそうなカードの使い道を考えるのが好きなプレイヤーがいる」「初心者向けに作られている」が答えです。

最後の初心者向けのカードの例として、《永遠の戦士/Eternal Warrior》やその神河バージョンである《警戒/Vigilance》が挙げられています。

《警戒/Vigilance》は、《飛行/Flight》《畏怖/Fear》のように、キーワード能力を与えるだけの、キーワード能力と同名のオーラです。警戒が新しくキーワード能力として設定されたこともあって、このようなカードが作られたのでしょう。

これと同様の例が、後の《絆魂/Lifelink》と言えます。キーワード能力の「絆魂」は『未来予知』で制定されたのに対して、オーラの《絆魂》が登場したのはその2年後の『基本セット2010』でしたが。

神河当時 - ルールQ&A 2004/12/04
Q: You answered a question where sacrificing a creature in effect countered a Peer Through Depths (with Glacial Ray spliced on) because the "target" of the Glacial Ray part no longer had a legal target. What if the same scenario happened with one "targeting spell" spliced on to another "targeting spell"? –Dan

A: The key is that the Peer Through Depths with added Glacial Ray text is a targeted spell, and all of the spell’s targets (only one) became illegal. If you were to have a targeted spell with another targeted spell spliced onto it, then you’d have a spell with two targets. In that case, both targets (ie: all of the targets) would have to become illegal in order for the spell to be countered. If only one target were illegal, the spell would ignore that target but otherwise resolve normally for the other target and any untargeted parts [CR 413.2a].

引用元
AN UPDATE ON THE UNH TRUCE, AND QUESTIONS QUESTIONS QUESTIONS Posted in Feature on December 4, 2004
https://magic.wizards.com/en/articles/archive/feature/update-unh-truce-and-questions-questions-questions-2004-12-04


毎週更新のQ&A記事です。

連繋したことで対象が2つ以上ある場合に、1つだけが対象不適正になったらどうなるのか?といった質問を始めとして、連繋や反転の質問が多かったようです。

武士道や転生のシンプルさに比べて、ルール的に複雑なところも、メカニズムに人気がない原因なのかもしれません。

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