Being a Stooge Will Only Get You So Far…

Just ask shameless GOP flunky Katherine “No Recount” Harris, who stopped the 2000 ballot recount in Florida in a baldfaced move to get Dubya instantiated as the dildo-in-chief…

From Poll: Harris doesn't have much GOP support (AP via Yahoo News):

U.S. Rep. Katherine Harris doesn't have overwhelming support among fellow Republicans in her bid to be their nominee for U.S. Senate, according to a poll released Friday, despite her reputation as being a party heroine for her role in the 2000 presidential recount.

Harris, of Sarasota, also still lags far behind in a general election matchup with incumbent U.S. Sen. Bill Nelson, a Melbourne Democrat who still would beat any Republican in the race, according to the poll by Quinnipiac University. Nelson had 59 percent to 26 percent for Harris, virtually unchanged from a month ago…

Life's tough Katie… there's a big difference between being a representative and being a senator, and you're not senatorial material.  Oh, and rot in hell, by the way.  Maybe if you weren't a party tool you'd find more support.  To say nothing of the fact that you are obviously insane:

From Florida Lawmaker in Flap Over 'Holy Water' (Rick A. Ross Institute for the Study of Destructive Cults):

Rep. Katherine Harris … is at the center of a new flap over a report that she pressed the state to treat trees with Holy Water.

Harris reportedly helped associates of the Kabbalah Centre to get officials in Florida's agriculture department to test the water as a potential curative to the canker disease then plaguing orange groves. At the time, in 2001, Harris was still serving as Florida's secretary of state, the same post she had held during the post-election fight in 2000.

According to a July 6 report in the Orlando Sentinel, at Harris's urging, state researchers worked with a rabbi and a cardiologist to test “Celestial Drops” a product “promoted as a canker inhibitor because of its 'improved fractal design,' 'infinite levels of order' and 'high energy and low entropy.'”…

Hat tip to God Is For Suckers for that last tidbit.


New Threat to National Security: Wind Farms

“The same administration that didn't want to consider terrorism when building nuclear plants is saying that windmills may be a threat to national security,”

Un-freaking-believable. Is there ANY progressive act that might help dig this country out of the hole it has gotten itself into that somebody in power won't step in the way of?

From Pentagon sued for blocking new wind power plants (AFP via Yahoo News):

The Sierra Club filed a federal lawsuit in San Francisco charging the US Department of Defense (DOD) with blocking the construction of wind power plants.

The environmental group accused the Pentagon of essentially creating a nationwide moratorium on new wind farms by barring their construction within the line of sight of military radar.

Defense Secretary Donald Rumsfeld and the DOD failed to complete a congressionally-mandated study to determine whether windmills actually interfered with radar, the suit maintained…

…”If the military can have windmills and effective radar at Guantanamo, why can't we have both in the Midwest?”…

GOOD QUESTION.


Stone Calendar?

I love stone calendars like Stonehenge–rings of stones marking days of the year or important annual astronomical alignments.  Such structures are common in many parts of the world, but until now, none have been found that originate from pre-Columbrian Amazon cultures, simply because such cultures tended to build using clay and wood.  Now, on a grassy hilltop near the village of Calcoene in northern Brazil, scientists have discovered what may be the remains of a stone calendar…

From the story Tropical Stonehenge may have been found (AP via Yahoo News):

…The 127 blocks, some as high as 9 feet tall, are spaced at regular intervals around the hill, like a crown 100 feet in diameter.

On the shortest day of the year — Dec. 21 — the shadow of one of the blocks, which is set at an angle, disappears.

“It is this block's alignment with the winter solstice that leads us to believe the site was once an astronomical observatory,” said Mariana Petry Cabral, an archaeologist at the Amapa State Scientific and Technical Research Institute. “We may be also looking at the remnants of a sophisticated culture.”…

Neat!  The Yahoo News story has some pictures of the structure.  It's pretty freaky looking.


“Inconvenient Truth” is Accurate Say Climatologists

Associated Press checked with climate scientists to get their read on the former Vice President's new documentary on global warming ”An Inconvenient Truth“, the results are an overwhelming vote of approval and confirmation for the scientific content of the film…

From article Scientists OK Gore's movie for accuracy (AP  via Yahoo News):

…The AP contacted more than 100 top climate researchers by e-mail and phone for their opinion. Among those contacted were vocal skeptics of climate change theory. Most scientists had not seen the movie…

But those who have seen it had the same general impression: Gore conveyed the science correctly; the world is getting hotter and it is a manmade catastrophe-in-the-making caused by the burning of fossil fuels…

Robert Corell, [said] “I sat there and I'm amazed at how thorough and accurate,” … “After the presentation I said, `Al, I'm absolutely blown away. There's a lot of details you could get wrong.' … I could find no error.”

Gore, in an interview with the AP, said he wasn't surprised “because I took a lot of care to try to make sure the science was right.”…

Don't get your hopes up that this means we'll actually do something about it, though:

…While more than 1 million people have seen the movie since it opened in May, that does not include Washington's top science decision makers. President Bush said he won't see it. The heads of the Environmental Protection Agency and NASA haven't seen it, and the president's science adviser said the movie is on his to-see list…

Of course Bush won't see it.  The truth is not something he concerns himself with… just like the people who vote for him.  No surprise there.  The really amazing news to be taken from the above paragraph is the tidbit that the dildo in chief actually has a science advisor!   Who'da thunkit?

Personally?  I haven't seen it yet but I really want to.  I hope that it comes out on DVD soon.


Magic Online — A Philosophical Wrangle

I mentioned in an earlier article that I wanted to write about this, so I guess now's the time.  If you had told me 2 years ago that I would become an avid MTGO player (that's Magic: the Gathering Online) I probably would have said you were crazy.  And I would have been wrong.  Nonetheless getting into MTGO has been a decision I've had to wrestle with for a number of reasons…

First a little background. Like MTG in the real world, MTGO is played with collectible trading cards (or rather, virtual representations thereof).  Also like in the real world, you have to build a deck out of your limited supply of cards.  And just like in the real world, you buy these cards in booster packs of 15 cards, or in tournament packs of 75 cards (or rather, virtual representations thereof).

And just like in the real world, these boosters and packs cost money, and not a virtual representation thereof… they cost real money.  If I walk into Newbury Comics and plonk down $3.70 for a booster pack of “Betrayers of Kamigawa“, I walk out with 15 cards I can use in a game.  Online I walk away with a bag of data, and the bag isn't real either.  When I first heard about MTGO I was interested, right up until I found out I would have to buy the cards.  But I puzzled over it for awhile, because Wizards of the Coast hadn't made up their minds what they would charge.  I figured if it was a service you paid 5 bucks a month for and got 10 “virtual packs” a month plus additional packs purchased for say fifty cents each, then it would be worth it.

Unfortunately WOTC didn't see it that way.  They believed that people would be willing to pay the same amount in the virtual world for cards that they do in the real world (i.e. $3.69 for a booster, and $11.29 for a tourney pack).  I remember when the announcement was made, most players were livid. I was too.  The sad fact of the matter was, WOTC was right.  People flocked to play anyway.  If they hadn't, the price would doubtless have dropped drastically.

Just the same it costs nothing at all to play, and there are no monthly fees, so I plonked down a little cash and bought some packs, played for a week or so, and then gave it up.  My reasons for doing so were many fold: (1) in the RW (real world), I'm a collector, and every dollar I spend online is a dollar I don't spend in the RW… I couldn't possibly manage to afford an online collection that rivaled my RW collection, (2) there will be people who's only collection is online, and these folks will have no qualms about dropping big bucks to get the hottest and most playable cards… therefore with my limited card pool, I probably will lose a lot, (3) I have lots of friends to play with in the RW, so I don't really need to play online, and (4) finally, I have nothing to show for my money spent.  Much like blowing scads of hours and dollars on EverQuest to obtain “land” and build a “castle”, there's no RW benefit.

Then over the next few years, friends quit the game, some moved away, the local game store closed down, and in fact, even I quit collecting and playing for almost 3 years.  When I came back to the game, the only place I could play was a game store about 15 minutes from my house, and then only on the weekends, and then only if I could manage to get away (which my wife is very nice about letting me do.)  And then of course there had to be people at the store to play with (sometimes there aren't.)  And so forth.  But that has worked out okay for the most part.

Then about a month back I was very busy for a couple weekends in a row, and then I was too sick one weekend to spend any time at the store.  I seriously wanted to play a hand or two of cards, and as I was straightening up my desk I found the old MTGO CD and decided to fire it up.  The game is self-updating, and after some amount of time, I was running the latest and greatest MTGO.  Again I plonked down some change for some new packs and started playing, and I had a blast.  I noted a number of things about the virtual game which are superior to the RW game.

No Physical Limitations

First, in the RW, if you have thousands of MTG cards, finding the exact card you need in your collection can be time consuming, not to mention back breaking.  My RW collection occupies a number of 1600 count card boxes, and these are very heavy.  I often find myself consulting my collection database and then moving around heavy boxes for a long time as I dig around for this card and that one, sometimes finding out only after I've dug for it that the card I want isn't in the collection because I am currently running it in one of my decks.

This doesn't happen online, all the virtual cards you own are accessible from an easy to use “virtual binder” shown at right, or a simple table layout.  Filtering and searching options are available so you can very quickly narrow down the cards to a category you are interested in (like red instants that are type-II legal and cost less than 3 mana).  Further, since your deck is just data, there's no such thing as “I can't use that card because it is in another deck.”  If you have only 1 Birds of Paradise, every “deck” you play can have 1 Birds of Paradise in it.  You are limited to only 4 of any specific card in a deck, but in the RW, for convenience, you may end up keeping 8 copies or 12 copies of a very useful card so that you can run it in multiple decks at the same time… online?  No need.

Second, in the RW, in order to play MTG you need to have a friend who is available to play the same time you are, who is in the same physical location as you, and who happens to have brought his decks with him.  If you want to play a multiplayer (i.e more than 2 players) game you'll need to coordinate even more friends into the mix.  If you want to attend a tournament, first you'll have to find one, and then travel to the location where it is being held on the date it is being held.

Online, there are thousands of players looking to play at any time of the day or night, any day of the week.  So if you wake up in the middle of the night and feel like a quick 15 minute game of MTG before going back to bed, it's just waiting for you online in virtual rooms organized by the various types of games and different formats you can play (multiplayer, 2 headed giant, standard, extended, etc.)  You can wander among the colorful avatars seated at virtual tables, sit down and watch other people play, or start your own game and invite people you've played with before to join.  I even got to play a couple games with my friend Briwei who moved away to California.  Heck there are so many games to pick from, that if your opponent turns out to be a dick, or if you're not enjoying yourself you can always quit and find another game to play.

Tournaments are always running.  If you are in the mood to play an 8-seat booster draft, or a sealed deck tournament, you can pretty much pick one you like and enter it and be playing in a few minutes (of course you have to pay to enter tournaments, and for drafts or sealed, you also need to buy packs to enter.)

Also, your entire collection is at your fingertips… you don't have to lug around a backpack or a haversack which weighs 50 pounds and contains hundreds of dollars worth of collectibles.  Making an adjustment to your deck or building a new one on the fly is more about clicking the mouse and using your brain, instead of going back home to get the cards you need.

Easier Trades

In the RW, when trading, there are a number of issues you need to worry about.  Relative value of the cards (and how current is your information in that regard), the condition of the cards (worn vs mint, etc), finding the specific card you are looking for in the other guy's trade stock, and further, keeping track of your trades so that when you get home you remember to dig them out of your bag, sleeve them, enter them into whatever tool you use to keep track of your collection, and finally having to file them away in the appropriate place in your collection.

Online you have the Internet right there, so you can check card values during a trade no problem.  Card condition is a non-issue.  Bits don't get stale.  Virtual cards are always pack fresh.  You can navigate/filter the other trader's trade stock in the same way you navigate/filter your collection.  So if you are really only interested in picking up a Scion of the Wild, it takes all of a few seconds to determine if the other guy has one for trade, instead of spending many minutes flipping pages in a trade binder.  Finally when a trade is completed, the cards are instantly available in your collection.

Rulings Up-to-Date / Errors Minimized

In the RW, over time, the rulings on cards become altered (we say, with shockingly poor grammar, that cards are errata'ed), and although each card is always supposed to be played as its newest version, there are always players who haven't heard about the “new rules”.  Further, very complicated cards may have very complicated interactions that nobody has ever considered before, this can lead to lively discussions that interrupt game play.  Finally sometimes a card with problems may slip through play testing unnoticed and end up in a printed set.  Later on this card may be banned (can't play it) or restricted (can play it, but only allowed 1 copy of it.)  Needless to say, not everyone keeps up with the banned or restricted card lists, and as a result you may find yourself in the unpleasant situation of explaining to your opponent that he can't Hymn to Tourach you twice, because hymn is restricted.  And of course, in the RW, some players cheat.  They may peek at your hand, stack their deck, and so forth.  Or to be more charitable, a player may, through inexperience, do something which is not legal, like play an extra land in a turn, play spells without paying enough mana, or draw an extra card.

Online, the software is periodically updated to account for new rulings.  There is no reason to argue because the software will properly run cards according to the current rulings.  Complex interactions are worked out by the game engine, so there is no reason to argue there either.  Finally, virtual tables are created for a particular format when they come into being.  If the person who created the table wants to play standard, and your selected deck has cards in it which are not standard-legal (like multiple copies of a restricted card) you won't be allowed to sit down at the table with that deck.  Finally, you can't cheat online, and the software won't let you do something illegal, like draw an extra card, or pay too little for a spell.

Becoming a Better Player

Finally, MTG was originally designed by people who had some background in computer science, (the game tends to appeal to software developers), and the mechanics of the game are somewhat involved.  In the RW, a lot of this is glossed over and people tend to play loosey-goosey… but online, the software makes you follow the game mechanics and as a result, makes you a better player.  You are allowed to take some shortcuts of course, but only in such a way that makes clear what you're skipping.  Seeing the game engine in operation will teach you tactics that you may not have considered.  Here's a tiny example:

I have 4 Forests and a Cloudstone Curio in play.  Cloudstone Curio says that whenever a permanent that is not an artifact comes into play under my control, I may choose another permanent that I control of the same type as the one being played and return that permanent to my hand.  I tap my four Forests and play Patagia Viper which is a flying snake with two comes-into-play effects.  Patagia Viper's comes-into-play effects are as follows: (1) when Patagia Viper comes into play, put 2 green and blue 1/1 snake token creatures into play, and (2) when Patagia Viper comes into play, sacrifice it unless blue mana was spent to play it.  So what happens in this situation?  Some small number of players would assume that the Viper just dies when I play it (because I only used green mana to play it) and nothing else happens, while others would say that I get the token snakes before the viper dies.  An experienced player who understands how the MTG “stack” works, would say this:

When the Viper enters play, 3 effects are triggered, (1) Cloudstone Curio says you may optionally return another creature to your hand, because a creature came into play under your control, (2) Patagia Viper says you get 2 snake tokens, and (3) Patagia Viper must die because you didn't pay blue to play it.  As you are the active player, when effects trigger simultaneously you control the order they are placed on the stack.  The most beneficial order in this case is to put (1) on first, then (3), and then (2).  Effects on the stack resolve last-in-first-out, so the first effect to resolve is the creation of the two snake token creatures.  When those creatures come into play, they do so simultaneously and each sets off the triggered effect on the Cloudstone Curio, each giving you the option of returning a creature you control to your hand.  Let's call these effects (4) and (5), and these go on the stack in any order you like, so the stack now has (1)-(2)-(4)-(5) on it. The last effect in, (5) (you may return a creature you control to your hand), goes off first.  Select the Patagia Viper and return it to your hand.  Then effect (4) resolves, choose to return no creature to your hand.  Then effect (2) resolves to destroy the viper because no blue was spent to play it, but the viper is no longer in play, so the effect fizzles (i.e. has no effect).  Finally effect (1) resolves, and for this effect again choose to return no creatures.  Once the stack is empty you have 2 token creatures in play, and Patagia Viper is back in your hand.  In this way you can keep casting Patagia Viper each turn, generate a bunch of snake tokens, and never sacrifice the viper.

MTGO keeps a game ticker running as you play, so anything that happens while playing (including any chat between you an the other player) is recorded.  The image at left here shows the game ticker at the bottom.  At any time during a MTGO session you can request to see a completed game you played during the same session replayed.  Doing this sometimes helps me spot strategic errors I may have made while playing.

The ability to quickly make decks, try them out against a variety of decks, and make quick adjustments to them has (IMHO) greatly enhanced my ability to make good decks and play better. Taking part in online draft tournaments is teaching me to be a better draft player.  Some of my online decks perform so well, I've actually rebuilt them in the RW and been happy to find they work just as well in the RW.  (My current fave is a deck which seems to win somewhere between two-thirds and three-quarters of the games I play it in, a win ratio I haven't enjoyed for years.)

Drawbacks

Now of course everything has its drawbacks, MTGO is still an online game, which means it relies on servers and servers can go down.  Sometimes there's lag and connection loss, and of course, if the power goes out you can't play MTGO.  But this would be true of any online game.  The biggest problem is bugs… what happens when the software doesn't properly mimic the game engine for a particular card or interaction?  Well like any other software you report the bug and hope it gets fixed soon.  WOTC does seem to be pretty good about fixing bugs.  I get software updates at least once every couple of weeks.

What About the Money?

There is however the very real matter that online packs are as expensive as real packs, but I've decided to look at it this way:

First, in the RW I am a collector and a player, but online I'm just a player.  So online I'm quite happy to trade away good cards to get just the cards I want, and I don't need to worry about completing sets and whatnot.  I do a LOT more trading online than I do in the real world, and there are even automated trading bots which will allow you to trade away your crap cards for good cards.

Secondly, you can usually get lots of rares by entering online booster drafts.  You need 3 packs to enter such a draft, and at most you can win 4 more packs, that's seven rares… but I can walk away from a draft with on average 6 to 10 rares without winning any rounds at all just by drafting them.  Then I can turn around and trade those rares to a bot to get cards I need for certain types of decks I want to build.

And finally, although you have nothing to show for your money in the RW, the same would be true if you went to a movie, a ball game, or any other entertainment venue.  So I've decided to look at it from the perspective that I am paying for entertainment (which ultimately, really is what's happening), and once I have the cards, it costs nothing to play.  I played 8 games this morning between 8 am and 10 am, and it didn't cost me a dime.  Heck I didn't even need to put on my pants!  Try THAT at the local card shop!


Creature Double Feature — If it Ain't Broke…

It never fails, no matter what, everybody in television is always trying to make their mark on something.  Which is okay unless it's your something.  WLVI (channel 56) has opted to bring back Creature Double Feature for the summer.  I loved CDF as a kid.  Many a Saturday afternoon in the 70's was spent watching crappy Japanese horror movies with my Dad.  So I greeted the news that CDF was coming back with elation.  Right up until the moment I switched it on to find that CDF now has “a host”.  A talentless hack in a tacky costume as “The Ghoul” who speaks in a phoney Romanian accent so poorly that you can't understand a word he says.  Worse yet the Ghoul has to appear at each of the extremely frequent and long commercial breaks.  We watched until we couldn't stand it anymore and then switched over to the ball game.  Even my 9 year old daughter, who loves bad monster movies, expressed irritation at the annoying Ghoul.

Thanks WLVI… all you had to do was put crappy monster movies on the air for 3 hours on Saturday afternoons.  Apparently, this is too challenging.


Smacking a Smartass

There is little in life more satisfying than putting a smart ass in his place.  What follows is a paltry triumph on my part, but a triumph nonetheless.  It involves Magic: the Gathering, and as always, requires a little background to explain…

As I've noted before:

…Most decks have 60 cards (or more) and there are general rules for deck construction: you must observe the list of banned (not permitted) or restricted (only 1 in your deck) cards for whatever format you are building your deck for, and beyond that you are only allowed 4 copies of any one card in a deck (except for basic land cards). … The basic purpose of the game is to reduce your opponent's life total from 20 to 0, and there are a number of ways to do this. The most basic way is with creature cards, you summon creatures, and then send them into battle to attack your opponent. Your opponent in the meantime is probably trying to do the same thing, and can use his own creatures to block your attacks. There are other ways to win beyond reducing your opponent to 0 life, but that is the most basic…

Basic land cards are the power sources in a game of MTG, so 99.9% of all decks are going to include basic lands, and in all likelihood the average deck will be about 33% to 40% basic land.  Everything in a deck that is not basic land is a spell, and every spell has a casting cost (a cost you must pay before you can play that card.)  This all fits into the “idea” of the game that the two players are wizards using magic to defeat each other.  The payment of the casting cost is made in mana (magical energy)–generally the more powerful a card is, the more mana it will require to cast.  The casting cost of a card is expressed in numbers and symbols that describe how much mana must be paid and the type of mana required (yes mana comes in different types).  For example, here's the casting cost for the card “Wood Elves“: .  The  means “two mana of any type”, and the  means “one green mana”.  So the spell Wood Elves costs three mana to cast–two of any type, and one green.

Mana generally comes from basic lands, and the color of the mana is determined by the type of basic land.  There are five colors of mana, and therefore five basic land types: Swamps which produce black mana (), Islands which produce blue mana (), Forests which produce green mana (), Mountains which produce red mana (), and Plains which produce white mana ().  A player is allowed to play only one land a turn, slowly building up his or her energy resources for bigger and better effects.

Early on the manufacturers of the game (Wizards of the Coast or WOTC for short) decided each color should have a particular style or personality to it.  So based on your opponents basic lands only, you can get a feel for what his her deck is probably like.

Of all the colors, the most annoying is blue, which is the color of “trickery”.  It's a popular color for tournament players, simply because it's a strong color that will increase one's chances of winning.  Unfortunately for the casual player, blue sucks all the fun out of the game.  Blue's most basic “trick” is countermagic–spells that cancel out the spells of other players. Trick number two is called bounce–spells that return cards which are in play to their owner's hands.  Trick number three is thievery–stealing or taking control of opponents' cards which are in play.  And the other basic trick of blue is dig–drawing extra cards, or searching one's deck for specific cards (i.e. more counterspells, bounce spells, and thievery spells).

The typical theme of a blue deck, therefore, is prevent the opponent from doing anything until you can fire off your big combo or huge creature or whatever.  Sometimes blue decks are called “Draw-Go” because the blue player does nothing on his own turn except draw a card, play a land, and tell the opponent to go on to his turn.  Just to give you a feel for the typical game against blue, here's a taste of what such a game might be like:

BLUE: Turn 1, I play an Island. Go.

GREEN: Turn 1, I draw a card and play a Forest. Go.

BLUE: Before the end of your turn, I play “Reach Through Mists” to draw one extra card.  Turn 2, I draw a card and play an Island. Go.

GREEN: Turn 2, I draw a card and play a Forest.  I play “Elvish Warrior”.

BLUE: “Counterspell”.  Elvish Warrior goes to the graveyard.

GREEN: Go.

BLUE: Turn 3, I draw a card and play an Island.  Go.

GREEN: Turn 3, I draw a card and play a Forest. I play “Trained Armodon”.

BLUE: “Mana Leak”.  Trained Armodon goes to the graveyard unless you can pay 3 more mana for it.

GREEN: I can't, I'm tapped out.  Go.

BLUE: Before the end of your turn, I play “Reach Through Mists” to draw on extra card.  Turn 4, I draw a card and play an Island. Go.

GREEN: Turn 4, I draw a card and play a Forest. I play “Elvish Warrior”.

BLUE: “Rewind”.  Elvish Warrior goes to the graveyard and I untap all my lands. (Lands are tapped to draw mana from them, untapping a land makes it available for more mana in the same turn.)

GREEN: Okay.  I play “Grizzly Bears”.

BLUE: “Counterspell”.  Grizzly Bears goes to the graveyard.

GREEN: GO (you asshole).

BLUE: Before the end of your turn, I play “Telling Time”.  I look at the top three cards of my deck, put one into my hand, one on top of the deck, and one on the bottom of my deck.  Turn 5, I draw a card and play an Island. Go.

Big fun, eh?  There are strategies for optimizing your chances against a blue deck, but most of them involve simply getting the blue player to burn through all of his or her countermagic, which takes a lot of time and is no fun at all.  So I generally avoid playing countermagic, except as an occasional strategy (I might run a deck with 2-4 counterspells in it, such that countering a key spell is something I do on occasion, rather than as a rule.)  But basically I want to win while the game is still fun for both players.

Which brings us, in a circumlocutious manner, back to the story of my paltry triumph.  My opponent was playing blue and red (sometimes called counter-burn, direct damage spells backed up with countermagic) and I was playing a four color deck (black-white-green-red… note the absent color). Generally the more colors a deck is the more difficult it is to play, but my deck had one goofy combo in it, which if I could get it to go off would typically put me at an advantage… but it was very risky.  The trick was to stay alive long enough to make it happen.  Unfortunately my big spell cost 8 mana, which is outrageously expensive, so in the early game, my deck was designed to get extra lands into play as quickly as possible.

The early game was uneventful.  I got slightly ahead on the mana curve, but only had one creature in play.  A tiny Wood Elves, capable of dealing only 1 damage each turn, and just about any other creature could kill it.  The only reason I play Wood Elves is because when it comes into play, it lets me go get an extra Forest and put it into play as well.  However I also played Sensei's Divining Top which allowed me to examine and rearrange the top 3 cards of my deck, this gave me the chance to rearrange my upcoming draws in the most beneficial way possible.

Then on turn 4, my opponent played Theiving Magpie.  The magpie is a staple of blue decks.  It flies so it is hard to block.  It's defensively strongish (takes 3 damage points to kill it).  And every time it hits an opponent, the blue player gets to draw an extra card, which improves his or her chances of being able to counter the spells you cast.

This was annoying but I had an answer.  My opponent had used all his mana to cast the magpie (using all one's mana is called tapping out) which meant that he had nothing left to cast a counterspell on my turn.  Which meant either (a) he didn't have any counterspells in hand, or (b) he was overconfident–which is very typical for blue players I find.

On my turn I played Faith's Fetters on the magpie, this enchantment basically turned the magpie into a completely useless lump.  It could no longer attack or block, so my opponent couldn't draw extra cards from it.  Tough winkies.  Hard to feel bad for the blue player.  It was that turn that I began attacking with my silly Wood Elves.

A couple turns later my opponent dropped a second Thieving Magpie, and this time had enough mana untapped to cast a counterspell.  In the intervening timeframe however I had drawn a second Faith's Fetters, and when I cast it, it went uncountered–confirming my suspicion that the counter player hadn't drawn any counters and was desperate to get some, hence all the card-drawing cards.

By now I was at 7 mana, and thanks to my Divining Top, I had already drawn the big spell.  I just needed one more mana to cast it, another mountain.  I had a quick way to get it in hand.  I cast Sakura-Tribe Elder, which is a tiny critter that I could sacrifice to search my deck for any basic land of my choice.  True to form, the blue player countered it… much to my wonderment.  He couldn't possibly know that I needed to get to 8 mana, and the Elder is an extremely wimpy critter.  Why counter that?  Other than being pissy about being denied the opportunity to draw all sorts of extra counterspells.

“Seems like kind of a waste of a counterspell.” I noted.

“Maybe. You can't get another land now.”

“I suppose, but I'm already at 7 with more cards in hand, aren't you worried that my next spell will be something more dangerous?”

“Well you don't get to shuffle, so your Divining Top is useless.  Have fun looking at the same 3 cards over and over.”

Ah.  He had countered the Elder to keep me from shuffling my deck.  It's a common tactic to combine the Elder with the Divining Top: if you look at the top three cards of your deck and don't like any of them, you sacrifice the Elder and pull a land out of your deck and then shuffle, putting three new cards on top.  The Top however was not rendered useless, since each turn I drew a card, and so one of the top three cards would be a new one, and I could elevate it to the top of the deck if need be.  He was under the mistaken impression that I had drawn nothing but mana and didn't have anything useful in hand.  Typical overconfidence.  And rather brusque at that:

“Well okay, if you say so.”

“Yeah.  I do.  If you win, THEN you can talk.”

Ooooookay.  Having blown the (only) counterspell in his hand the blue player was now taunting me, even after I noted that the next spell I might play may be worse.  And it was.  I played Fists of Ironwood on my Wood Elves, which when it comes into play, gives me two additional tiny saproling creatures.  And now instead of hitting for 1 a turn with the elves, I could hit for 3 a turn with the elves and the 2 saprolings.

On the following turn, I tried to play another creature that would have shuffled my deck, but this was also countered.  So I hit for 3 and said go.

“Getting a lot of use of all that mana, ha?” my opponent noted.  This from the guy who's two creatures had been locked down since they came out.

On his next turn he cast Boomerang on one of his magpies… this returned it to his hand so he could cast it again.  Which he immediately did… tapping out.  This told me he had probably run out of counterspells temporarily.  Thanks to my Divining Top I had managed to finagle Pillory of the Sleepless out of my deck.

So on my next turn I cast the Pillory on the newly reborn Magpie.  Now, once again, it couldn't attack or block, and it would cause my opponent to lose a life every turn, so now I was doing 4 a turn.  I couldn't resist.

“Getting a lot of use of those magpies, ha?”

“Oh I will.”

I was at 28 life at this point.  My opponent's life total was now under 10 but he was still supremely confident that his counter-based deck would defeat my deck which at present, he still hadn't figured out.  He had assumed that it was an amateurish deck because it had produced only small numbers of creatures and a lot of extra land.  This would be his undoing.

When my opponent reached 6 life, he played a big blocker that let him draw extra cards each turn.  In the meantime he destroyed two of my teensy creatures so I could no longer afford to attack, since he had a blocker.  That was bad for me.  I had since drawn the mountain I needed (thank you Divining Top), but I couldn't afford to cast my big spell because I knew it would be countered.  I either had to burn him out of counterspells or wait for him to tap out again.  I wasn't sure he would, his overconfidence had already bitten him twice.  This might make him more conservative.

So on my next turn, I played a small critter, and again my opponent countered it.  That was one less counterspell I had to worry about for my big spell, so I was glad to see him waste it.

“Awesome.” I said, when my spell was countered.

“Yes it is.” he noted, and then added: “Glad it makes you happy.”

“Oh nobody is happy to see their stuff countered, that's why I generally don't play with countermagic.  Countermagic is for pussies.”

“LOL”

Had I goaded him into showing off his deck's power? I hoped so.  On his next turn he took another point from the Pillory, dropping to 5 life, and then his deck “went nuclear”.  He cast Repeal, returning the magpie to his hand (destroying the Pillory), then he cast the magpie again, and another creature.  This gave him 3 usable creatures to my one.  He was now in a very strong position.  Except that he had left only 1 Island untapped.  This was not enough mana to counter a spell given the format we were playing.

“Hmmm.  Just one land untapped.” I noted.

“Yeah, so?” he asked.

Clearly he believed that it didn't matter what I cast next… which is basically stupid.  For all he knew I could be holding a dumb old burn spell in my hand that could have dealt him 5 damage.

“Oh nothing, never mind.” I said.

Now he knew I was up to something, and he had no idea what it was.  So my turn began.  I dropped my mountain and cast Warp World.  Warp World is a complicated, deservedly expensive, and ultimately chaotic spell.  It can completely upset a game, and it is very risky.  The textbox of Warp World reads:

Each player shuffles all permanents he or she owns into his or her library, then reveals that many cards from the top of his or her library. Each player puts all artifact, creature, and land cards revealed this way into play, then puts all enchantment cards revealed this way into play, then puts all cards revealed this way that weren't put into play on the bottom of his or her library in any order.

Essentially every card in play goes back into its owner's deck, then players shuffle, and deal themselves a new card for every card they picked up.  Everything in the new pile that can go into play goes into play, and everything that can't (i.e. spells that aren't permanents like countermagic, bounce magic, burn spells, etc) goes on the bottom of the deck.

It's risky because you may end up putting your opponent's best cards into play.  It's risky because you may end up putting your worst cards into play, or perhaps putting nothing but a big pile of basic lands into play.  But that's part of what makes it fun, and there are ways to mitigate the risk.  What my opponent had failed to notice was practically every spell I played so far had a comes-into-play (CIP) effect.  Fetters gained me life, Fists generated token creatures, Wood Elves got me extra land, and some of the countered critters had minor CIP effects.  A CIP effect is simply a bonus that happens when a permanent first enters play.  And my deck was chock full of them.  And I was about to put 11 random cards from my deck into play.  Since my deck was 40% land, this meant that there was a pretty good chance I would have around 6 CIP effects all in one shot, while simultaneously getting rid of all my opponent's existing permanents.  Since my opponent's deck was chock-full of countermagic, bounce magic, and burn magic, he had a pretty good chance of having a bunch of his stuff end up on the bottom of his deck where it would do him no good.

So boom.  The world ended and a new one began.  My opponent and I both got a quantity of basic lands, and 4 creatures.  Unfortunately for him, where he got burn and counter, I got enchantments, so I had more things I could put into play.  First things first, of my opponents 4 creatures, 2 were legendary. A legendary creature is special, if a legendary creature is in play, there can be no other creature in play with the same name.  If another copy of the legendary creature comes into play, both copies are instantly destroyed.  Unfortunately for my opponent, his two legendary creatures were the same creature, and so they were both destroyed… leaving him with 2 creatures, a Thieving Magpie, and some wimpy creature that was not going to help him at this point.  That was his big CIP effect for the turn.

“Awww.  That's a shame.” I noted.

So, on to my effects.  First of all, 3 enchantments had come into play, two Fists of Ironwood, and a Pillory of the Sleepless.  I immediately moved the Pillory on to the Magpie, locking it down and guaranteeing that he would lose a point of life every turn again.  The fists I moved onto my own creatures.  When the fists came into play, they in turn each generated 2 saproling creatures again, so once those effects went off I now had 8 creatures.  Then on to the comes into play effects for my creatures.  First up?  Wood Elves, not that exciting, but I now had far fewer lands than before, so going to get another Forest was good.  Next up?  Nekrataal. When old nekkie comes into play, you destroy a nonblack creature, so my opponent's wimpy critter died, leaving him only with the locked-down magpie that cost him a life every turn. Next up?  Skeletal Vampire, aka “Batman”.  When Batman comes into play, you put two additional black bat token creatures with flying into play.  I now had ten creatures to my opponent's 1 creature (which couldn't block).  Last up? Blind Hunter.  When Blind Hunter comes into play, target player loses 2 life and you gain 2 life.  So I went from 28 life to 30, and my opponent dropped from 5 life to 3 and was staring at an army of 10 creatures he couldn't block.

“Boy sure am glad I had ALL THAT MANA.” I declared.

“I should have held back so I could have countered that.”

“Um.  Yeah.”

“Well I thought your deck was simple.  I wasn't expecting a combo.”

“Clearly.  When countermagic is all you've got, you really shouldn't tap out so that you can't cast your countermagic.  Or, you could build a deck that's fun instead, and then both players could enjoy themselves.”

“Actually this deck is fun.”

“Oh yeah.  Getting all my stuff countered was a real blast.  Uber-fun.  You're the god of fun.”

“Well you didn't really get to see it go off, which is fine with me.”

“Yeah, yeah, whatever.  When you win, THEN you can talk.”

So my opponent began his next turn, and lost a life to the Pillory, dropping to 2.  Immediately after drawing his card for the turn, he quit.  I wonder what he was looking for?  I knew he was playing Pyroclasm because he had to put one on the bottom of his deck from the Warp World effect.  That would have wiped out all my little critters, but not Batman, which he still could not block.  I think though, that he was hoping to draw Evacuation.  That would have returned all creatures in play to their owner's hands.  It wouldn't have taken care of his depleted life total, but it would have given him a couple turns to try and get back on top again.

Alas, whatever he drew it was not to his liking, and he departed.  Which is fine with me.