*knocks politely*
Hey guys, may I come in?
Any time, friend. It's good to see you again, Pavor.
Thank you for the warm welcome!
Incidentally, if you are ever interested in looking through some of our old stuff, I'd be more than happy to give suggestions of how to dig into the M:EM. If not, that's cool. But if it's an interest for you, I know diving in can be a bit daunting.
Hmmm... I've never been into the concept of fanfic all that much, but I guess it'd be fun to see what you guys have come up with. So while I can't promise I'll get around to reading it anytime soon, I really wouldn't say no to suggestions. I'd probably be most into stories that are set pre-Mending and feature honest to god Oldwalkers like we used to get from WotC back in the day (if the M:EM has any of those), but I'm open to whatever you think would be a good place to start.
I'm sorry to hear about your work situation, and hopefully you find something more fulfilling soon! In the meantime, take some time for yourself and enjoy the view!
Thanks! I sure will, got to take in that good German forest mana!
And let's not forget how utterly cool the Cephalids were
Ha! How could I? I've always loved those suckers (pun intended).
I was absolutely livid when Capenna turned them into... I dunno, Mindflayers? Like, why even call them Cephalids at that point? I think that was pretty much exactly the set that made me decide I don't even want to sit down to play the cardgame anymore (outside of Cube), coming right after
Neon Travesty and in the middle of more and more non-Magic IPs. God, I hate (most of) the last few years of Magic so **** much. And current Magic. And the next three years of Magic. Retreating into my own little Cube bubble and cutting out the newer stuff was my only option, I don't want to let WotC taint all those happy memories I have from two decades of playing Magic. Sorry for the little rant.
Green: This is the hardest one... Nope, can't settle on one from the top of my head. My mind automatically drifts to wurms as Green's iconic creature type, though, which should tell you exactly how much hydras have been doing for me over the years
If we're just talking Green locations, there's always the original
Pendelhaven, which gives me the same kind of feel as a lot of those really old Magic lands, and a lot of the cards from
Legends, now that I think about it. In general, though, when I think Green locations, the two names that always jump to my head are Llanowar and Yavimaya.
Those two were certainly the first to pop into my mind as well, especially Yavimaya, but the thing is, neither of those feels as visually tight and unified to me as my examples for the other colours. I guess it's just a lot harder to make a Green location as a whole look distinct, even when the people and creatures living there do. Seeing the forest for the trees and all that
Heck, looking through
Urza's Saga, I'm almost tempted to be a hipster and pick Argoth as my Green representation for Magic's aesthetics (inluding the Basic Forests from that set, which I'm pretty sure also depict Argoth), but I guess it doesn't have quite the same exposure and cohesion that Yamvimaya does. Both forests certainly fit the "organic" magepunk aesthetic I've been talking about. Llanowar has super distict looking elves that 100% capture Magic's iconic look, but the forest itself isn't quite as memorable to me, if that makes sense. Norwood might have the coolest structures in it actually, I've always been in love with those Basic Forests from
Portal: Second Age. So yeah, I'm basically just cherry-picking stuff from all over Dominaria for this one. I'll even have to give major props to Skyshroud for being a floating aquatic forest with cannibalistic monster merfolk living between its roots. That's exactly the kind of out there alien conept that you'd expect from a "Magic original". I really like how they leaned into the semi-aquatic side of Yavimaya in
Dominaria, too, especially since Skyshroud doesn't exist anymore.
In the same vein as Kamigawa before it, while there was a MASSIVELY different visual look to Lorwyn, we still saw a good chunk of the visual concepts that Magic used as its identity. Chiefly, I think of
Goldmeadow Stalwart as having that essential Magic look to him.
You know, as much as Lorwyn weirded me out at the time for a number of reasons, I have to agree on
Goldmeadow Stalwart. I can't even quite put my finger on what it is, but the art has always stood out to me as pretty iconic. Ironically, it might not even be iconic to *Magic* per se for me, but it certainly captures the essence of *Lorwyn* really well. Then again, Lorwyn's look might have been more essentially Magic than I was willing to give it credit for at the time. When it comes down to it, Lorwyn probably just did the wrong things at the wrong time for me back in the day. It just felt like the least satisfying thing possible to follow up
Future Sight with. Combined with my dissatisfaction with the Mending, this led to a hiatus that I'd stay in until
Scars of Mirrodin (at least in terms of buying sets and caring about the storyline).
I will never say a negative word about Shards of Alara.
Fair, although I really wasn't on board with what Esper was doing visually, at least not back in the day.
Then we come to the place where I actually think the degradation and loss of identity started: Zendikar.
Now, it still had a lot of the trappings of what I would deem the Magepunk aesthetic that was integral to Magic, but there's some indefinable change that happened here. For every
Kazandu Blademaster or
Turntimber Ranger there was one that missed the mark as well. I think, on top of that, the focus on having no settlements was a big part of the damage. There was ludonarrative disconnect between having somewhere named Zulaport and that not... MEANING anything because the wilderness was the setting.
Absolutely agree. It's hard to get immersed in a setting that for all intents and purposes feels like "Rocks Fall, Everybody Dies: The Plane". At least they tried to create the illusion of scope by stretching their paper thin locations out over various continents... I'm pretty sure that makes it the only plane other than Dominaria that has all of its continents known by name.
Scars of Mirrodin then came along, and I think this is legitimately where the damage totally manifested and started to steamroll, because there had always been style guides before, but this is the first time the artists LOST a lot of the freedom to bring something of their own to the table. Instead, it started to be designs by committee and commissions dictating specific looks be used from the style guides exclusively, and this was absolutely more noticeable because of the redefinition of the Phyrexian looks and of course the disastrous step off the cliff of the Goblin redesigns. It was imitation of the Magic style, but it wasn't anymore.
I think you are on to something here. Scars was also the first time they took one of their "modern" settings that had been designed with a particular "identity" in mind and returned to it. Theros, IMO, was where they were starting to go overboard with the whole "identity" thing as such, but Scars established a separate trend in that it took a known Magic setting and made it look inconsistent as hell with the previous incarnation. Still, as mentioned above, it was also what drew me out of my post-Mending hiatus. That was partly because I had started to adjust to the new status quo and was simply happy to dive into a new Magic set again after all that time, but also because I loved Infect and was happy to see the Phyrexians come back. And since it was Mirrodin and had both Karn and some other ties to previous stories in it, Magic just
returning to established stuff felt good.
Then Innistrad came in and we saw a legitimate and intentional change from the aesthetics that defined the art of the game. Tricorn Hats for as far as the eye can see and clothes cut in a particular way.
I was kinda worried precisely for aesthetic reasons when they announced Innistrad. I just wasn't sure they'd be able to bring the look of a traditional Gothic Horror setting to Magic and do both of them justice. I was quite happy with the result, though, even though the setting
did feel like a departure from a lot of the vibes I was used to from Magic. It was certainly a good choice to keep it closer to the 18th century than the 19th, then sprinkle in some mad science and steampunk weirdness with the stitchers and geistmages. Innistrad has always felt like the most "realistic" one of the modern Magic settings to me in terms of aesthetics, something that reminds me of so many real places where I've lived or that I've visited (mostly in Germany and the UK). Innistrad being so grounded and comparatively low-magic probably made it easier to integrate into Magic's IP despite the overall aesthetic shift. And I'd argue it helped that Innistrad had to introduce absolutely nothing that didn't already exist in Magic at that point, as far as creatures or fantasy concepts are concerned. There were no whacky mythologial conepts to adapt and no literal gods to drag into it, heck, they didn't even include any non-human races (only various humanoid monsters that used to be humans, or weren't unified " fantasy races" in the usual sense). There was far less room for people to feel that anything in the setting didn't belong in Magic or that Magic was adapting a certain concept from the source material wrong. In restrospect, Innistrad also feels like the first major step in the "Early Modern Europe" direction that certain later settings would take (especially Fiora and Ixalan).
However, I think the real Nail in the coffin, and something I specifically called out at the time, was Return to Ravnica. There, we saw a homogenization of the visual aesthetic into a consistent and safe paste to be smeared over the cards. The weirdness and the actual contribution of the artists felt like they'd been reduced, and the change over into a Brand rather than an Identity was complete.
I swear, the look and feel of the guilds just got worse every time we went back there, even apart from what you said about general homogenisation... Granted, I would argue that pretty much all of the modern "returns" to established settings looked worse than the previous incarnations (and were probably worse overall, including story and gameplay). The visual thing is pretty easy to make out on Ravnica, though, precisely because we always had the previous incarnations of the guilds to compare them to. it's not
just that they reined in the artists' creative freedom and the room there was for out of the box weirdness, it's also that they took many of the elements that had previously been established and made them look different - and
worse - just for the sake of it. Which is also what happened to Mirrodin.
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Again, I could get behind that, those are some pretty good vibes. If I had to pick a word that sums up a lot of what Magic's "core look" used to be about, it would be organic, especially regarding the magitech/magepunk stuff. The Weatherlight looked like a flying fish, for crying out loud. And a lot of what Rath, Mercadia, Serra's Realm and Old Phyrexia were doing visually came down to lots of organic shapes and an integration of actual organic life with machinery (or one imitating the other).
For me, to sum it in a single word, I would have said "Swashbuckling" which is difficult to distinguish from "Piratey" but for as much of the Pirate aesthetic as there was woven into things like ships and such, there was an equal representation of the likes of what I would characterize as reminiscent of the Three Musketeers.
I can certainly see where you are coming from with that, especially if you put the Weatherlight Saga in general and Mercadia in partcular next to
Portal: Second Age. And I think that classic era of Magic comes down to lots of lightly armoured people having swordfights with some variety of vaguely curved blade, soldiers in uniforms (especially in
Mercadian Masques and
7th Edition), plus lots of tropical and nautical themes (including pirates, merfolk and sea monsters), mercenaries, wisecracking characters, dramatic escapes, some political intrigue...
In terms of potential technology, Portal Second Age had a huge impact on what I could expect.
Between the printings from that set of
Raise Dead,
Vengeance,
Alaborn Musketeer,
Nightstalker Engine,
Deep Wood and a few others, it gave me something distinct in the fantasy landscape that wasn't a mashed up reprocess of Tolkien for the dozenth time.
The Nighstalker tech in particular and the magical laser rifles some of the creatures in the set are carrying in general (in contrast to the more realistic muskets) would actually fit my idea of the "organic" style perfectly. They could have given the Nightstalkers some boring magitech vehicles with wheels to ride, but nope, they went for... robot steeds with scavenged parts from... a junkyard AND a graveyard? Like a motorcycle combined with a lawn mower but in the shape of a rabid, mutated dog or something. Wow. But yeah,
Portal: Second Age certainly pushed the envelope for what we could expect to see in Magic. Well, until the backlash about the guns made them reconsider, I guess, but I can certainly appreciate the risk they took with that set. I think I only got the full picture of what was going on in that set until a few years later, since it came out shortly before I started playing and there weren't many cards from the set in circulation among the other Magic folks I was playing with at the time. And while it took a real life technology that many considered to be too advanced or too close to real life aesthetically (fire arms), the set overall ist very clearly still doing its own, very original thing with the look of the setting. Unlike, say, Capenna or
Neon Travesty that just take very modern genres - mafia and cyberpunk - and copy-paste them into Magic whole cloth.
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Green: This is the hardest one... Nope, can't settle on one from the top of my head. My mind automatically drifts to wurms as Green's iconic creature type, though, which should tell you exactly how much hydras have been doing for me over the years
So, I find that kind of amusing.
While I had purchased a few packs and was COMPLETELY unaware of what any of it was, a guy that knew my mother got married and had to get rid of his collection, and lo, I inherited a fair few cards.
One of the first things I did was comb through and find specific creature types that enthralled me, and among them were Wurms.
Argothian Wurm, Ice Age
Scaled Wurm,
Spined Wurm,
Barbtooth Wurm and a host of others captured my imagination.
The other creature types that I took an instant interest in were Griffins, Drakes, Kavu, Apes, and Slivers.
Hell yes, I can relate. One of the first three cards I owned (about three years before I was old enough to get into Magic for real) was
Jungle Wurm from
Mirage. Wurms, to me, were just another one of those unique not-completely-alien-but-not-completely-familiar concepts in Magic that fascinated me at the time. They were very draconic but not
quite dragons, and they just looked
badass. Kinda like Drakes and Kavu, which also fascinated me, and I certainly agree to various extents to the other types you listed. I remember getting both
Razorfoot Griffin and
Gorilla Chieftain from
7th Edition with a handful of other cards as an insert in some gaming magazine at the time. Boy, did that gorilla have my attention. A raging ape with a skull for a crown and a scary bone axe? Again, the perfect mix of a familiar real-life animal with an edgy fantasy twist.