Why does this sign not read “Ixalands”?

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@magicthegabbling
Why does this sign not read “Ixalands”?

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Hanging out with some planeswalkers at Hascon.
The secret is out: Mark Rosewater is the secret identity of Gideon Jura.
Let me put this a different way: isn't it somewhat offensive to assume that minorities can't identify with characters that don't look like them? Shouldn't a character's personality, motivation, and life experiences (which representational characters have gotten a criminally small amount of) be much more important than physical appearance?
We print a merfolk. I get letters saying “A merfolk - yeah! Thank you.”
We print an ethnicity (or other attribute) we haven’t printed before. I get letters saying “Thank you so much. You have no idea what this means to me. I’ve played Magic for many years and finally seeing a character that looks like me gives me this sensation that’s hard to describe. It’s something I didn’t realize how much I needed untilI saw it. It makes me feel included and accepted. Thank you, thank you, thank you!”
I’m encouraged to make more of the first (and once again we will), but, wow, am I really encouraged to make more of the second.
There's been a lot of discussion of representation on MaRo's blog lately. While it's fun to see some of the dunderheads get patiently and repeatedly repudiated (clue: anyone who uses the term 'SJW' as a derogative is a dunderhead), and heartwarming to see people respond positively, I think what a lot of people overlook is this:
Just having this discussion out in the open, in the calm, reasonable manner that MaRo brings to his blog, is important. Not for the people already firmly entrenched in their position, but for all the people in the middle, who haven't been exposed to these issues and who are still working through their own feelings about it. MaRo is doing great work by his persistence and patience.
In short, representation is not important just for the people being represented, but for other people to see that representation.
I played in the main event at Grand Prix San Jose over the weekend. I did not do well, going 1-3-1 with a Red/White deck which was splashing Blue for a couple of cards. It takes a special kind of (lack of?) skill to draw a match playing a RW deck in Aether Revolt, I think!
In that match I stumbled on a 5-card interaction about which I said in-game, “This has to be the dumbest combo ever.” Indeed, pulling off this combo allowed me to stall out long enough to draw the last game. If the first game of the match hadn’t gone 25 minutes, maybe it would have eventually gotten me the win.
Here’s what happened:
We had achieved a board stall other than the cards I describe. My opponent was on Blue/White control, and he had two key cards, Gearseeker Serpent and Consulate Skygate.
He had plenty of mana to activate the Serpent’s ability, so he was hitting me for 5 life per turn. I forget what the life totals were, but I think we were both in the 10-15 range.
For my part, I had my one bomb out, Aethersphere Harvester, and could crew it with a Spireside Infiltrator, which would do 1 point of damage to him whenever it crewed.
As a small side-node, I also had a Frontline Rebel on the board, and I’d use it to crew the vehicle too, so it wouldn’t have to attack. But that didn’t have any impact on the game or the combo.
So I’d attack with the Harvester each turn, spend an energy to give it Lifelink, the Skygate would block it, and I’d gain 3 life, meaning his serpent would only net 2 damage to me per turn, while I’d do 1 damage to him per turn.
But wait, wouldn’t I run out of energy after two turns? Sure, except that I also had a Decoction Module, and 7 mana.
So after my attack, I’d spend 4 mana to return the (crewed) Harvester to my hand, and then spend 3 mana to play it again, gaining 2 energy, and thus netting 1 energy per turn. (Though in fact I forgot about this trigger a couple of times - too many things going on!)
Finally, I had Sram, Senior Edificer in play, so every time I replayed the Harvester, I’d also draw a card.
So in effect, each pair of turns (his and mine) I’d lose 2 life, he’d lose 1 life, and I’d draw an extra card.
Conceivably if I’d managed to draw into something like my Whirler Virtuoso or Spire Guard (remember my Blue splash? Those are the reason) I could have taken a turn off from using the Decoction Module to play them and have another flyer in play, and speed things up. But we went to turns and ended up drawing before that happened.
I have very mixed feelings about sealed deck - the high variance of the card pool can be really soul-crushing at times - but you do run into some funny interactions when playing it.
Would a U/R spell be more likely to get rummaging or looting?
It could have either.
I look forward to the 1UR sorcery which reads: “As an additional cost, discard a card. Draw 3 cards, then discard a card.”

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"It’s not just that they go to the graveyard. They can also only be returned by your opponent. You don’t have the ability to abuse the system like you do with the graveyard." In current standard, I can process your exiled huge creature, then get him into play with Necromantic Summons or Ghastly Conscription. Does that not count as abusing the system?
You missed my point. If you opponent doesn’t want the creature in your graveyard he can chose to leave it in exile. You can’t control if it gets out of exile.
I think the questioner was asking whether it's abuse that you can process your opponent's huge creature and then reanimate it with a card that puts a card from ANY graveyard onto the battlefield.
However, I agree with MaRo that it's not abuse, because:
1. First someone has to get the huge creature into exile. Ingest is a bad way to do this because you have very little control over what gets ingested - a land, a huge creature, or something in between.
2. Then you need a card which can process it into a graveyard.
3. Then you need the reanimate on card.
4. If you're playing an eternal format with such reanimation cards, taking that approach to get an opponent's huge creature into play on your side is so inefficient that you'll probably lose the game while you're trying to do it. And that's assuming they don't insta-kill it as soon as you do.
Once in many thousands of games maybe you'll pull it off, it will matter, and it will be cool, but that's not abuse.
Could we get a mechanic that counteracts menace in the same way that reach counteracts flying?
I’m going to channel Devin Low from when he was a judge in the first Great Designer Search:
We have that ability. It’s called “block with two creatures”. : )
There's even a card which counteracts Menace: It's named "Dragon Fodder".
The Look of the New Magic Website
In June, Wizards rolled out a new look for the Magic web site. It now looks like this:
Almost any change Wizards makes to their on-line status quo comes under a lot of scrutiny from the community, and there is a lot of criticism just because it's different (well, I think the critics don't think they're criticizing just because it's different, but often I think they are). Personally I let a lot of these changes slide, because overall I think Wizards are doing their best and in general they do ultimately move things forward, if often not as fast as people would like.
But it's been a month and a half, and I'm still scratching my head over a number of the changes they made. Here are some of the things I find most perplexing (and sometimes downright annoying) about the new design:
The base-black color scheme. I think that designing a site so that its dominant colors are dark is generally a bad idea, because dark colors tend to be unwelcoming, even unsettling, to casual visitors. Also, white-on-black text can be hard to read. This design even uses gray-on-black text, which can be worse for some readers. For some sites, of course, base-black or other dark colors is reasonable, but those are usually sites where dark colors is an intrinsic part of what the site is about. (For example a goth-themed blog, or a site on abandoned structures.) Now, the Magic 2015 visual design seems to be based around black (probably due to the signature card being Garruk, Apex Predator), so if they're planning to refresh the site color scheme for each new set, then that might make sense. But it makes me wonder why they decided to release this new design for this set, rather than waiting for one whose colors are more inviting.
As I recall, when the site redesign went live last month, the article links didn't have the authors' names or the column names on the main page, which made it hard to figure out which columns were which - a problem since I suspect most people, like me, don't read every column. They've fixed that for the articles of the current day, but not for the archived articles, so it's a partial fix at best:
In order to read an article published today you must click on the "Read More" link, you can't click on the article's title. Clicking on titles to jump to articles is standard on the Web, so this is flat-out a poor user experience. Even after a month I still click on the article titles when I go to the site and am briefly perplexed that doing so doesn't work.
There's still no RSS feed for the articles. Since almost every regularly-published site I read on the web I read via feeds (I use NewsBlur), this means that I am almost never reading the articles on the site anymore, whereas I followed them regularly via the feed for the old design. I am trying to make an effort to read my two favorite columnists (Mark Rosewater and Marshall Sutcliffe), but it's really hard.
The Gatherer page has removed the option to get the results of a search in Text Spoiler format, which is a big blow for people (like me) who use that data to keep our own database of our collections.
I would like to say that the new design has a few nice features over the old design, but other than just being a visual refresh (which I agree the site needed), from a design and functionality standpoint I think it's a couple of steps backwards overall. And yes, I have sent them feedback on several of these points.
In truth, I think the Magic staff at Wizards are generally very good their core skills: They're great game crafters, they've clearly got the business end of producing the game nailed down, and I think they have a talented set of programmers (every time I play Magic Online I'm impressed with what a wide range of game scenarios they have to deal with, and almost always do, and when they don't the issue is usually a small inconvenience and nothing more - that surely takes an impressive amount of work to get right).
But I am often perplexed at the approaches they take to visual design and user experience in their digital sites and products. Having an RSS feed for a daily article site and not removing features like the Text Spoiler in Gatherer seem minimum functional requirements, not things still left undone a month and a half after launch.
I'm trying to stay optimistic, though. But until the RSS feed is back I'm just not going to be checked in very regularly.
The Agony of Defeat
The big thing I'm struggling with a lot when drafting on Magic Online is losing.
I did a JBT draft yesterday, though I had an okay deck, and got beaten - badly - in the first round. I had a White/Black midrange deck, and got schooled by a Red/White aggro deck.
Since I won a draft a few weeks ago, this is the third draft where I've lost in the first round. And only in one of those drafts was I even competitive in the match (last week I narrowly won the first game, narrowly lost the second game, and was run over in the third game).
It's pretty tough to just lose in the first match three times in a row. It makes me wonder whether I even have any business playing 8-4 drafts, or drafting at all. What am I doing wrong, and how can I figure it out and fix it? My decks have obviously not been great, but have they really been that bad? Maybe they have. But how do I draft better? I'm not really sure how to evaluate my drafts, whether I could have really done something to make the decks significantly better.
I'm trying to remember that it's only three drafts, and that maybe I had a couple of bad drafts, but maybe I also ran into the best deck in the pool in the first round in one or more of them (the deck in yesterday's draft was awfully good).
But I'm finding it really hard to figure out how to get past this.
If red can't get enchantment removal "just because it's random", why should blue get aggressive creatures "just because they encourage sorceries and instants".
Whether something is in the color pie or not is not about power level. I judge Delver of Secrets on its ability regardless of what Development chooses to cost it at. Likewise, red random enchantment removal is out of color pie regardless of costing.
I've been following Mark Rosewater's Tumblr for a long time and I often find myself scratching my head over some of the questions (and outrage - real or feigned) that he receives about the color pie. So I thought I'd write about my own thoughts about the color pie.
I see the five colors in Magic as representing five naturally-occurring sources of magic in the game milieu. Each color is very good at doing certain things, not so good at doing other things, and largely unable to do the rest of things.
For example, Green is the color of living nature. As such, it is really good at doing things with creatures: It can summon large creatures (and plants), it can summon creatures for less mana than other colors can, it can summon creatures with several impressive abilities (Trample, Indestructible, Deathtouch, Haste, Regeneration). It can cast spells which can make its creatures bigger and more powerful. It can cast spells to use its creatures to do interesting things (smack other creatures from afar, draw cards with them). It also hates artifice, and is able to easily destroy artifacts and enchantments. As the color most in touch with the land generally, it can also create more land or summon creatures which can generate mana.
But Green is not at all good at other things. It's not the color of inanimate nature or naturally-occurring phenomena (that would be Red), so it can't summon storms, throw lightning around, create earthquakes, etc. It's not the color of death or disease (that's Black). It's not the color of artifice or developing the knowledge of how magic works (that's Blue). And it's not the color of civilization, society or the use of technology to advance those (that's White).
These are the pros and cons of Green within the metaphor of how the game works. There are also some pros and cons which exist for gameplay purposes. For example, Green rarely has flying creatures, because someone has to be worst with flyers and since Green has some many other creature advantages it makes sense for it to be bad at Flying. But it also has good removal for flyers, usually with spells which feel more Red (Hurricane, for example), but that's because it needs some defense against flyers given how good Flying is in the game. (It also uses Reach for this purpose.)
But everyone knows all this.
The second part to the central metaphor of the five colors is that wizards (Planeswalkers, in the game milieu) learn how to use the colors to cast spells. The "learning" here is constructing a deck. If you construct a deck which is only Green, then you are a wizard who is really good at doing the things that Green enables wizards to do, but not so good at doing things Green isn't good at doing. By electing to be a pure-Green wizard, that is the trade-off you have chosen to make. It's like deciding to become a programmer: You're good at programming computers, but that doesn't help you replace the electrical system in a building.
If you want to be able to do more things well, then you need to learn a different color of magic. If you want to be able to kill creatures from afar, then you probably want to learn Black or Red magic to add to your Green - let's say Black (since I love Black/Green as a color combo). But the trade-off you make here is that you can only keep so many spells in your head at once, and there's a mental cost to trying to use two colors simultaneously. The cost in game terms is that your deck has fewer Green cards so that you can have those Black cards, and your brain has trouble switching between the two paradigms, and sometimes you stumble (by not drawing the right mana to cast the spells in your hand). You can do more things, but not as consistently. A really learned wizard (i.e., a good deck creator) can smooth over the inconsistencies a lot, but usually not entirely.
So when I see people questioning the color pie, what I see them asking is something like this:: "I see myself as color X, and I really want my decks to do Y. So I want to figure out how color X can do Y." But that's not how magic works in Magic; if you're color X, then you can do the things color X does well. If you want to also do Y, then you have to make the trade-offs to be able to do Y by learning another color.
(When I say someone "sees themself" as being a color, what I really mean is that they really like playing that color and want to play that color as much as possible. But doing so means having to make trade-offs. If enchantment removal is important to you, then maybe you're not really mono-Black.)
Since I started playing it, I've always viewed the color pie in pragmatic terms: If I want to do thing Y, then I need to play a color which can do thing Y. Sometimes I start with the colors and work from there, but I'm always mindful of what those colors are (and aren't!) good at doing. For example when I put together a Blue/Black deck, especially for casual multiplayer, I'm aware that those colors are poor at dealing with enchantments and artifacts and that my deck could be hosed if my opponents play some powerful enchantments.
But I never really wish that any color could do everything well. That would take a big part of what makes Magic interesting out of the game.
Lastly, I don't entirely agree with Mark that power level is not part of the color pie. I think the color pie informs power level, but that every color gets some access to high power level in all aspects of the game. While Red and White are the aggro colors and get access to cheap, efficient creatures, all colors get some cheap and efficient creatures - but Blue and Black get them less often, and sometimes with strings attached (Black's often can't block, for example, and Blue often can't back them up with beefier creatures as finishers). But power level for creatures is a bad place to look for significant differentiation, because creatures are the backbone of the game and every color needs to have enough decent creatures at a variety of power levels for that color to be playable (especially in limited formats).
Anyway, that is probably several hundred words too many on this topic, but it was rattling around in my head and I had to get it out.

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Played 2 more drafts this weekend. Yesterday's went abysmally (punctuated by a dropped connection after my first pick). Today's went better, so I chronicled that one.
I played an 8-4 Theros block draft yesterday, and despite having what I thought was a pretty weak card pool, I 3-0'ed it with a White/Black control deck. I've been doing pretty poor at drafts lately, so this was a nice confidence-booster. Follow the link for a draft breakdown, and more screenshots from the matches than last time.
I really enjoy Magic drafts, but I'm really not very good at them. I keep trying, though. If you enjoy reading draft postmortems, follow the link to see the second draft I did today, on my personal blog. If it seems lame to you, keep in mind that my first draft was worse! (In that one I lost the first match 0-2 with a fairly wimpy black/red deck.) But seriously, if you have any helpful suggestions, feel free to comment here or over there.
A Magic Card I'd Like to See
An enchantment which reads something like, "Permanents untap at the beginning of their controller's end step instead of during his or her untap step." I'm thinking this would cost something like 3UU, since Blue has precedent for messing with steps similar to this (Paradox Haze, for example). Obviously it would be at least Rare. The practical effect of this is that it would be played in a player's second main phase, allowing all their stuff that just attacked to untap. And it would cause any others players' creatures which are tapped to effectively skip that player's next turn. It's somewhat different from an enchantment which gives all creators Vigilance, though, especially since it would affect all permanents. It would have been a nifty enchantment in Theros block due to the presence of Inspired. Is this enchantment worse than I'm thinking? Better than I'm thinking (and thus is undercosted at my suggested cost)? Does it have nasty pitfalls that I'm not seeing? Or has it already been printed as a card I'm not aware of?
I appreciate the "best of constellation" post you made. I actually built a deck with them as soon as I could after the pre-release (so 7 AM last weekend). They work really well with Deadbridge Chant and Mana Bloom (X is 0) ;)
Thanks! It's hard to write about new cards from all the standpoint of all the environments they might get played in, and since I mainly play limited these days, I stuck to that. But I can definitely see the black Constellation cards and Eidolon of Blossoms enabling decks with the cards you used! And I do love Black/Green...

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I'm gonna go out on a limb and say that I think the above three cards are going to be the best Common/Uncommon/Rare cards in Journey Into Nyx with the new Constellation mechanic. (You can see all the Constellation cards here.)
In limited (which is what I mainly play these days), I think it gives Black some new tools for grindy decks, including the two above and also Dreadbringer Lampads (Uncommon) and Thoughtrender Lamia (Uncommon).
Green has five Constellation cards, but only the Eidolon above and the two 6-drops (an Uncommon and a Common) seem much good to me. Oakheart Dryads is mainly a 2/3 body with a small bonus.
Red's one card, Forgeborn Oreads (Uncommon) seems good but not necessarily fantastic.
In Blue, I think Whitewater Naiads (Uncommon) looks potentially quite good.
In White, I played with Harvestguard Alseids (Common) at the prerelease I attended (which I 5-0'ed) - again, they're basically a 2/3 body. I don't think Constellation ever did much for me - maybe it prevented damage to something once where it mattered.
So I'm skeptical that Constellation will be a very memorable mechanic. A few Constellation cards might be interesting in competitive or casual constructed, but I don't think the mechanic will be anywhere near as exciting as Bestow turned out to be. My guess is it will be more like Inspired, although for different reasons: Inspired felt out-of-place in this block, while Constellation feels like it fits in the block, but the actual cards look underwhelming.
All that said, I totally hope I can draft a deck with an Underworld Coinsmith and a couple of Grim Guardians sometime during the next six months of JBT drafts.
Magic Draft Converter & Tumblr
It's pretty disappointing that I can't take the HTML generated by the Magic Draft Converter and paste it into Tumblr, so you all can see how lousy my drafts are. Does anyone know of a simple way to get the converter's HTML to work in Tumblr, or of another converter that does work with Tumblr?