Friday, August 31, 2012

PseudoNewb Goes to GenCon because . . . WotC

Ah Home Is Where the Steady Internet Connection Is.

Back in December when the FNM multipliers were x3, the humiliation of losing almost all the time was counterbalanced but the knowledge that FNM was supposed to be hard, because it was a x3 after all. A large number of pro-players and people who had trouble understanding complex analytics and math came to the conclusion that FNM meant that people could grind (play a lot of games) their way onto the Pro Tour for Magic and that Would Be Bad.

If they had done the math correctly, they would have realized that in order to "grind" your way to anything that high you would still have to win or place almost all of the time to make the pro-tour, which meant that the only people who could manage that were probably still pretty good at the game and maybe deserved to be there.

I was not one of the people who was ever going to make it to pro-tour that way. Oh the pros were whining about pretty much everything that wasn't Snapcaster Mage ( it would take them about 4 months for non-pros to start whining about that and pros to declare that Delver was warping the format).  It did not make the game look welcoming or good. It actually made the game's culture look like a bunch of selfish, entitled young men who couldn't read an annual report or do basic math. Reading some of the complaints made me question their advice on actual Magic strategy, if their concepts of business, competition and basic analytics could be so far off, perhaps I shouldn't take their word on things like "best" cards or strategies. I will tell you frankly that it made me scoff at any and all "Jedi Mind Trick" stories.

There were some problems with adjusting to Planeswalker Points. They were additive, not Elo and running the numbers or gaming the system was how people had planned their time and investment for the next year. The status of some kind of "players club" with benefits that put people on a "gravy train" where the pro tours wins paid for themselves for the elite players was in question, although most people seemed to have missed the fact that the pre-existing benefits were being honored and the new system was being worked out but not eliminated.

And when the dust had settled on all that, and the angst und sturm was recieved and listened to: the powers that be in Organized Play and WotC basically gutted any type of non-pro value to Planeswalker Points, promised there would not be another FNM Championship and created the World Cup to address the very real, very serious problems for non-USA countries to participate at elite competitive levels.

When they did that because the poor little pros were scared of the unwashed masses, they also reduced the value of side events and FNMs to things that made sure that they didn't mean a damn thing and no one would compete in them unless there was "EV" ( they could win a box or cash) or they wanted to try some crazy deck that wouldn't win in a real competitive environment.

All of a sudden FNM ( which is hella scary ) was only worth the same amount of points as a pick up draft that could get sanctioned by the store. And that meant there was no "leveled" play for someone who wanted to compete to improve or against their own record. Or work their way up to perhaps get good enough to compete at a GP. You can't tell.

And it was finals week, and I was sleep deprived and it felt like a betrayal of everything that has brought me into Magic that fateful Innistrad Pre-release where it wasn't a simple matter of "I really like this game" but "I want to be GOOD at this game." By reducing FNM which everyone on the Internet had been telling me was the "training ground" for higher level play to meaningless it meant that when I was playing there the play was meaningless as well. And I was angry, and hurt, and surprised that I cared so much.

But I did: ADRIENNE SMASH!

Actually, if you read this regularly you know better, I never use two words when I'm afraid someone might misinterpret what I mean. Adrienne Tweeted. I tweeted to Aaron Forsythe who was honestly confused why it would matter to someone like me that the multiplier was reduced, and didn't understand why Planeswalker Points made a difference. He thought it was about the leveling up.

It's not. Actually the leveling up is cute but meaningless too. But it does connote investment and time. I can compare my lifetime points and the rate at which I add to them to my win/rates. Magic doesn't currently encourage or track in a usable way my performance against my own record, but by switching to the additive system instead of the punitive Elo System they used before, I was really competing against myself and not damaging anyone who was ranked higher than me by beating them while being a "nobody".

Aaron asked me to explain. I realized I was thinking complicated things in a very emotional way and asked him for some time to make sure I was not just gut reacting. That was good. I took the time and found that I was the only one in the group of people that I had brought in that cared about the multiplier, but I found out a lot of other things too.

I was still thinking complicated things. I wrote them up as a business analysis and made a few hypotheses about what was going to happen at our local store. It is an interesting side note, but now, 8 months later I can confirm that all of the people who told me they didn't care about the FNM multiplier kept buying cards and studying the game but haven't been to an FNM since.

I sent Aaron the analysis, I made sure that I identified myself as an outlier, I am not "his" target market. WotC doesn't even have words for my type of competitive player. But I am not alone. Other people had written me through email or facebook when I took a public stand. It made me realize how tiny the population that "represented" Magic culture online was.

I've been agitating for instructional design, teams and coaches, or at least a unified approach to recognizing Magic culture outside the expert level since I've been here in Sept. I've got formal ideas and approaches. I'm willing to explain and defend them. Doing so got Aaron and Helene's (the head of OP) attention enough to invite me to GenCon to speak with them.

Once again - I was surprised that I cared THIS much.  I do.  I care about this aspect of a hobby I'm half terrified of never mastering THIS much. I looked at my schedule and figured I could clear the time, but I'd have to figure out if I could handle the cost. I cared enough to try and swing it. Maybe we didn't need cable or something.

"No," said Helene on Twitter, "you'll be our guest."

Oh. OK. Thank you. Of course I'll make the time.

I staggered downstairs with the IPad in my hand and sat on the basement stairs and said to the kids:

"I think I just got invited to GenCon by WotC" and the children rightly concerned asked

"Are you OK?"

Actually, I was a little shaky.

The Non-Magic Geek Origin Story:


I am new to Magic, in an odd not-really-that-new way, but I am not new to gaming. I have very few "childhood dreams" that can be fulfilled in a way that means anything. They couldn't possibly know, RPGA and DCI don't share that kind of data, but I've wanted to go to GenCon since I was a very tiny girl ( because I was short until I was 14) I've been playing D&D since Chainmail.


I still have the Arduin Grimore books that any respectable parent would have taken away from my 12 year old self now that the modern era of hover parenting and pearl clutching is upon us. And this is the boxed set I bought and pretended that I didn't know how to play to catch the attention of my handsome soccer playing next door neighbor, so that he would speak to me ( he was SOOO out of my league). His family had more money than mine, and he earned his allowance and had odd jobs so he could buy the hardcover books, the newly released Player's Handbook and Dungeon Masters Guide.


I had a beaten up, probably illegal, xeroxed copy of the expert rules in a binder in my room and enough hand drawn maps and bad epic history with equally bad character sketches to create my own paper recycling center, but he didn't know that.  I convinced my grandfather to buy me the box even though he didn't know why. It was just so I could look like I never played before.  I've written about it before. I'm not sure what the opposite of a "fake geek girl" is but I pretended I couldn't read a 4 sided die to get him to talk to me. At that point I was running a play by mail campaign with my former classmates. 

And frankly, sure he was cute and soccer playing and blond and all but if he liked me, maybe I'd get to see those super expensive hardcover books for AD&D. 

I was already dreaming about a world where people met each other and bonded over games. The Greyhawk setting was released the next year. Shawn, my classmate from Brooklyn ( and mad genius) had made all of our worlds before, and a good number of our random charts. But I was far away and oddly I didn't read a lot of fantasy, so we decided that Greyhawk would be mine and she would keep track of the "universal" effects -( it was like Planechase for RPGs, that way our PBM was still connected to our individual games as we grew up and moved to different states and schools).

And we fantasized about meeting up again at GenCon someday. I played in my version of Greyhawk based on that first release for 16 consecutive years, and when I run from scratch instead of subbing as the GM for someone else's game I still run there. The three of us kept in touch with it into our 20s until we lost track of each other. Everynow and then I would get a phone call from Shawn and she'd tell me something that happened that I'd have to incorporate into my game and every now and then something on my world would trigger one of her random event charts and I'd call her. We'd stopped sharing campaign worlds but still shared the universe. 

Of course at that time we were poor High School students. When our 20's came around I was the only one still gaming. Shawn had been playing with the science and math geeks who brought her into the "mainstream" D&D world back in Brooklyn, but I went to the next level because of a teaching assistant in Magnet school when I moved to New Jersey in junior high. 

GenCon was the gaming nirvana where we imagined you'd get nothing but great gamers, all of the answers to the weird rules and see amazing miniatures and fantastic DMs. As high school wore on an I played with many groups and games it became the land of the mythical RPGA. We'd registered our all-girl gaming group but couldn't get ourselves to any events. I'd become an RPGA judge not too much later. 

But I never made it to GenCon. I snuck into gaming rooms at conventions when I was promoting the magazine to break up what was becoming the monotony of panels. Before that I as a younger single person, dressed well and slept in chairs at conventions I didn't have a room in to play with friends at east coast cons because I only had the cash for a badge (starving actress and all). But my whole life it was either lots of time - no money, or lots of money no time.

I was an RPGA judge from Living City forward although a participant long before that. I know I was a judge when Al-Qadim was new - I loved that supplement and I ran it in tournament. But honestly, I've forgotten almost as much as I remember from my years of convention gaming.

I stayed with D&D ( though not monogamously) all the way from those boxes of my childhood until the release of 4. I wasn't willing to learn a whole system and take the judges test, my players in my current social circle were 3.5 grognards and I had dropped out of the competitive gaming and convention circuit. I stopped running a magazine, I stopped writing fiction. I had stopped acting.

I kept playing, it was like the single link to the before and after, but the sad truth is that because of many things that group needed me to be the one to run things and I couldn't. All the imagination and art had shut down. I would have played but I couldn't run.

And that's where I was when Innistrad came along.  There were things I had forgotten about myself and there were things that were healing enough to reconnect again. I know there are many stories of people who really let the game become a part of their life when things are shut down because of an injury or a move or something but my story of the game is that I was involved to open things up. I don't know a lot of Magic Origin stories other than the ones I created by teaching the game so I have no idea what the "norm" or the stereotype would be.

Being invited to go to GenCon was like being offered a chance for your inner child to kick your sullen wounded outer adult's ass. Not just dream come true, a dream deferred being put back on the table fully re-hydrated.

Oddly, not for the game you've played all your life, but for the one you just started.

It wasn't just surreal. It was unreal. To be perfectly honest, I figured it was an impulsive move and one possibly forgotten.


But it was real, and it was most likely because of what I had written about and been advocating for the team and coach based approach that I strongly believe Magic is missing and desperately needs.

And they gave me enough time that I was able to ask a lot of people questions about what they'd like to see in a non-pro OP and got a lot more responses and answers.

The Post Invitation


I gained some credibility as a Magic Player when I attended GP Baltimore from the players at my store. They knew at that point I wasn't just dabbling, but I took a little while to let anyone know that I was attending GenCon because I wasn't sure it was real. Pretty much I figured I'd wait until the travel arrangements were made because then I would know it wasn't some kind of impulsive thing that they had perhaps thought better of.

It did make me watch some of the culture more closely than I might have otherwise, I think I was slightly more interested in ProTour than I would have been without the invite, but it's hard to tell.

The bottom line is that I did go and I'm not sure how or when to write ALL the things, but here are some important ones.


  • There was a moment where I realized that I was where my 10 year old self had dreamed of being and I cried because I was watching the first game I loved be celebrated for being exactly what it was supposed to be. 
  • There was a moment where I was asked to possibly take a strong position on the D&D Next design, I'll probably write about that in a curated way on the Dreamtime Blog, and I realized and vocalized that I can't really spread my energy into all the "fights", that if I were going to spend my energy in supporting but also critiquing WotC; D&D was my home, but a non-pro OP and instructional design for Magic was where my passion was. Even the week before GenCon I wouldn't have known that was true. I was also sad that there was a reason for me to have to have a choice to make. 
  • Talking to Aaron Forsythe made me realize that my thinking on coaching was too limited, that it's not right for me to think it would start at the non-pro level and organically move to elite. He was the best conversation I had that week about the subject, it was real, un-sentimentalized and grounded in both business and competitive reality. I had been told he was gruff, but to be honest my conversation with him was the one that I felt most comfortable and had the most productive exchange of ideas.                      I would certainly look forward to speaking with him again. He felt like some of my best working partners felt in hashing things out. Of course developing a style of OP that doesn't exist and doesn't cater to the top level is a huge thing. It cannot and should be rushed or haphazard, but I felt like it was something that could happen. I didn't feel head-patted, I did feel heard.

  • I didn't get to play competitive Magic at GenCon because I apparently still didn't understand how to do pick-up side events - I need to get someone to come with me at these tournaments I'm obviously missing something that let me know what to join. I obviously don't understand how they work. Apparently I am a lost child who needs a Tournament Buddy. 

  • I did draft Avacyn Restored and Ice Age after the con was over though - with much better players than me so that was cool

I got to playtest new games, meet seriously cool people, meet up with some older friends, network, learn things. I got to speak with some pro-level players and learned a number of things that happen when you play at the higher level that are making me think strongly about how a non-pro and a pro environment might interact and feed each other. 

Here is the Crazy Thing I am Doing


So this entry is here to refer back to, because I think by the nature of this journal I'm going to skip around. This is the origin story. GenCon is possibly a moment of definition. I'm more convinced than ever about the need for teams and coaches but I don't know what would work at an elite level so I'm taking concrete steps and getting trained and educated as a sports coach and learning the Principles of Coaching.

ESW 240 Principles of Coaching

Credits: 3.00
This course is designed for coaches involved with community youth sports programs as well as with school and college athletic teams. The course is based on standards set by the National Association for Sport and Physical Education (NASPE). Emphasis is placed on the development of a coaching philosophy, relationships with players, staff, administrators, and parents, as well as the management and organization of a successful team/program. The course covers theories and techniques of teaching sports, evaluation techniques, and research related to competitive performance. This course meets General Education Core Goal 5: Information Literacy and Core Goal 10: Exercise and Health Sciences

Here is a thing I know- Little Leagues and non-high school teams have coaches who never expected to be coaches and many who never played sports because otherwise there would be no local teams for their neighborhoods or their kids. There is support to help them be coaches. The ones that are experts are not expected to be the most "emotionally intelligent" coaches and they get support from their organizations that teach them those emotional intelligence tools and appropriate responses responses. The coaches that are good at the people and balance part need to learn how to put together practices and strategize how to build strong teams. Sometimes coaches are moved from one sport to another they never expected to coach. They have to transfer coaching skills to unfamiliar systems and new scoring and skills. They have tools techniques and materials. Magic is not that different from sports.

Magic is not difficult to teach - it is difficult for people who don't teach to teach it.  And they're left on their own to teach it.

Strategy has many ways to be learned, but right now only those who are "naturally" good at the game can get to the top. While the Premier Play world is still working on the right balance of competetions that will be fine, but it's creating a homogeneity at the top which will not be good for the game or the players in the long run, and frankly will be boring to watch. With teams and coaches in a non "expected value" environment new methods of practice, drilling and learning will allow different types of competitors to excel and create more diversity of approach. The game is deep but the approaches are narrow.

That can't happen without being able to build a system that allows for it. We don't have to do it from scratch. We can adapt useful and best practices from existing cultures and competitive environments that have to deal with similar issues. But we can't appropriate them, we have to apply and customize them.

I actually, for some reason, care enough to be trying to do that.  Money, time and my GPA where my mouth is. I'm encouraged by the unexpected support from some players at the higher level. I promise that what I'm trying to do will be able to create bonds and investment between us as players and not new cliques or subsections, but my goal will be to turn it all over to WotC's OP. There needs to be support for the mid-level, clarity for the entry level and elite support for the premiere play but we should share a cultural center. I'd rather see WotC's OP be that center, but one that works for all of us. The game is 20 years old. The workplace changes Zac Hill described last Friday make me hopeful that we're heading into a sensible future. I'll never be the one to tell WotC they've made a mistake or they're killing Magic.

I'll be the one saying " this is how we can incorporate that into a practice drill" or " we should see if there ought to be a learning module on that.

I described a "perfect world" scenario to Aaron. I didn't realize that when I had one it was a first person - "In my perfect world" until I described it to him. It was about breaking things down and what you would really need for it to work. I was still in denial about the part where I wanted to do it, not just see it or propose it. I believe the technical term for that is denial.

I'm not that good at this game, and doing all this kind of stuff may actually slow down my learning curve and practice time. But all I really want to do is get better at playing Magic, if the tools aren't there for someone like me to do it, I guess I'd better help make them.

Ah competitive journals with their total honesty requirement. I really want to make good stuff. Even in my professional life that's really been my life's goal.  I think the people at WotC are dedicated to making good stuff too. Profitable good stuff. I like enabling profit while making good stuff.

I can help make this work.

GenCon as shamanistic journey.





Saturday, August 25, 2012

Psuedo Newb and the Avacyn Restored art Wrap UP


Well friends, countrymen, Magic Players - we've come the the end of one woman's response to the card art in Avacyn Restored. I have, with the exception of land, reviewed all of the card art in Avacyn restored with my LITERAL first impressions.

Did you miss it? You might want to read it first:



If you missed Red it's here





Sometimes, going over the art again, my first responses might change or my evaluation of the art would be modified as I saw the larger picture or spent time with the physical card. I had promised at the end that I would gather up the three cards that actually offended me as a woman and I realized I didn't include one of the three when I posted. That got complicated and I'll address it at the end of this wrap up.

So when I was getting ready to close up shop I realized that I could actually quantify my reactions to the cards creating something I had never seen anywhere else:

Statistics for Vorthos! All percentages are rounded!


I made a spreadsheet with criteria and sorted the information in each reaction according to the critera:


Criteria for Review Reactions
Liked Art
Bored By Art
Subject Unclear
Pop Culture Reference
Art History Reference
Offended Me
Made Me Think Of Breasts
Liked Outfit
Impractical Outfit
Realistic Proportion
More Excited By Using Card Than Card Art
Loved Art
Some Good Elements But Problems
Declared Willingness To Wear Outfit
Amused Me
Looks Like Someone I Know
Half Naked Male Thing
Made Me Think Of Other Elements Of The Story
Funny Hats
Wrong Subject Matter
80's Cover Art
Johnny Bravo Syndrome
Creeped Me Out
Made Me Make Up My Own Story


There are 244 Cards in Avacyn Restored


I did not review the tokens, emblems or lands- I know there are 15 Lands, I know that Slayer's Stronghold stops the card numbering at 229 and the highest number on Gatherer's checklist is 244 which is a forest.




















Cards I loved Broke down this way


I loved the art on 18 cards or  7.86% of all the cards reviewed. 

            4 of those cards made me think of breasts
            12 of those cards had realistic proportions
            7 of those cards had outfits I liked 








Card Art that Missed the Mark


There were 10 cards that I was more excited about using the card than the card art

There were cards that were unclear or had the wrong subject matter for the card name - those broke down like this:






Only 2 cards: Dread Slayer and Battle Hymn, were both unclear and looked like the wrong subject matter 


Only 10% of the Breasts !


23 cards made me think of breasts

Of the cards that made me think of breasts only
            4 offended me
            I liked the art on 10 of them
            The only 1 that made me think of breasts and left me bored by the art was one that offended me, that was Triumph.

When a female friend scored a foil Triumph of Ferocity we all realized that it was now a badge of honor to have and keep that foil. We're all sardonic like that.

Remember folks that bad hair can keep me from focusing on boobcages so our Connoisseur here did not make the offensive list. 


Fashion and Flavor!


There were
16 cards where I declared my willingness to wear the outfit 
12 where I felt the outfit was impractical
and 5 outfits I actively would like to wear and volunteered to do so directly in the review


Of the 12 with impractical outfits I actually liked 4 of the outfits and 6 of those outfits were portrayed using realistic proportions. But apparently I liked the impractical outfits more than I actually liked card art with impractical outfits in it  because only three of 3 cards got positive art reviews. Only Angel of Glory’s Rise ( better known as Our Lady of Breastfeeding ) actually offended me BECAUSE of the impractical outfit.

7 cards had the half-naked male thing going as opposed to 23 cards that made me think of breasts and none of them actually qualified as equal opportunity for oogling – there was a grand total of 1 actually sexy guy in the entire set and he was fully clothed ( Hey Borderland Ranger, that’s right I’m looking at you) and 1 card, Spirited Away where I did notice the victim had good thighs.

57 Cards actually made me think of the story being told in Avacyn Restored but 16 cards made me prefer to come up with my own story either to fill in a blank or because I didn’t agree with some combination of art/flavortext/plot point

Funny Hats vs Breasts


There were 23 cards that made me think of the Innistrad Sumptuary Laws and the Minisistry of Funny Hats.  

This means that I notice Innistrad Funny Hats exactly as many  times as I noticed breasts because of the art.

However 5 of those cards both made me notice breasts AND funny hast – mostly because of the vampires - and I did actually like the art on 2 of those cards that had both prominent breasts and funny hats.

Of the 23 Funny Hat pieces of art I actively liked 12 of them which is two more than the total of cards I liked that reminded me of breasts.

Therefore I must conclude I am marginally more in favor of noticing hats in art than noticing breasts. I should probably go back and do a control for overall art quality but frankly this is already a little on the OCD side so lets not go there

Problem Cards


Ok Now we're at the tricky part. Only 4 cards actually offended me. 

There are 244 cards in the set, that means 1.63%  of the cards in the WHOLE SET were offensive in a fantasy property unnecessarily catering to 15-20 year old males as remembered by the 30-40 something males currently in charge of designing and promoting the game and almost exclusively recruited on their ability to thrive in the tournament defined pro tour environment. 

I cannot say this enough - THAT"S PRETTY DAMN GOOD. 

Really, I have trouble watching more than 3 minutes of commercials without getting offended more than that, and I think we have established that I am not exactly quick to offense. 

Here are the cards that offended me in Avacyn Restored:


Name
Bored By Art
Pop Culture Reference
Art History Reference
Offended Me
Made Me Think Of Breasts
Impractical Outfit
Realistic Proportion
Killing Wave

1

1
1


Triumph of Ferocity
1
1
1
1
1


Havengul Vampire

              1

1
1

               1
Angel of Glory’s Rise



1
1
1
1


That said, I've been trying to find a way to write this wrap up for about 2 months by "softening" up the end effect, and I've gone back and forth about it  alot.

I went back and forth so much that I actually ended up having dinner with the WotC staff and showing them this issue directly and I'm still a little concerned about putting the reality out there. But it's a kind of cowardice and frankly the work is public.

Here is the card I missed in the review - 


Triumph of Ferocity is a rapey card, but frankly it's not as disturbing as this card getting through, because Triumph is actually a fight, but this card is actually rape and a clear violation of the WotC art direction standards stated by Elaine Chase. And no one caught it, and it didn't make a blog to be offended about it.

I didn't want to be the one pointing it out because the reality is that while everyone was focused on the mediaeval stripper this one was in the corner quietly drugging it's target and making sure everyone would ignore it because "well she was someplace she shouldn't be and obviously asking for it" or "Well it's just a vampire what did you expect".

Ladies and gentleman this is the rapeyist card in Avacyn Restored. Chances are you never even looked at it twice.  While Triumph offends me because the art is mediocre and focused on her tits, this actually offended me because the thing that tips it over into "offensive" is completely unnecessary. It isn't on the stats list because I didn't review it in the full review. 

Havengul Vampire




Originally Posted by Elaine Chase Twitter
We keep a standard for Magic art to portray strong female characters. Sexy is OK, submissive or damsels in distress is not.

First Impression - Holy shit that's a violation of the WotC standard. Why the hell does that vampire have his hand on her naked thigh while she's wearing a long dress when he's already drunk her blood? 

Only vampires have been wearing the square corset with the square plunge, that's a human. Why does he have her legs all up around his midsection? 

Triumph looks like a domestic violence leading to rape scenario when you don't know the MTG story. Or even when you do. This just looks like sexual exploitation of an unconscious woman who is going to get " used" for anything the vampire wants. You can argue that other cards imply subservience but Chosen of Markov implies consent.

And eventually sexy power tripping.

Havengul Vampire looks like some girl got drunk or drugged or spelled and is being assaulted for blood and sex while unconscious. 

And no one noticed. 

The story behind why I  noticed:


So Triumph of Ferocity is a thing, we actually call it " The Rapey Card" amongst some of my friends and people who play with me at my local game store. A fellow competitor was teasing/testing me when he pulled Unhallowed Pact out in his sealed pool and said " This is rapey-er than Triumph" and I looked at the card and said " Yeah I could totally see that, men get raped too, and it could be triggering in the exact same way." He was a little surprised. Possibly because I said it without histrionics.

In case you don't remember here is Unhallowed Pact:

So I said it happily and lightly not with my I-disapprove-of-these-shennangins TM voice, and he was still pretty surprised when I ran Triumph in my deck and later won with that deck. I'm not going to avoid using the card, it's just rapey. That's all. But when I started doing this review I questioned why I didn't care enough to be more offended by implied sexual threat than the overt unnecessary focus on secondary sexual characteristics an realized it was because I EXPECT to see rapey art in fantasy properties, because  . . . well, artists and art editors don't realize what they're looking at, and half the fantasy tropes in the world are suppressed sexual fantasies sneaking past social censors or moralistic metaphors dressed up as folklore or fantasy anyway.

I was pretty sure that Triumph wouldn't be the rapiest card in the set so I looked through the card image gallery to see what would win and was pleasantly surprised to see so few cards competing. I came across good ol Havengul Vampire and declared an immediate visceral winner.

The worst part of Havengul Vampire is that it looks like the kind of rape that is WAAAYY more likely to happen on an everyday basis: girl goes someplace people warn her not to, someone drugs her or keeps giving her drinks, no one believes that she didn't consent and then she is either dead or told she asked for it by being so stupid.  Chances are she'll never tell anyone anyway.

So as long as you don't notice the hand on the thigh, you won't question the art, it's just vampires being vampires. Dude's gotta eat right? Cleavage on the victim is just fanservice. However just like the problem with Triumph is the focus on the breasts and the knee in the groin, the problem with Havengul is the naked thigh and the hand on the unconscious victim.  So yeah, it offended me, because it could have stuck to the trope without the implied sexual violation, it still would have violated the art standard but it would have been every Hammer Film vampire movie poster ever:

Where's his hand moving? 

This last one really doesn't have much sub-text, does it?



But understand that the whole sexy vampire thing is pretty much everyone's projections about dangerous monsters stealing our wimmenz and poor nice mortal boys that don't dress well finishing last.

But Aren't Vampires Rapey in General? 


Here's the reason vampires got all equated with sex instead of blood and death - they're generally nibbling on the victims neck, which means that frankly it's pretty much the only depiction of something that equals pleasurable foreplay for most women instead of "scoring". As far as I can tell in western sexual writing particularly, foreplay is pretty much out of the picture except for "gaze", so women probably just manage to ignore all the bad writing and romanticize even the most half assed vampires because it's the only place they get to read about something other than "throbbing manhood." Which is nice and all that but I could see where they are thrilled with the idea that something could represent a non-home base approach to sensuality.

It's probably also the reason that people keep writing emotional soap operas with vampires as the main protagonist, because the werewolf is going to tear you apart, the vampire is still trying to keep the blood in you, for their enjoyment. Vampires (and werewolves) signify the dangers of female desire being fulfilled.

They just edit out the "dangerous" part as "morality play where desire for sex = death" and change it into " bad relationship".

Since you couldn't really admit that women HAD sexual desires if you were a woman in the eras these stories really took off and not part of the free love counterculture or the intellectual salon movement, vampires and unconsciousness made it OK. Pretty much the second culture let women be sexual ( somewhere around the 1920s and shorter skirts) vampire stories also became about class, cool clothes and romance.  Sex you could get anywhere ( 1920s and cars were the first real sexual revolution- look it up - they could party) but class, clothes and being desired as opposed to acquired - those were the big fantasies in the new culture. Vampires and the supernatural provided the same excuse/escape.

Not Nowadays - Not Really- 


So here's the problem with a rapey vampire, you shouldn't make the implicit explicit. It moves it from female based fantasy to threat.

This game is still sold to children as young as 10, There are kids who play it when they're five.

And even Fifty Shades of Chartruse and Twilight Sparkle Bella the Blank apparently give consent and willingly enter dysfunctional powergames with literal and metaphoric vampires fully conscious. This card visually makes a fairly common escapist, sexualized fantasy trope that women have some control over into a scenario that happens in real life that women fear.

For absolutely no story reason, art reason, and inappropriately for the product.



Killing Wave offended me because frankly the draping is wrong and I can see clearly that the artist can do better but the other three cards are the ones that inappropriately sexualized or implied sexual violation that was completely uncessary to the card or the story. These are the three cards:








Unnecessary focus on breasts and unoriginal interpretation of subject matter would have put all three of these cards in the boring category. Ironically, the most interesting and best artwork in composition terms is the card that is the tropiest and rapiest. The most offensive of the three is the one that has a single subject because of the design of the boob window and the use of the Avacyn symbol over the genitals - I don't know if the artist thinks that's sexy but a number of Magic Playing women looked at it and thought it looked like an iron uterus or the type of symbol used to brand feminine products when put in the female genital region. 

There is nothing on these three card names or flavor text that lends itself to sexualized, stereotypical poses for instance and actually making a picture that depicted a waltz instead of an in process rape ( hint to apologists - the last thing you do when being "dipped" in a waltz is close your eyes and have your dress hiked up, you'll fall before the next step)  or just having both of the participants in Triumph be upright, or simply not painting the nipples on your Angel of Glory's rise, would have prevented pretty much all the questionable art in the set. 

The art director should have caught this, but the thing that freaked me out was I didn't look at the individual artists name until I did the full review. All three cards came from a single artist. 

I'm not comfortable pointing that out. So uncomfortable that I waited and waffled two months figuring out how to say it.

I'm not sure it's on purpose, and frankly it's like Steve Argyle making sexy women. He likes painting sexy women, people like buying them, but I've spoken to Steve and I also know that as much as he likes it, he'd also like to be known for MORE than just the sexy magic card guy. But I haven't seem him paint any old ladies recently either. But this artist makes cards that are really undermined by their subject composition choices. Ryman, the artist chose those subjects, their composition and their actions. 

All three got through an art department to print. No one, possibly not even the artist noticed there was a repeated issue. One card got bad press and created a response, including this one. 

But the problems were repeated with examination, and they're correctable. But I have to wonder why no one noticed enough to check out the rest of the cards. 

I need to say it again. Only three cards were sexually offensive ( Killing Wave was offensive because of bad art choice) only two of those cards were rapey, all three of them are kind of creepy when stuck together but out of 244 cards they're hardly noticeable. 

Magic's much bigger problem is the 55 cards that were boring and the repetitive themes of burning hominids in red and half assed nature paintings in green. 



Another problem would be whatever created and let the Boob Zombie pass through.


Ok I still cant tell why everything else atrophies but the boob like objects...


In Conclusion:


If you'd like to see the whole spreadsheet with all the data it's here


The tally per category is 


Criteria for Review Reactions

Liked Art
165
Bored By Art
55
Subject Unclear
7
Pop Culture Reference
81
Art History Reference
51
Offended Me
4
Made Me Think Of Breasts
23
Liked Outfit
31
Impractical Outfit
12
Realistic Proportion
54
More Excited By Using Card Than Card Art
10
Loved Art
18
Some Good Elements But Problems
31
Declared Willingness To Wear Outfit
16
Amused Me
23
Looks Like Someone I Know
5
Half Naked Male Thing
7
Made Me Think Of Other Elements Of The Story
57
Funny Hats
23
Wrong Subject Matter
6
80's Cover Art
6
Johnny Bravo Syndrome
1
Creeped Me Out
3
Made Me Make Up My Own Story
16

57 Cards out of 244 is 23% of the set that actually conveyed the story elements of the set itself. That's pretty good, enough so that many of the rest of the cards could be universal. I'm actually going to do the review of M13 Cards so that will be an interesting compare and contrast. 

Finally I need to reiterate that I LOVED 18 pieces of card art - I will close this out with those cards, because problems aside I do love and care about the art in this game, it's the face that the game presents to the world and we should celebrate the things we love.

These are 18 of My Favorite Things


And remember that just because I love these cards doesn't mean anyone else has to love them. Just because I hated a piece of art that you like doesn't mean that piece of art is bad. As far as I'm concerned the worst sin in art is to be unimaginative.

Everyone's milage may vary: