Friday, 27 August 2021

Coldsnap Online

I've been saying that Kamigawa started a trend of the storyline mattering more and more, a trend that would last for years. There was another trend starting around the same time though; the trend of WotC asking themselves "But what is we printed even more cards?"

See, back in the day we got 3 standard sets per year, and a Core set every other year, which left a gap in the schedule every non-Core year. In 2004 it was filled with the non-tournament Unhinged, in 2006 they made their first extra Standard legal set with Coldsnap, in 2008 they just made a 4 set block with Lorwyn/Shadowmoor, as well as the first From the Vault and Duel Decks... and so the curve trends upwards to today where a set that came out a month ago already feels like ancient history because we've gone through 2 spoiler seasons since it's release!

Ow, that was dangerously topical for this blog! Quickly, back to 2006! So... Coldsnap! What a weird set! Nowadays all the extra sets have clear audiences, Modern Horizons is for Modern, Vintage Masters is for Vintage, Conspiracy is for draft fans (give me Conspiracy 3 Wizards! Pleeeeeeease!), everything is for Commander... even the original "fourth set", Unhinged, had a clear audience in the people who had been asking for a second silver-bordered set ever since Unglued had come out. But a third Ice Age set? Who was asking for that? Reading through some of the articles announcing it you get the idea that this was more about WotC having an in-joke about a missing set than catering to a specific audience.

I'm not going to complain though! Bizarre though it may be, Coldsnap gave the storyline a unique opportunity to revisit a previous era and I'm totally there for it! As much as I love the way early Magic set jumped centuries or even millennia apart and thus created a long and varied timeline, it is a bit sad this meant settings and characters would never be used again (a few immortals here and there notwithstanding). So when, after years of seemingly treating continuity as something to be avoided since it would just lead to obsessive fans complaining about it, WotC suddenly did such a deep dive there was a lot of excitement! And also some anxiety from obsessive fans about possible continuity issues.

Well... let's see what they've made of it!

Saturday, 21 August 2021

Dissension Online

Right, you know the deal by now, Feature Articles, Taste the Magic, Arcana's, and a mini-site that is probably not very intere- what's that? There's actually stories on the mini-site this time around? I guess we've got more to talk about then! (By the way, you might have to move about on the Wayback Machine timeline for a while before you find a version of the site where you can actually reach the Simic and Rakdos bits of the site...)

MINI-SITE STORIES

The guild descriptions have nothing new to tell you if you're even halfway familiar with Ravnica (there's a few cool pieces of art though), so let's quickly move onto the stories!

Is that thing on the left a Simic Grick?

Saturday, 14 August 2021

Dissension

 

Writer - Cory J. Herndon
Cover Art - Zoltan Boros & Gabor Szikszai
First Printing - May 2006

SUMMARY

Three weeks after Guildpact ended the master thief Capobar is hired to go into the ruins of the Cauldron and retrieve cerebral fluid of the dragons Zomaj Hauc brought to life. He finds the third dragon, thought dead when part of the building collapsed on its egg, begging for death while being eaten by some nephilim. After retrieving the fluid Capobar is kidnapped by his own "shadewalker" accoplices. The nephilim grow to enormous sizes and start destroying the Utvara township. Master Engineer Crixizix rescues as many people as she can (Crix was granted a promotion and some new syllables by Niv-Mizzet for her conduct last novel) and requests aid from Niv-Mizzet himself. The dragon shows up and kills two nephilim before getting either bored or scared and flying off. Crixizix sends Pivlic to the main city to warn Teysa. Unfortunately, the nephilim also start moving that way. All of this is watched by one of the lupul shapeshifters.

Teysa was summoned to the city because a badly beaten Feather showed up at Prahv, the Azorius headquarters, and turned herself in for desertion, striking a superior, oathbreaking, failure to attend to her guild duties... and guild-matricide, then requested the baroness Karlov as her advokist.

Sunday, 8 August 2021

Guildpact Online

And we are back for the online coverage of Guildpact. It will start out pretty much the same as last time, with a fairly basic mini-site, and a feature article by Rei Nakazawa, but when we get closer to the release of Dissension Matt Cavotta will get a storytelling bug and we'll have some actual stories to cover!

But let's start at the beginning: Like last time, there is little to say about the Guildpact mini-site. Once again it is just a quick introduction to the three guilds in the set. It eschews the structure we saw with the first set of talking about the guildleaders, the guildhalls, etc., but it spices things up with some neat art from the style guides, which is always nice. No trailer this time though.

Saturday, 31 July 2021

Guildpact


Writer - Cory J. Herndon
Cover Art - Todd Lockwood
First Printing - January 2006

SUMMARY
We begin a few decades befor the last book, with Izzet Magelord Zomaj Hauc exploding some sort of bomb above the plague ridden "Utvara Reclamation Zone" that is supposed to kill all life while leaving the buildings so its Orzhov owners can start redeveloping it. The machine kills all the local Gruul with an implosion, but doesn't explode. Instead it creates a strange fold in space called the Schism that starts sucking up all the ghosts of those who die in Utvara...

Chapter two moves us to 12 years after the Decamillennial. Advokist Teysa Karlov is pulled from her job by her uncle, the owner of Utvara, to help him with that redevelopment, of which she will become baroness once her uncle dies and takes his place on the Ghost Council. We learn that there is now a township for prospectors (who are mining for gold in long-forgotten banks, and seen as squatters by Uncle) in the middle of Utvara. The plague wasn't eradicated by Hauc's experiment though, it instead mutated into a much more deadly, airborne version of itself. Selesnyans have set up a huge tree called Vitar Yescu (still minuscule compared to Vitu Ghazi) which keeps the plague outside of the village, prospectors have to wear protective gear when journeying out, and the Gruul clans that have moved into the outskirts grow antigen fungus on their body, but still live short and brutal lives. 

This is her years later of course, but showing her Guildpact art when it's already on the cover you've just seen would be odd.

Saturday, 24 July 2021

Ravnica: City of Guilds Online

For Ravnican block there are once again Mini Sites, but for the first set we just don’t have much to discuss. It just has a quick description of the four Guilds featured, introducing them, their guild leaders, their guildhall, their power structure, etc. It’s cool to have such a succinct summary of all the guilds in a central place, but after many visits to Ravnica all this is all pretty much common knowledge, or covered in the novel review. The only thing that seems to have fallen by the wayside is that according to this information Vitu-Ghazi was "struck down years ago", but kept alive by dryadic magic. These summaries are also printed in the fatpack booklet.

There is also a trailer for the set which has a cool animation style, but does little beyond showing some shots of the world and hinting that there might be some kind of conflict coming.

The real meat of the online Ravnica source lies in the Feature Articles and the weekly Taste the Magic series. 

Saturday, 17 July 2021

Ravnica


Writer - Cory J. Herndon
Cover Art - Donato Giancola
First Printing - September 2005

(Well, I think it’s just called Ravnica. The cover and the colofon say that, but there is another title page that uses the “City of Guilds” tagline that they brushed out from the cover, so... who knows?)

SUMMARY

The story opens with Boros officer Agrus Kos and his lieutenant Myczil Zunich investigating a group of Rakdos killers. Kos and Zunich start to chase after their priestess… and we move 57 years further in time, to that last days of the year 9999. Ravnica is gearing up for a celebration of the Decamillenial of the signing of the Guildpact, and Kos is now an old man, drinking too much, divorced several times over and still bitter over whatever happened to Zunich all those years ago. In fact, he thinks he sees the ghost of Zunich at one point. Which should be impossible: ghosts linger on Ravnica, but without something like an Orzhov contract they don't last that long.

The plot really kicks off when this supposed ghost leads Kos into an alley where a Rakdos goblin just killed a little girl that used to live at the orphanage Kos grew up in. Kos chases the goblin to a bar where it blows itself up, killing, among others, Kos's partner Bell Borca (which is odd: Kos left him with the corpse of the little girl) and a prominent Selesnyan, the loxodon Living Saint Bayul. When Kos wakes up in the hospital he learns that Bayul's bodyguard, who is now missing, was Fonn Zunich, his old partner's daughter. Kos promised to take care of the Zunich family, but could never bring himself to face them.