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Magic 2014 Review
The explosion of pure cynicism in the games industry is unrivalled when intellectual properties like Magic: The Gathering collide with any of the larger publishers. Of course, that’s something you have to expect with this kind of thing. After all, the whole game is more about the relentless pursuit of that oh-so-rare beast or the shiny super-rare sorcery card you’ve been after for three months and refuse to just buy on ebay.
While I’m not yet commenting on the quality of the game itself here, a number of titles I’ve played recently have damn near made me weep with what could be considered either rampant, frothy-mouthed cynicism or pure stupidity. Game developers aren’t stupid, so you have to figure it’s the former of those two options. In short, Magic 2014 appears to be dipping its toes into the tepid, swirling waters of microtransactions and freemuim gaming, and in my view this is a thing that makes it difficult to support.
Anyway, enough of my ranting about the toxicity of microtransactions. What about the actual game? Well, after having played and enjoyed the two previous iterations, this seems something of a weaker effort, although it has a few nice additions that could have been taken much further.
The standard campaign mode follows the same principles as ever, with you fighting three warm up encounters before facing off against the boss. The core mechanics here are solid and enjoyable, but I can’t help feeling that the decks are a little less interesting than in previous versions. If you enjoy turned-based card titles, this is the very zenith of the genre, and at 800 microsoft points, it offers decent longevity in the campaign modes alone.
The lead-up encounters do feel somewhat like filler though, and while some are incredibly fun, and challenge you to think differently about your deck, the really good battles are few and far between. There is also an issue in that the warm-up rounds are all set, with your opponent playing the same moves and having the same cards, regardless of your moves or card selection. It adds a different element to the game, and although they are clever, it has to be said, it turns the majority of the game into a puzzle, rather than a series of battles.
Similarly, one of the key problems you encounter in the entire Magic: The Gathering series is that you’re always fighting above your level. The way the progression works is that every fight gives you a card to add to your deck, but until you have unlocked all the cards, you don’t have the strength of deck of your opponents, which can often be a cause of frustration. And once you have completed a deck, what use is there to playing it? What adds to that is that there are a wealth of decks for you to choose from, meaning that unlocking all the cards would require something like 300 wins, which, even if you loved the game, would be something of a chore.
However, there is a glimmer of real positivity with this version, in the sealed play mode. This allows you to play the game just like you would in real life. Well, sort of. You start with a starter pack and every now and again you get gifted a booster pack. This is really enjoyable and fiddling with your own deck from scratch adds something very new to the mix. However, this is where the ugly spectre of microtransactions comes in. While you can complete this mode without microtransactions, it takes something away, I feel. This mode is, sadly, very short, and unlikely to offer you as much battle time as time spent fiddling with your deck.
Magic 2014 is good enough value. I just wish there were a little more common sense about it. It feels like a Madden or FIFA title for super nerds, and the constant addition of little touches that never quite get to where you want the game to be frustrates and annoys in equal measure. For those really into the franchise, you’ll be buying this regardless, but for anyone else, it may be worth checking out the previous versions instead.
7/10
Review By Tom LeClerc
Magic 2014 physical Intro packs Review
Each intro pack contains a 60 card duel coloured deck consisting mainly of common and uncommon spells, 2 booster packs and an information sheet containing a detailed look into each of the intro decks.
The decks are designed for absolute beginners and therefore contain cards with simple (but powerful) abilities that allow you to be broken in gently…. They’re brilliantly put together!
I have received 3 for review purposes.
Lightforce (Green + White)
Enhance your creatures with Auras to become powerhouses in combat. Any damage your opponent deals to you will quickly be undone with your life-gain spells.
This deck contains a good mixture of flying and ground creatures with a decent amount of artifacts and enchantments. Even though the creatures might not be the toughest, you have instants and enchantments at your disposal which will allow you to add some strength and life to each creature. Although the life gain in the deck is sufficient you can’t help but feel a little held back after last years life gain deck being so strong in all departments. However, once you get used to the deck and abilities, get yourself a booster pack or two and you can really turn this deck into a powerful and annoying deck.
Psychic Labyrinth (Blue + White)
This tactical deck focuses on controlling the flow of combat. Efficient flying creatures backed up by versatile support spells will allow you to sculpt your path to victory.
This deck really does allow you to control combat whilst constantly pushing damage. The majority of the creatures are flying which is always a pain for an enemy without flying or reach and with the added abilities of claustrophobia, frost breath and clone, it will be near impossible for your opponent not to feel constantly weak and powerless.
Out of the 3 this is probably my favourite deck. I love the feeling of being in control of what’s going on and knowing that no matter what the enemy does I can deal with it.
Again, like the Lightforce deck, you can really add some power to the deck getting a booster pack and hoping for a counter spell etc. With the power and control you already have, some counters would make this deck really hard to deal with.
Bestial Strength (Green + Black)
Unleash the fury of the wild as you outmuscle your opponent with bigger, better and faster creatures. You’ll have the advantage in combat because your creatures will be larger than your opponent’s at each stage of the game.
Trample, reach and a constant supply of beasts with huge power abilities make it tough to beat this deck. Just as you think that you’re going to be on par with bestial Strength, enlarge and rampant growth are pulled and it’s game over.
This deck is very fast with massive abilities. With the addition of black you can mind rot an opponent and get their hand down to nothing and doom
blade their creatures for a quick kill (as long as the enemy creature isn’t black) and this will make it hard for the opponent to keep up with you and your massive creatures.
This deck is very fun and will probably be a favourite among new magic fans because of the sheer power.
All three of these decks are great but my least favourite is Lightforce with my favourite being Psychic Labyrinth. This isn’t really much to do with the layout of the decks but because of my play style and this is what it will all come down to.
Each of the decks have their pros and cons and each of the decks are worthy of your £12. Look into your play style, buy the corresponding deck and get you and your mates down to a Magic community event on a Friday night.
For more info on each of the decks go to Wizards.com
Review By wicket2961
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