Wow. In Q2 “WOTC and Digital Gaming” was $242 M of $247 M total profits.
And that’s before FF?
#Engineering and #SpaceInstrumentation PhD. Designing and building a solar rocket payload. Also enjoys #backpacking and #MagicTheGathering | she/her |
Wow. In Q2 “WOTC and Digital Gaming” was $242 M of $247 M total profits.
And that’s before FF?


@nocturne I liked the Strixhaven decks, but I felt they were all pretty slow to get going, though lots of fun once they built up steam. I think they’re at their best when played against each other


@nocturne yeah we own most of the precons as well.
We liked the Dungeons, Party, Prosper, and dinosaurs decks so much we rebuilt them into personal decks.
The new Khans Temur is surprisingly good. Never seen a dragons deck work well out of the box like that. I also really liked that Mardu deck.
Other standouts have been the EoE zombies deck, the Wilhelt deck, the Sauron deck, the NEO modify deck, the Merry/Pippen deck, and the OTJ crime deck off the top of my head.
@garretble glad you’re having fun!
@garretble @jarno it’s common for people to have multiple commander decks to choose from so they can select the deck that best suits their mood, shows off their creativity, or hits the right power level. Using proxies (with commissioned art, printed at home, or written on a slip of paper and inserted into the sleeve) is common if the playgroup approves.
There are also competitive variants.
@garretble @jarno critically, commander is intended as a casual, multiplayer format. The 100-card singleton nature of the deck ensures variability within games, while each deck being built around a chosen legendary commander (and being forced to only play the colors of that commander) ensures that the decks are diverse. Games work best with about 4 people, but I’ve played with as few as 2 (went just fine) and as many as 11 (do not recommend).
@TheMagicer I was annoyed but okay with UB being commander decks because that individuality is kind of what they’re for. But my line was regular sets. Not a fan
@frank @garretble fortunately they’ve made the decision easy by making 3 of the sets universes beyond.
I know I’ll be mostly ignoring all the UB stuff


@MysticKetchup for anyone who misses it, this is satire.
Though I wouldn’t put it past Wizards to do this
@nokturne213 @MotoAsh well, the only issue…
@lorty if they want women to play, they need to step up their harassment response. They need to run events geared towards women. They need to reach out to disenfranchised groups and make them welcome.
Women don’t not play magic because the cards are uninteresting, they don’t play magic because they don’t feel welcome or valued
@lorty so you know how Magic is Dying (for the last 15 years)?
I’m afeared for the game. Not because people aren’t interested. Because Final Fantasy was the best selling set of all time.
No, I’m worried that Magic has turned into Fortnite.
I’m not interested in playing Fortnite.


@lovestha @Deadlytosty @MysticKetchup I’d disagree. We know WOTC values having their products in high demand and doesn’t like things just sitting around. That’s why they have limited print runs and why they threw away a lot of unsold masters product.
They also do want their products to be accessible by (at least some) players and don’t want bad optics of sky high prices.
I imagine it’s a balancing act between desirability and accessibility
@ptc075 @MysticKetchup
305.7. Setting a land’s subtype doesn’t add or remove any card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities.
@ptc075 @MysticKetchup
305.7. If an effect sets a land’s subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text, its old land types, and any copiable effects affecting that land, and it gains the appropriate mana ability for each new basic land type. Note that this doesn’t remove any abilities that were granted to the land by other effects.
@ptc075 @MysticKetchup I believe it’s because Blood Moon only removes copiable abilities, and does not remove effects granted by abilities.
If, for example, you had a land with an aura that let it tap for extra, a blood moon wouldn’t remove the ability to tap for extra. This is the same. Ch 2 gave it an ability to create constructs. If you copy the land, it doesn’t start off with the ability to make constructs, which is an indicator that Blood Moon wouldn’t remove that ability
@pathief Amy the Amazonian does fun Brawl and Historic decks.
They’re not exactly “16 Siege Rhinos” kind of silly, but they’re not trying to win the meta game. They’re usually just “hey this commander or mechanic seems fun. Let’s play it”
@nokturne213 @MysticKetchup I wish computers were that smart. That’s a task that has to be done by hand for most of the scenarios we’d actually care about
@Postmortal_Pop @MysticKetchup same. I’m usually pretty happy with what they’ve got but when they asked “what’s the best thing about the set?” I answered “the best thing is that the cards are absolute crap so they won’t be showing up in standard”
That and the question about “did influencers make you like/dislike the set and who has been talking about it?”
I ain’t no snitch.