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Magic – The Gathering “Kaladesh”: The wild race begins
Magic – The Gathering: I know the Trading Card Game (TCG) has nothing to do with technology. Where … So all this is true not because there is also a digital offshoot with “Magic Duels” – namely for PCs, the Xbox One and for Apple iOS. But this should only play a marginal role in this paper. In the core I would like to introduce you the brand new edition “Kaladesh”. At the launch, I received a promo package from Wizards of the Coast. With a buddy I have dared several games and can already say: this edition I personally personally really great.
“Dusk Moon” alias “Eldritch Moon” has marked for me a kind of return to Magic – The Gathering. Moreover I have already blogged . In this article you will also find a small introduction to Magic – The Gathering. So if you have never heard of the TCG, you can go there. Kaladesh is now the first edition of the block of the same name. The latter will consist of two sets – Kaladesh and the “Ether Rebellion” in January 2017.
Friday the first Kaladesh cards have officially appeared and since then have been in boosters, starters and other variants like the deck building box. In addition to two Kaladesh, there are also a dusk moon and shadow over Innistrad booster. In addition, you will find a fairly solid collection for beginners, with which you can make your first decks. Especially with me as a Magic veteran, who has been part of the fourth edition, nostalgic emotions came when unpacking: Serra Angel, Sengir Vampire, Shivan Dragon, Nightmare … These are all cards I’ve been playing with as a teen.
So, if you’re new to Magic – The Gathering, with such a deck building box definitely nothing wrong. Costs in the trade 14.95 euros, which is really fair. For my test, I also got the two Planeswalker decks to Chandra and Nissa. They currently cost 19,95 Euro in the double pack in the trade.
These two decks I and my voluntary co-pilot Mathis have also used as a basis to familiarize us with the new game mechanics. Clearly one should say: Both decks are a solid starting position, but also contain many useless cards, which one as an experienced Magic player mercilessly screens.
For this I have reckoned, for example, maps like the “fateful power test” and instead, from the additional boosters obtained, for example, the “mastery fine mechanic” supplemented, so that goes with that a lot. Especially in combination with the new playmachines of the set, which I simply briefly introduce you.
The game mechanics of Kaladesh: energy brands, vehicles & manpower as well as manufacturing
In Kaladesh there are three new game mechanics: energy brands, vehicles (and Manning selbiger) and fabricating. As you read a little about the abilities, Kaladesh deals with inventions, technology, artefacts, craftwork and tinkering. Has reminded me of the flavor of Mirrodin. The artworks and flavor texts, however, are much more colorful, cheerful, and sometimes humorous. Now Magic – The Gathering has always involved a healthy dose of humor. At Kaladesh, however, I experienced it as something more pointed and better connected with the cards. A creature like the “Stick Ace”, for example, has not only a funny name, but also does justice to its name in the game: the ace can man a vehicle and gives it even first strike.
Let’s stay but then directly at the vehicles: Those come as regular artifacts for colorless mana in the game and are the type “artifact – vehicle”. They can get going when they use their ability “Man”. You are tapping creatures, with a strength that must at least match the man costs. For “Man 3”, you must tap one or more creatures, which at least combined to a strength of 3. Those then swing into the vehicle so to speak, which then becomes an artifact. I think this is a great idea because it sounds logical. But also relatively strong creatures can be used in the game for comparatively few mana. It is, of course, ideal to combine strong vehicles with the creature type “Pilot” in the deck. Pilots lend additional vehicles to manned vehicles. This proved to be my advantage in the game with Mathis, and I decided to play several games. It is of advantage, for example, that unmanned vehicles do not have strength and resistance – and thus can not be hit by damage claims. Here, therefore, a lot of space develops in order to reactivate.
Also new: fabricating. Creatures with Fabrics bring flexibility into the game: You can choose whether they come into play with + 1 / + 1 counters, or instead instead of the fixed number of counters, instead send correspondingly many servo artefact creatures to the field instead. If you have, for example, the “mastery fine mechanic” mentioned above, the servos may be more powerful than the counters, since the master mechanic gives all servos + 1 / + 1.
Magic energy brands
A third, new game mechanics, the power brands are added. Those can trigger quite complex chains of effects: some creatures, but also spells, are stuck in your arsenal of energy marks. They will also keep you on your own train. Again, you need the energy markers to trigger certain abilities. Most cards that consume energy also bring energy as soon as they enter the battlefield. You can also use the energy for other cards. A lot can be experimented here, and a new resource, which should be kept in mind alongside mana, is added. Rare maps such as the “demon of the dark intrigues” generate energy marks as well as they can trigger powerful abilities.
Formal is also the ability to “create” new, but it summarizes only longer texts of the past in one term. For example, you were reading cards on “Bring a 1/1 colorless Thopter artifact creatures to the game with flies”. Instead, you simply create something easier “Create …”.
Booster Battle – Experiment with Kaladesh
Before Mathis and I dared to pimp the Planeswalker decks and take a couple of Sealed Deck rounds, we tried our luck with some booster battles. For this purpose each spontaneously took three boosters each, tearing them open from the other side and playing with all the cards included. How this works with the mana? In the Booster Battle it is allowed to play regular cards like creatures or spontaneity alternatively as countries. They then generate mana according to their color – a blue creature would then come into the game as an island. Magic-kaladesh-booster I knew this variant Magic – The Gathering to gamble before not, Mathis had snapped at times on the Friday Night Magic. Have fun and in this way you can get to know new maps and even experience some surprises when it comes to playing cards, which are at first underestimated. In our case, for example, I won a round by the already mentioned “demon of gloomy intrigues”. In the debut of Mathis, Jener swept down smaller creatures and collected energy stamps directly for me. Booster battles with Kaladesh or generally new editions of Magic – The Gathering, I can only recommend to learn the maps.
Sealed Deck – This is how Kaladesh plays
Mathis and I then played our own Sealed Deck variation: I grabbed the Planeswalker deck to Chandra and Mathis set off with Nissa. None of us had the decks previously patterned. Each received four Kadalesh boosters to make improvements to the decks. On me, the Planewalker decks had already worked much better than the prefabricated decks to “Duster Moon”. Sure, even here you should still operate Feintuning, but can already start with the base significantly better.
My Chandra deck was particularly focused on vehicles and manpower. So I had less to do with energy marks – here Mathis could start a few actions with the Nissa deck. Overall, for me while gambling but very quickly showed that I actually find the cars and the mans coolest. The whole does not only fit thematically, but in the game is also a possibility very flexible to act. Mathis groaned every time, when I hitched an “experienced racing driver” into a “Renegade freighter” and rushed over to deal severely damage. Even frustrating moments, for example, when I had parked three vehicles on the field, but no driver was in sight, at the very least create a flavor. Sometimes you have parked the garage with all sorts of vehicles, but no one likes to get in …
Vehicles are also relatively flexible in many decks, even if they benefit most of course from synergies with pilots. On energy levels, on the other hand, you have less freedom – basically, the entire deck should be matched to the generation and use of energy brands to make sense in gameplay. Fabrics is again more versatile, but turned out to be the most unobtrusive skill in Mathis and my rounds – probably missing the right complementary cards here. Accordingly, the vehicles and pilots in Kaladesh have clearly liked me: Very funny idea, the Wizards of the Coast here had and implemented as a game mechanics.
Conclusion on Kaladesh
I like Kaladesh much better than the gloomy-gloomy dusk. The flair resembles a little Mirrodin, but is more colorful, lively and more versatile. Artifacts play an important role, but also their inventors – this is especially noticeable to the vehicles and their crew. I really had a lot of fun playing and felt more strongly than before at Dustermond in my Magic-Glanzzeiten.
A little further, this is surely also due to the successful artwork I felt at Kaladesh as a bit more playful than in darkness or shadow over Innistrad. So, if you are a Magic – The Gathering or you are interested in the TCG: Kaladesh is a really good start and you will surely have fun! And if you’re not quite sure if you’re ready for physical cards, Kaladesh is also available as an extension in the digital “Magic: Duels”.Viewing:-51
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