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CardShark Content - Tim Herbert (10/17/2002)

I'm not a tournament player. It's not that I don't enjoy competition, it's just that I like building decks creatively. I'd make some foolish mistake building a deck that wasn't one of the best types, and I just wouldn't be able to compete against all those players who can sacrifice some fun for the reward of winning.

For the same reason, I just can't relate to all these people who want Type I to be supported. I think Type I is the least fun format, and I wouldn't play it (even if I could get all the cards). I just wouldn't want to have a deck with nine of the cards already chosen, with only 51 slots left to fill (and those with only a few reasonably good choices). I think it would feel like playing chess. You can't substitute new pieces in chess. You can't really even get away with too many variations in what choice of strategy you use; if you try, you'll be beaten. But in truly casual Magic, you have the freedom to choose.

You know, the funny thing is, most of us who play casual Magic actually *do* play Type I, because we can choose from among every card we own. Having built a clever and fun deck, we can be satisfied with the game before we even play it. Winning and losing is less important when the *way* we play has so many choices in it. I like to choose cards for my deck based on two criteria: First, whether it will be fun to play, and second, whether it could be effective. For someone who's always going for the win, the ´´fun´´ criterion isn't important. Personally, I'd be happy to win only 1/X of the time, where X is the number of players in my group. Casual Magic, by its nature, need not be hyper-competitive. Unfortunately, since we share the Type I format, someone like me can have a bad game against Spike. He'll beat me handily, and it won't even be fun. Spike doesn't ask himself, before putting a card in his deck, ´´Will this be fun?´´ He only asks, ´´Will this be effective?´´ Even in a *casual* Type I environment, the Spikes of the world still try to choose cards that are the most advantageous. Duh
Duh
DuhSet: Unhinged
Color:
Black
Type:
Instant
Rarity:
C
Number:
52
Artist:
Dave Dorman
Text:
Destroy target creature with reminder text. (Reminder text is any italicized text in parentheses that explains rules you already know.)
.

There's a gray area for me against another Johnny with Spiky tendencies. He and I would be evenly matched, until he draws a really spiky card like Wheel of Fortune
Wheel of Fortune
Wheel of FortuneSet: Revised Edition
Cost:
3
Color:
Red
Type:
Sorcery
Rarity:
R
Artist:
Daniel Gelon
Text:
All players must discard their hands and draw seven new cards.
. There's no denying that Wheel of Fortune
Wheel of Fortune
Wheel of FortuneSet: Revised Edition
Cost:
3
Color:
Red
Type:
Sorcery
Rarity:
R
Artist:
Daniel Gelon
Text:
All players must discard their hands and draw seven new cards.
is fun to play, but also no denying that it's a devastatingly overpowered card. The trouble seems to be this: It's more fun to choose from the entire pool of cards that one owns, but at the same time, this includes all of the worst broken cards one owns. What a quandary! But would you believe that Wizards in its infinite wisdom has devised an ingenious, yet underpublicized, method for making casual Magic fair and fun? They call it Type I.5.

If you like building decks, and don't like ´´having to´´ put certain cards in, this format is for you. If you feel hampered because your deck is limited to only the slots left over after you put the ´´best´´ cards in, or if your friends always trounce you because they luckily draw a certain card that's too good for its cost, this format is for you. If you and your friends value creativity over competition, then Type I.5 is for you.

In Type I, some cards have been banned because they refer to Ante or make the game unusually annoying. Others have been restricted (to one in your deck instead of four) because they are too powerful or because they help you get another card that is too powerful. These restricted cards are probably the usual suspects that you hate having to put in your deck and that you hate when your friends draw one of their own. Basically, Type I.5 is just like Type I, except that all the restricted list cards from Type I are banned in Type I.5. What? You may ask? Give up Fact or Fiction
Fact or Fiction
Fact or FictionSet: Invasion
Cost:
4
Color:
Blue
Type:
Instant
Rarity:
U
Number:
57
Artist:
Terese Nielsen
Text:
Reveal the top five cards of your library. An opponent separates those cards into two face-up piles. Put one pile into your hand and the other into your graveyard.
? I love playing that card! It helps me win! (Which is why it's banned.) You'll hurt at first. But then you, and your friends, will start to feel better. Your self-esteem will not come from winning, but from building a deck with cards you chose yourself. When your deck works, you won't need those powerful crutch cards anymore. You'll be free! Let me tell you how it happened to me (twice)...

A great many years ago, way back in 1994, there was no Extended, no Standard, no Block Constructed. There weren't even blocks, just expansions. There was only one tournament format, and it provided the rules for our casual playgroup. We wanted to have a chance to win, and we wanted to be competitive and have well-tuned decks, but we also sensed that Channel
Channel
ChannelSet: Revised Edition
Cost:
2
Color:
Green
Type:
Sorcery
Rarity:
U
Artist:
Richard Thomas
Text:
Until end of turn, you may add colorless mana to your mana pool at a cost of 1 life per point of mana. These additions are played with the speed of an interrupt. Effects that prevent or redirect damage may not be used to counter this loss of life.
ing for a 20-point Fireball
Fireball
FireballSet: Revised Edition
Cost:
2
Color:
Red
Type:
Sorcery
Rarity:
C
Artist:
Mark Tedin
Text:
Fireball does X damage total, divided evenly (round down) among any number of targets. Pay 1 extra mana for each target beyond the first.
would make for a pretty dull game. So we all built decks that had a smooth mana curve, well-rounded defenses, never with more than 60 cards. But we favored innovative combinations that weren't composed of the most aggressive cards. We respected the deck that Animated an Armageddon Clock
Armageddon Clock
Armageddon ClockSet: Revised Edition
Cost:
6
Color:
Colorless
Type:
Artifact
Rarity:
R
Artist:
Amy Weber
Text:
Put one counter on Armageddon Clock during each of your upkeeps. At the end of your upkeep, each player takes damage equal to the number of counters on the Clock. Any player may spend 4 during any upkeep to remove a counter.
so it could be Soul Link
Soul Link
Soul LinkSet: Apocalypse
Cost:
3
Color:
Multicolor
Type:
Enchant Creature
Rarity:
C
Number:
120
Artist:
Jeff Easley
Text:
Whenever enchanted creature deals or is dealt damage, you gain that much life.
ed, but not the deck that won with efficiency and precision. To us there was neither sense in a win without fun nor in fun without a possibility to win. In other words, we were budding Johnnies. We were in it for fun, not to humiliate our pals.

But then, one of us came back from Summer Vacation with the first deck I ever wanted to ban. He would lay down a Swamp
Swamp
SwampSet: Oversize Cards
Color:
Land
Type:
Land
Rarity:
X
Artist:
Tony Roberts
Text:
T: Add B to your mana pool.
, a Mox, a Dark Ritual
Dark Ritual
Dark RitualSet: Revised Edition
Cost:
1
Color:
Black
Type:
Instant
Rarity:
C
Artist:
Sandra Everingham
Text:
Add BBB to your mana pool.
(or Black Lotus
Black Lotus
Black LotusSet: Oversize Cards
Cost:
0
Color:
Colorless
Type:
Mono Artifact
Rarity:
X
Artist:
Christopher Rush
Text:
Adds 3 mana of any single color of your choice to your mana pool, then is discarded. Tapping this artifact can be played as an interrupt.
), and then a Juzam Djinn or Juggernaut
Juggernaut
JuggernautSet: Revised Edition
Cost:
4
Color:
Colorless
Type:
Artifact Creature
Rarity:
U
Artist:
Dan Frazier
Power:
5
Toughness:
3
Text:
Must attack each turn if possible. Can't be blocked by walls.
, all on the first turn. We were not prepared to defend ourselves against five points a turn, starting on the second turn. And now we could understand how cards could be too powerful. Even cards you used once for mana and put in the graveyard. Later, this same friend had a habit of building ´´theme´´ decks like this: 2 of each of the dual lands, the entire restricted list (about 28 cards at that time), and then about 12 cards left over for the ´´theme.´´

Back then, the restricted list was fairly short. Most of the cards on it weren't printed in revised. Some, like Demonic Tutor
Demonic Tutor
Demonic TutorSet: Revised Edition
Cost:
2
Color:
Black
Type:
Sorcery
Rarity:
U
Artist:
Douglas Shuler
Text:
Search your library for one card and take it into your hand. Reshuffle your library afterwards.
, Regrowth
Regrowth
RegrowthSet: Revised Edition
Cost:
2
Color:
Green
Type:
Sorcery
Rarity:
U
Artist:
Dameon Willich
Text:
Bring any card from your graveyard to your hand.
, and Sol Ring
Sol Ring
Sol RingSet: Revised Edition
Cost:
1
Color:
Colorless
Type:
Artifact
Rarity:
U
Artist:
Mark Tedin
Text:
T: Add 2 colorless mana to your mana pool. This ability is played as an interrupt.
, were widely available. We played with them, of course. In a deck with green and black, like my Pestilence
Pestilence
PestilenceSet: Revised Edition
Cost:
4
Color:
Black
Type:
Enchantment
Rarity:
C
Artist:
Jesper Myrfors
Text:
B: Do 1 damage to each creature and to both players.If there are no creatures in play at the end of any turn, Pestilence must be discarded.
/Fungusaur
Fungusaur
FungusaurSet: Revised Edition
Cost:
4
Color:
Green
Type:
Creature
Sub Type:
Fungusaur
Rarity:
R
Artist:
Daniel Gelon
Power:
2
Toughness:
2
Text:
At the end of any turn during which Fungusaur was damaged but not destroyed, put a +1/+1 counter on it.
deck, there was no reason NOT to use all three restricted cards that fit the color combination. Which turns out to be the key insight in adopting the Type I.5 rules for deckbuilding (which means essentially, the restricted list is banned). My roommate put it to me this way: 1) We value creativity in deck design, including the freedom to put any of our cards in a deck. 2)Yet at the same time we want our decks to succeed, and we build decks with no more than 60 cards to maximize their potential. 3) Under the rules we are using now, some cards are so good that there's virtually no reason to exclude them from any deck. THEREFORE, 4) You are currently choosing only 57 cards for your deck, and going *against* the principle of creativity. So let's not play with those cards anymore! In essence, my roommate thought of the type I.5 rules about a month before we saw them printed.

And guess what? We liked playing that way. We discovered that not only did we have more freedom and creativity in deck design, but also that nobody won because they drew an unfairly overpowered restricted card before the other players. Most of the time, the wins in our new format came from superior deck design, superior play strategy, or late-game luck. But not from the early-game luck of getting the Sol Ring
Sol Ring
Sol RingSet: Revised Edition
Cost:
1
Color:
Colorless
Type:
Artifact
Rarity:
U
Artist:
Mark Tedin
Text:
T: Add 2 colorless mana to your mana pool. This ability is played as an interrupt.
or the Tutor.

Fast forward to 2001. Now I have a new set of Magic Playin' Fools to work with. We're still mostly Johnnies. But these guys play with restricted cards. I don't like it, but when I present my argument, they ain't buying it. First of all, they say, restricted cards are like dual lands: they make your deck more playable. Secondly, not all restricted cards are overpowered and undercosted. There is a whole category of cards that are only restricted because they allow you to get some other restricted card, like a mox, or because they're part of some stupid combination, not because they themselves are unfair. Take Enlightened Tutor
Enlightened Tutor
Enlightened TutorSet: Classic Sixth Edition
Cost:
1
Color:
White
Type:
Instant
Rarity:
U
Number:
19
Artist:
Dan Frazier
Text:
Search your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it.
, for example. It's not restricted to prevent you from more easily acquiring your Armadillo Cloak
Armadillo Cloak
Armadillo CloakSet: Invasion
Cost:
3
Color:
Multicolor
Type:
Enchant Creature
Rarity:
C
Number:
229
Artist:
Paolo Parente
Text:
Enchanted creature gets +2/+2 and has trample.Whenever enchanted creature deals damage, you gain that much life.
. It's restricted because if it wasn't you could have effectively five Necropotence
Necropotence
NecropotenceSet: Fifth Edition
Cost:
3
Color:
Black
Type:
Enchantment
Rarity:
R
Artist:
Mark Tedin
Text:
Skip your draw phase.Whenever you discard a card, remove that card from the game.Pay 1 life: Set aside the top card of your library. Put that card into your hand at the beginning of your discard phase.
s. So if *some* restricted cards are acceptable in our style of play, where would you draw the line? Do you really not want me to Tinker
Tinker
TinkerSet: Urza's Legacy
Cost:
3
Color:
Blue
Type:
Sorcery
Rarity:
U
Number:
45
Artist:
Mike Raabe
Text:
At the time you play Tinker, sacrifice an artifact.Search your library for an artifact card and put that artifact into play. Shuffle your library afterward.
for my Triskelion
Triskelion
TriskelionSet: Fourth Edition
Cost:
6
Color:
Colorless
Type:
Artifact Creature
Rarity:
R
Artist:
Douglas Shuler
Power:
1
Toughness:
1
Text:
When Triskelion comes into play, put three +1/+1 counters on it.0: Remove one of these counters from Triskelion to have Triskelion deal 1 damage to target creature or player.
just because someone else could Tinker
Tinker
TinkerSet: Urza's Legacy
Cost:
3
Color:
Blue
Type:
Sorcery
Rarity:
U
Number:
45
Artist:
Mike Raabe
Text:
At the time you play Tinker, sacrifice an artifact.Search your library for an artifact card and put that artifact into play. Shuffle your library afterward.
for a Black Lotus
Black Lotus
Black LotusSet: Oversize Cards
Cost:
0
Color:
Colorless
Type:
Mono Artifact
Rarity:
X
Artist:
Christopher Rush
Text:
Adds 3 mana of any single color of your choice to your mana pool, then is discarded. Tapping this artifact can be played as an interrupt.
? This was the prevailing thinking.

So, I started putting some restricted cards in my deck. I built a deck with Cowardice
Cowardice
CowardiceSet: Mercadian Masques
Cost:
5
Color:
Blue
Type:
Enchantment
Rarity:
R
Number:
70
Artist:
Scott M. Fischer
Text:
Whenever a creature becomes the target of a spell or ability, return that creature to its owner's hand.
and Rhystic Deluge
Rhystic Deluge
Rhystic DelugeSet: Prophecy
Cost:
3
Color:
Blue
Type:
Enchantment
Rarity:
C
Number:
43
Artist:
Pete Venters
Text:
U: Tap target creature unless its controller pays 1.
so I could send a lot of creatures back to my friends' hands. As an afterthought, I put in Black Vise
Black Vise
Black ViseSet: Revised Edition
Cost:
1
Color:
Colorless
Type:
Artifact
Rarity:
U
Artist:
Richard Thomas
Text:
If opponent has more than four cards in hand during his or her upkeep, Black Vise does 1 damage to opponent for each card in excess of four.
, so I could milk some damage out of it, too. But I had forgotten the worst part about Black Vise
Black Vise
Black ViseSet: Revised Edition
Cost:
1
Color:
Colorless
Type:
Artifact
Rarity:
U
Artist:
Richard Thomas
Text:
If opponent has more than four cards in hand during his or her upkeep, Black Vise does 1 damage to opponent for each card in excess of four.
: that early in the game, it can easily knock ten life out for almost no cost to the caster. I don't know if I won games with this, but I certainly made somebody else lose (Black Vise
Black Vise
Black ViseSet: Revised Edition
Cost:
1
Color:
Colorless
Type:
Artifact
Rarity:
U
Artist:
Richard Thomas
Text:
If opponent has more than four cards in hand during his or her upkeep, Black Vise does 1 damage to opponent for each card in excess of four.
only targets one opponent, so it's useless against everybody else). And I don't know why, but this was the card that broke the Camel
Camel
CamelSet: Arabian Nights
Cost:
1
Color:
White
Type:
Creature
Sub Type:
Camel
Rarity:
C
Artist:
Sandra Everingham
Power:
0
Toughness:
1
Text:
Bands All creatures attacking in a band with Camel are immune to damage done by Deserts.
's back. Nobody minded my pal using Demonic Tutor
Demonic Tutor
Demonic TutorSet: Revised Edition
Cost:
2
Color:
Black
Type:
Sorcery
Rarity:
U
Artist:
Douglas Shuler
Text:
Search your library for one card and take it into your hand. Reshuffle your library afterwards.
to go get Battle of Wits
Battle of Wits
Battle of WitsSet: Odyssey
Cost:
5
Color:
Blue
Type:
Enchantment
Rarity:
R
Number:
69
Artist:
Mark Brill
Text:
At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game.
, or another near-certain game winner, but *Black Vise
Black Vise
Black ViseSet: Revised Edition
Cost:
1
Color:
Colorless
Type:
Artifact
Rarity:
U
Artist:
Richard Thomas
Text:
If opponent has more than four cards in hand during his or her upkeep, Black Vise does 1 damage to opponent for each card in excess of four.
*? That's crossing the line, buddy. I really didn't understand. But I was glad, because my pals voted to ban the restricted list. So what about the cards that aren't too good/undercosted? We decided to just trust Wizards about which cards were too good, even if we weren't really going to abuse them. So, Tinker
Tinker
TinkerSet: Urza's Legacy
Cost:
3
Color:
Blue
Type:
Sorcery
Rarity:
U
Number:
45
Artist:
Mike Raabe
Text:
At the time you play Tinker, sacrifice an artifact.Search your library for an artifact card and put that artifact into play. Shuffle your library afterward.
and Enlightened Tutor
Enlightened Tutor
Enlightened TutorSet: Classic Sixth Edition
Cost:
1
Color:
White
Type:
Instant
Rarity:
U
Number:
19
Artist:
Dan Frazier
Text:
Search your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it.
are out, right along with Wheel of Fortune
Wheel of Fortune
Wheel of FortuneSet: Revised Edition
Cost:
3
Color:
Red
Type:
Sorcery
Rarity:
R
Artist:
Daniel Gelon
Text:
All players must discard their hands and draw seven new cards.
and Time Walk
Time Walk
Time WalkSet: Alpha
Cost:
2
Color:
Blue
Type:
Sorcery
Rarity:
R
Artist:
Amy Weber
Text:
Take an extra turn after this one.
. I think that's an important element, trusting Wizards. If it were up to me, I'd ban dual lands, too, but my friends don't yet see it that way. So we defer to Wizards.

Now, it's a little harder to build a smooth deck. Good! A Challenge. It's harder to get enchantments now that Enlightened Tutor
Enlightened Tutor
Enlightened TutorSet: Classic Sixth Edition
Cost:
1
Color:
White
Type:
Instant
Rarity:
U
Number:
19
Artist:
Dan Frazier
Text:
Search your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it.
is out. So? We build a defensive deck that gives us the waiting time to draw the enchantment. Or we play with Skyship Weatherlight
Skyship Weatherlight
Skyship WeatherlightSet: Planeshift
Cost:
4
Color:
Colorless
Type:
Artifact
Rarity:
R
Number:
133
Artist:
Mark Tedin
Text:
When Skyship Weatherlight comes into play, search your library for any number of artifact and/or creature cards and remove them from the game. Then shuffle your library. 4, T: Choose a card at random that was removed from the game with Skyship Weatherlight. Put that card into your hand.
s, Mangara's Tome
Mangara's Tome
Mangara's TomeSet: Mirage
Cost:
5
Color:
Colorless
Type:
Artifact
Rarity:
R
Artist:
John Bolton
Text:
When Mangara's Tome comes into play, search your library and choose any five cards. Shuffle these cards and put them face down under Mangara's Tome. Shuffle your library afterwards.If you lose control of Mangara's Tome, remove all cards under it from the game.2: Instead of drawing a card, put the top card from under Mangara's Tome into your hand.
s, Diabolic Tutor
Diabolic Tutor
Diabolic TutorSet: Odyssey
Cost:
4
Color:
Black
Type:
Sorcery
Rarity:
U
Number:
129
Artist:
Rick Farrell
Text:
Search your library for a card, and put that card into your hand. Then shuffle your library.
s, etc. Hey, speaking of Diabolic Tutor
Diabolic Tutor
Diabolic TutorSet: Odyssey
Cost:
4
Color:
Black
Type:
Sorcery
Rarity:
U
Number:
129
Artist:
Rick Farrell
Text:
Search your library for a card, and put that card into your hand. Then shuffle your library.
s, I like 'em. If it's worth it to put a card in your deck just to get the card you really want, this one is it. It's costed correctly so that it's a real decision whether to use it; not a no-brainer like Demonic Tutor
Demonic Tutor
Demonic TutorSet: Revised Edition
Cost:
2
Color:
Black
Type:
Sorcery
Rarity:
U
Artist:
Douglas Shuler
Text:
Search your library for one card and take it into your hand. Reshuffle your library afterwards.
. A lot of the new versions of formerly undercosted cards are this way. It's not an automatic entry in the deck, but if it provides an effect that's desirable for the deck design, then it's worth it. In my Cowardice
Cowardice
CowardiceSet: Mercadian Masques
Cost:
5
Color:
Blue
Type:
Enchantment
Rarity:
R
Number:
70
Artist:
Scott M. Fischer
Text:
Whenever a creature becomes the target of a spell or ability, return that creature to its owner's hand.
deck, for example, I now have Iron Maiden
Iron Maiden
Iron MaidenSet: Urza's Legacy
Cost:
3
Color:
Colorless
Type:
Artifact
Rarity:
R
Number:
127
Artist:
Tom Wänerstrand
Text:
During each of your opponents' upkeeps, Iron Maiden deals 1 damage to that player for each card more than four in his or her hand.
. It costs 3, so I can't just drop it first turn and mop up 5-10 life points, but I *can* use it for the purpose I originally intended for Black Vise
Black Vise
Black ViseSet: Revised Edition
Cost:
1
Color:
Colorless
Type:
Artifact
Rarity:
U
Artist:
Richard Thomas
Text:
If opponent has more than four cards in hand during his or her upkeep, Black Vise does 1 damage to opponent for each card in excess of four.
: synergy with Cowardice
Cowardice
CowardiceSet: Mercadian Masques
Cost:
5
Color:
Blue
Type:
Enchantment
Rarity:
R
Number:
70
Artist:
Scott M. Fischer
Text:
Whenever a creature becomes the target of a spell or ability, return that creature to its owner's hand.
. Elven Cache
Elven Cache
Elven CacheSet: Classic Sixth Edition
Cost:
4
Color:
Green
Type:
Sorcery
Rarity:
C
Number:
224
Artist:
Rebecca Guay
Text:
Return target card from your graveyard to your hand.
and Reclaim
Reclaim
ReclaimSet: Exodus
Cost:
1
Color:
Green
Type:
Instant
Rarity:
C
Number:
120
Artist:
Andrew Robinson
Text:
Put target card from your graveyard on top of your library.
aren't bad replacements for Regrowth
Regrowth
RegrowthSet: Revised Edition
Cost:
2
Color:
Green
Type:
Sorcery
Rarity:
U
Artist:
Dameon Willich
Text:
Bring any card from your graveyard to your hand.
. I'm still trying to decide if Sisay's Ring
Sisay's Ring
Sisay's RingSet: Visions
Cost:
4
Color:
Colorless
Type:
Artifact
Rarity:
C
Artist:
Donato Giancola
Text:
T: Add two colorless mana to your mana pool. Play this ability as a mana source.
is worth it, at 4.

So, let's summarize the case against the restricted list: 1) Playing a Spiky style designed to win with no fun has its place in tournaments, but for friendly play it can feel boring, frustrating, or pointless. Undercosted, overpowered cards like those on the restricted list tend to slant even Timmies and Johnnies toward this less thoughtful, less skill-based style. 2) If you value creative deckbuilding and want the freedom to play with any card you like, but have no intention of putting 75 cards in your deck, then restricted-list cards suck because they take up slots in your deck. 3) Cards that have been printed to replace restricted-list cards, but at the right cost, can be effective if they match your deck strategy. If they don't, then they aren't worth it. Like all cards should be. Duh
Duh
DuhSet: Unhinged
Color:
Black
Type:
Instant
Rarity:
C
Number:
52
Artist:
Dave Dorman
Text:
Destroy target creature with reminder text. (Reminder text is any italicized text in parentheses that explains rules you already know.)
! 4) Because no cards provide a too-easy path to your winning combination, deckbuilding is more of a challenging, thoughtful process than when you just play with ´´the best cards.´´ And let's not forget, 5) when a group adopts the I.5 rules, games tend to be longer and more enjoyable, and less decided by luck than when restricted cards are used.

Well, If I haven't convinced you, maybe I can't. Some people just like the smoothness of using those cards, and others like the competition of it. Some people, I suspect, can't relax enough to have fun *without* clobbering their buddies. I hope you might try it, though. The thing I like best about it is the freedom. I really like that no one of my decks bears a strong resemblance to the others. I really like knowing that none of my opponents are going to bust out with something that's essentially unfair. It's amazing, but cutting myself off from using a certain short list of cards really enables me to use a lot *more* cards than I otherwise would have. I hope you experience something similar and find more fun in your casual games. Good luck and happy playing!

The Coffee Drinkin' Fool


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