What lets us cast spells? What does copying a spell do? Andrew has details.
Joe aka “Beardy” talks about some rules conundrums that can occur in casual games of Commander and how to work through them as a table.
Andrew looks at a fiddly Commander deck and the niche rules it relies on. What do you need to know to surprise your friends with this deck next Commander night?
There are numerous transforming double-faced cards in Magic these days. Andrew examines some of the common, and not-so-common quirks of these cards.
This week, Andrew hits the Streets of New Capenna to bring you coverage of its new mechanics and a few problematic cards.
This week, Andrew dives into state-based actions (SBAs). What are SBAs, and what do they do in the game? How many of them are there? Andrew shares the details.
Building on his article from last week, today Andrew illuminates some quirks of casting spells. Can understanding these tricks make you a better spellcaster?
Andrew runs through the nine-count-’em-nine steps of casting a spell. Do you know with certainty in which of the 9 steps you actually pay your mana? Read on!
Andrew digs up “The Combat Heard ‘Round the World” to make a case for closely reading tournament policy and understanding the inner workings of shortcuts.
Tapping In: Welcome back to another installment of rules stuff. This week we’re looking at mana, mana values, and mana costs.
This week Andrew is sending creatures into the red zone, taking us through the finer points of the combat phase in Magic.
Joe aka “Beardy” tackles the single most important question in Commander Rule 0 conversations, helping players set the stage for a positive gaming experience.
We’ve had Kamigawa: Neon Dynasty in our hands for a bit now, and nothing gets weird questions flowing quite like a new set…