How One TCG Reshaped My Perspective on Magic: The Gathering’s Lands After 10 Years

While I acknowledge the drawbacks of Magic: The Gathering‘s land system, it hasn’t significantly detracted from my enjoyment of the game over the past decade. My introduction to Magic came when a friend, previously my Yu-Gi-Oh! companion, shared two starter decks with me. Transitioning from the rapid pace of Yu-Gi-Oh! to the more strategic nature of Magic’s mana system was refreshing, and I quickly became captivated. However, after exploring a newer trading card game (TCG), I find myself reevaluating my relationship with Magic’s land mechanic.

In the landscape of TCG design, many new games appear to tackle the shortcomings of Magic: The Gathering. Frequently, this involves reinventing how mana is managed in an effort to eliminate some of the more frustrating aspects of the game, such as drawing insufficient lands. While I often prefer these alternative solutions, a recent TCG demonstrated effective land mechanics that preserve the essence of what makes them appealing.

Magic’s Land System: Flaws Acknowledged, Enjoyment Retained

Land-Related Challenges: A Strategic Component

Botanical Sanctum art from Magic The Gathering by Jorge Jacinto

Indeed, I realize the challenges posed by Magic: The Gathering’s land system. Even in a well-balanced deck, poor luck can result in insufficient land draws, a phenomenon commonly referred to as being “mana screwed.”While I accept losses due to strategic missteps or superior decks, it is frustrating to lose simply due to inadequate participation in the game. Despite these occasionally disheartening experiences, my fondness for the land system remains intact.

Strategizing around mana generation is an essential element of gameplay in Magic, distinguishing it from mere luck. Players are encouraged to incorporate alternatives to lands, such as artifacts or creatures that generate mana, or spells that search for lands. Moreover, specific decks thrive on the interaction with lands and mechanics like Landfall, recently highlighted on cards from the Gladio Final Fantasy set. Other TCGs that eliminate lands compromise strategic depth and leave me feeling that something vital is missing from the experience.

I also have a deep appreciation for land cards themselves. For instance, one of my early acquisitions, Botanical Sanctum from the Kaladesh set, was particularly thrilling. The unique design that visually represents both colors of mana on the card, coupled with its striking artwork of foliage and water symbolizing green and blue mana, captivates me. Even after years of play, I continue to marvel at the new land artworks, such as those from the Tarkir: Dragonstorm set.

Innovations in TCGs: Overhauling the Land System

Exploring New Approaches to Mana in TCGs

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Many TCGs aim to refine Magic: The Gathering’s land system to alleviate the frustrations associated with being mana screwed. A common approach involves dispensing with lands entirely, allowing players to utilize regular cards as resources. However, I find this approach lacking for several reasons. First, it detracts from the visual appeal of beautiful landscapes, replacing them with generic card backs or blank sleeves—specifically in games like Disney Lorcana. Additionally, I miss the simplicity of dedicated resource cards, as this approach forces players to decide which cards in their deck will remain unplayed.

While I appreciate the resource generation system in Flesh and Blood, where players pitch cards to create resources, it can overwhelm newcomers. The addition of a pitch value, alongside other fundamental card details, adds complexity to gameplay. Similarly, games like Yu-Gi-Oh! dispense with mana but risk leading to overly elaborate combos that lengthen gameplay excessively. Just when I thought I wouldn’t enjoy any TCG’s alternative to Magic’s mana system, I discovered Sorcery: Contested Realm.

Revolutionizing TCGs with Sorcery: Contested Realm’s Land Mechanics

Lands as Travel Locations: A Fresh Take on Resources

Sorcery: Contested Realm promotional art from the game's Kickstarter
Source: Sorcery: Contested Realm Kickstarter

Initially, I approached Sorcery: Contested Realm with skepticism. Many TCGs emulate Magic: The Gathering too closely, and given its name — a synonym for magic, plus two additional words — I feared it would fall into that trap. Surprisingly, Sorcery proved to be a refreshing and innovative experience, largely due to its distinct approach to managing lands.

In contrast to standard TCG formats where cards are laid out in front of players, Sorcery: Contested Realm introduces a grid-based gameplay system. Empty spaces on the grid represent the Void, requiring players to place land cards before they can summon creatures above or below them. As players expand their land holdings, they gain access to additional mana, while also becoming vulnerable to potential attacks if their neighbor controls adjacent lands.

In Sorcery: Contested Realm, lands serve as actual locations for units to traverse, redefining how players interact with land cards compared to their traditional function as mere mana sources. This added layer of strategy fosters a deeper connection to land cards than I’ve experienced in Magic, revealing why some players perceive Magic’s land mechanics as dull.

A Separate Land Deck: Addressing Magic’s Mana Issues

Timely Access to Lands in Sorcery

Sorcery: Contested Realm gameplay image from the game's Kickstarter page
Source: Sorcery: Contested Realm Kickstarter

Sorcery: Contested Realm presents an innovative solution to the issues associated with mana in Magic: The Gathering. Instead of integrating lands into a single deck, players maintain a separate deck specifically for lands (or ‘sites,’ as referred to in the game). At the start of each turn, players can choose to draw either a land or a playable card, ensuring access to essential resources when needed. Additionally, the Avatar, acting as the deck’s leader, has the ability to tap and draw a site, providing the option to gain both a land and a card during the same turn, though at the expense of placing a new site.

This separation of lands from the main deck allows them to remain integral to gameplay without the risk of experiencing mana deprivation. This design cleverly retains all the aspects I appreciate about land mechanics while alleviating the frustrations they can bring. While I don’t envision abandoning Magic: The Gathering completely in favor of Sorcery: Contested Realm, I now recognize that Magic’s land system could benefit from some refinement, and Sorcery has successfully addressed these concerns.

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