
Back in 1993, a Maths (yes, I’m British, we don’t remove the ‘S’) professor collaborated with Wizards Of The Coast to create a Collectible Card Game that would go on to be the most popular, and most complex card game ever thought up. That game was Magic: The Gathering. This past week, Duels Of The Planeswalkers was released on Xbox Live Arcade. The game is based on M:TG, and it’s had me hooked for three straight days. I’ve pulled myself away from my Xbox 360 long enough to write up this review, however. So cometh all ye Planeswalkers, and check out my literary ramblings of a card game with no cards, after the Planeswalk.
There’s no possible way for me to write up this review without acknowledging my history with M:TG. I played solidly, and semi-professionally for that matter, from the release of Tempest in 1997 to the release of Apocalypse in 2001. Since then I’ve attended a few pre-release tournaments here and there and have played sporadically with friends, but I no longer play ranking events.
In 1997, Microprose released a PC game based on M:TG called, “Duels Of The Planeswalkers.” When this XBLA game was first announced I assumed it would be a re-release of said PC game, but alas it is not. Instead, it ignores the fact that the original ever even existed and has established itself as an entirely different game… Just with the same name. This left me slightly confused, but being that it’s giving me the option to play Magic again, I’m going to allow it.
Congratulations to anyone who understood what I was rambling on about in those last two paragraphs, you clearly have knowledge of the M:TG game and will essentially be on the same page as me throughout this review. Anyone who has no idea what I’m talking about thus far will have to bare with me, for explanations will be attempted.
So I’ve now established that I came into this game as a seasoned player of the CCG (Collectible Card Game), and thus understand the rules and the strategies therein to a great extent. And I’m pleased to say that Duels Of The Planeswalkers (hereby referred to as DotP), stays true to the existing M:TG rule set… Mostly.
The SINGLE niggle I have with the rules thus far is that the computer seems to decide how your attacking damage gets distributed upon being blocked FOR you based on what IT thinks is the logical choice. This is not always in compliance with my own strategies, but it’s no big deal I suppose. As I said, it’s a niggle. That said, the rest of the game seems to perform in perfect harmony to the CCG.
So, what appeal does this game present to beginners? Well, if you’ve got the slightest interest in CCGs or even generic strategy games, this game will suit you down to the ground. M:TG has often been heralded for its strategic gameplay. The game presents you with two starter decks. One green, one red.
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