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Inconceivable!

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Last week I spoke to my thoughts on proxy cards: thank you to everyone who commented. It's clear there isn't clarity across the board, and the diversity of thoughts and opinions show just how broad the spectrum really is.

One point that was raised was one regarding Un-set cards: cards from Unglued and Unhinged. "Are Un-cards really cards?" It's an interesting consideration juxtaposed to my position that "proxy cards are any cards that aren't legal for tournament play." Cards from the "silly sets" certainly aren't tournament legal.

But I think they're just fine to play with.

Now You Really Hate Me

I can hear the clanging of pitchforks and torches already but before you storm my castle and do whatever it is an unruly mob does, I have a few thoughts that help explain where I'm coming from. Again, my goal isn't to convince you that you're wrong but to open up potential and provide a basis for self-reflection.

With the semantics out of the way let's get down to it. The wacky sets in Magic are interesting not because of what they aren't (tournament legal) but what they were considered: expansion sets. Unlike Collector's Edition and World Championship Deck releases, these cards were designed to be played with other Magic cards despite the prohibition on tournament use.

That means they share many of the everyday characteristics of "normal" Magic cards:

  • Collectible (a range of rarities)
  • Appeal across the Magic psychographic profiles
  • Interactive with cards within and outside the set
  • Subtle in-jokes that veteran players would appreciate

Of course, the sets were also designed with a few things that were completely opposed to traditional paradigms:

  • Cards were meant to break the rules (especially in Unglued)
  • As many jokes as possible were packed onto each card
  • The set was not part of a block or overarching plan
  • Design and Development were coordinated as one team effort

A quick search for Mark Rosewater's articles about Unglued and Unhinged share all this (and many more entertaining annecdotes). However the most striking thing I found was the feel of the articles: Un-sets were just another part of Magic.

Obviously they aren't, per se, but the tone of the articles and comments (at the time) suggest that this type of wacky Magic wasn't something to be ostracized or ignored but was merely a Magic of a different flavor, much like Vengevine and Fauna Shaman excite different players in different ways than Wild Evocation and Gaea's Revenge.

If you're having a hard time understanding, consider the amazing things for "normal" Magic that have resulted:

This list has a few more items but you catch the drift: some of the "rules breaking" design exploration has yielded wonderful fruit that falls well within the boundaries of the acceptable – or is at least considered acceptable now. I still remember a time when Portal and Starter cards were also off-limits.

Where's your Grim Tutor now?

I won't try to avoid the fact that Un¬-cards are, in fact, shoved to the side for the vast majority of players. They aren't legal in any organized formats – at least those with notable recognition – won't become legal anytime soon (at least that's what my crystal ball is divining for me) and despite obvious collectability they generally carry extremely poor value. That's three big strikes against general interest growing.

But I'll handle the lone exception first: basic lands.

The First Line of Defense

Unhinged and Unglued lands are, arguably, the most well-known and received portions of the Un-sets. My cube is stocked with lands from these sets (primarily and moving towards Unhinged for consistency's sake) and I've seen numerous casual and tournament decks packing the original rounds of full-art lands. I saw stacks of these sell out from dealers at Grand Prix DC.

It's an understatement to say that full art lands are popular. Zendikar lands were preselling extremely well at solid prices. As the market flooded with more copies the prices, naturally, fell, but I am still astonished at the number of players who are still looking for Zendikarfull art lands – or weren't around to grab them.

The Un-lands are, for many players, the most exciting thing still in the sets. To slowly bulk up my cube lands I've been buying a steady stream of Unhinged packs. The price is set so I essentially net even over a handful of packs and always break positive when I hit a foil version. And I'm not alone: others, including one judge, regularly pop the packs and dig for more.

The problem, however, is that these lands weren't the point of the sets. Lands are still fresh, fun, and attractive but lack any humor or joke whatsoever. These lands are the "serious business" that prop up continued sales. I suspect there are very few, also like myself, that grab a box on discount and open it up with Sealed or Draft play.

But it's always the lands players are after. I don't think I need to say anything more here.

What I really want to get into is the conception that Un-cards are unfit for Magic. That is to say that if you were to put a few wacky cards into your everyday Magic deck, other players are apt to be disappointed, angry, upset, or indignant. Somehow, somewhere along the way, these silver-bordered cousins became less acceptable than a proxy card of a "normal" card – and you know how I feel about proxy cards.

A Silver Lining

Let me be clear: silver has no business in Legacy, Vintage, or other sanctioned, competitive events. I would not suggest that adding cards like Number Crunch and Fraction Jackson to competitive play would be something acceptable (though it would make for a great thought experiment) in terms of maintain balanced and fair gameplay.

What I do propose is that you give these maligned cousins a second chance outside of the arena of bright lights and metagames: kitchen tables, casual meetings, and the occasional more-serious "thought experiment" type deck.

The fact that formerly "rules breaking" and "far-out-there" concepts have gone on to become "real" Magic cards is just an indication of what's available within the walls of the wild. The fellow player who introduced me to cube (Erik Klug and his common/uncommon cube) learned his cube trade from the man himself: Tom Lapille. As Eric's story goes, Tom was one day looking for an Unhinged card: AWOL.

The important note is that, if you skipped the previous two links, Tom runs a "real" cube full of very powerful goodies.

Another popular card in the cube community is Blast From the Past – which feels exactly like something that should have been printed during Time Spiral Block. Can you determine which interactions cancel enough other out? When is it appropriate to play this? Those are the types of questions, and modern rules knowledge exploitation, that gnaw at the minds of veterans –few other cards alone allow so many interesting and powerful plays.

And did I mention it's hilariously fun to play as well?

While we're no longer privy to the exact contents of Tom's cube anymore considering that some of these "crazy" cards where (and hopefully still are!) included leads us to a powerful point: there are Un-cards that are wonderfully "normal" in their function. Ignoring inherently unbalanced and unreasonable cards (like Handcuffs and Chaos Confetti), there is a veritable basket full of potential that sit languishing for use.

Fowl Play? What's so strange about a blue aura that removes all of a creature's abilities? I'm sure this would find use in EDH and other places.

Frazzled Editor? It's perhaps one of the most useful, if slightly confusing, forms of protection out there.

Shoe Tree? A 5/5 for five is a little underwhelming. The amusement of the occasional pair of shoes on the table seems harmless enough – and totally worth it.

I could grab many more but my point is this: a silver border doesn't mean the card itself is utterly adverse to normal Magicgames. Mark Rosewater has repeatedly suggested that the best way to play with Un-sets is to specifically mix it with the nonsilver-bordered world. He compared these sets to icing – best on the cake but quickly tiring by itself.

The Wall

I may have tickled the funny bone in some of you but there's certainly a lot of skepticism to overcome, especially when there are cards like Goblin Bookie and ________ (You know, the card without a name?) out there that don't walk so fine a line with rules.

Giving a carte blanche for using these sets is a recipe for disaster, which is why I was never suggesting it to begin with. However it's clear that the potential for friendly, and fair, fun to invigorate group dynamics is there. So where is the balancing point?

There isn't a clean answer – there rarely is when you're dealing with Un – but there is hope: talk it out. Take a peek if you haven't looked before. I promise that you'll be confused, unsure, surprised, or pleased – or even a little bit of everything in between.

Besides, I always win at Side to Side.

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