Different kind of post today. I have been playing the 1997 pc game magic the gathering shalandar. I’m sure some of the elder magic heads have experience with this game. It is a real gnarly looking crpg-ish game where the combat is mtg battles. The version I played had cards up through The Dark from 1994, so it was really fun to get a sense of how the earliest period of magic actually played.
So the game works like this: you choose a colour at the start and it gives you a fairly shitty deck of mostly that colour. You walk around the isometric world which is full of towns and enemies. If you get into a battle, you have an ante, so every time you fight you either win or lose a card. This was pretty thrilling honestly except for in the late game where I felt like I was just meant to save scum forever to protect my super good cards. In the towns you can buy cards, edit your deck and get randomly generated quests that have sometimes worthless, sometimes extremely valuable rewards.
The game doesn’t really have a narrative or anything. The layer of juice it adds to just playing old magic is this honestly very intricate and gripping web of resource management and time pressure that I will try and fail to explain clearly.
You start the game at 10 starting life. Different enemies have different starting life ranging from like 6 to idk 30 or so for bosses maybe. You can increase your starting life by getting mana links (represented by an ankh in the above screenshots). These are offered as quest rewards from towns maybe like 30% of the time. When you accept a quest, you have a time limit to complete it (usually like 3 days, which is idk 5 minutes walking around time (I think the clock only progresses when you’re in the field)). If you don’t complete the quest, the town is mad at you and will never offer you another quest.
Another resource is money, which you can use to buy lower value cards in towns. Each town has a specific collection of one-off cards you can buy. You can basically only get money by selling your cards at the towns.
Then there are emblems, which are also quest rewards. These are represented by the mox jewels, so there are five colours of emblem. They are more valuable than money, and you are sometimes offered to buy rarer cards with them that you can’t buy in a town.
Then there are dungeons, which are not marked on the map and are pretty tough. You can get hints about their location and what you will find in them. They usually have some permanent effect like life loss carries over, or a permanent enchantment effect (eg. bad moon is always active and you can’t play black cards). The dungeons contain the super high value cards, most notably the power 9, as treasure if you can delve deep enough. You cannot save while in a dungeon which I think was a good move on their part. Cause otherwise you’d just be scumming your way to the end.
So that’s basically all the ways you want to be accruing stronger cards and getting more powerful. The tension comes from the 5 evil wizards. The wizards will send out creatures into the world to attack towns. When this happens, you get a warning and can rush to the town to kill the creature. But honestly most of the time you’d have to drop everything you’re doing to get there in time. If they take over the town, it is now locked off and you need to win a more difficult boss fight to free the town. If any one wizard claims 3 towns, the game ends immediately. They are literally tapping the land to cast a huge spell that destroys the world! Pretty cool. If you save a town, you get this incredible screen that made me laugh like 10 times.
So you must constantly be managing this threat, while also trying to power yourself up. Defeating the wizards is the main goal of the game. They each have a tower, which is also a dungeon but has no prize cards. If you can find them in their dungeon and defeat them, they die forever. You can check the status of the wizards with this pre-rendered screen.
The most brutal part of this whole system of push and pull took me fucking ages to realise: if you previously got a mana link (plus one to your starting life) from a town, and that town then gets tapped by a wizard, you lose that mana link, effectively getting a permanent -1 life. For 90% of my playtime I was just going down in life and didn’t know why. I assumed it was maybe something that has a chance to happen if you lose a battle. But no, it’s all about the lands. As far as I can tell, if you save a town, they will not offer you another quest to get another mana link. On my second run, I had defeated 3 of the 5 wizards, and was struggling to keep up with their tapping. My life at its highest was around 24, but by the time I gave up it was at 9. I think I had effectively failed the run at that point. I couldn’t keep up and I was struggling to find more quests that offered mana links to bump my life up.
Anyway I guess I’ll talk a little about magic cards. It was so thrilling to cast cards like Time Walk for the first time in my life, and I got to learn the power some of those key early cards like time elemental and hypnotic specter. Just looking at these old cards in a set list, it is very hard for me to grasp which ones are good and why. The top end boss cards of each colour, like shivan dragon for instance, look pretty bad by the standard I’ve learned from contemporary pauper magic, by in this setting they really are hugely threatening (though can still just die to terror or counterspell, that much hasn’t changed). Definitely the most powerful card that I had never even heard of was contract from below, which is basically just one mana draw seven cards. That’s 4 more cards than ancetral recall! Disgusting. I assume the reason it has less of a reputation, and is not part of the power nine, is that any card with ante mechanics is basically ignored now? Idk, ante seems like it’d be cool to include in a cube, or you could just ignore that part and make it like exile one card instead in a casual game. But yeah, on my second run I basically played a red burn deck, with lightning bolt (exactly as good as it is today in pauper), ball lightning and heaps of disintegrate/fireballs, mana flare to win the game, and then I splashed black basically for contract from below, dark ritual and a couple more cards. I was fun to play something this aggressive that also just refueled itself forever.
Also look how gorgeous the battle screen is! How could anyone tolerate looking at Arena after seeing this.
Anyway uhhh I think this post is long enough. I love this game and am very happy for the education it gave me. I will probably attempt another run or two. You can play it pretty easily thanks to various fan efforts. I clicked on the first result when I searched it, downloaded, unzipped, clicked the exe and it just worked. So go ahead and try if you like.