Sony Online Entertainment is bringing the core feel of the classic CCG to PC and PS3 with Magic: The Gathering Tactics. The first thing to know about this still-in-development game is that they are moving away from the nomenclature of the original game in an effort to create a whole new experience that is not dependent upon the card game. For example, players do not build decks from cards, instead they build “spellbooks” from “figures” and “spells” (although the dev who showed me the game had to keep correcting himself about these terms), but semantics aside—this game looks like it may finally on the right track in bringing the appeal of the CCG to the video game world.
Players begin their foray into MtGT with a starter spellbook, and as expected, they must build that spellbook up with booster packs of random figures and spells (slated to have a cost similar to the CCG), but as a spellbook only has betweeen ten and twenty items in it, it won’t get too expensive too quickly. There will also be an auction house and a trading center online, where players can buy and sell cards, or offer up trades to specific individuals or to an open market.
Players will be able to bring these spellbooks into friendly one-on-one games, ladder matches, tournaments, and even buy-in (and closed spellbook) tournaments or drafts. This is where the game begins to look much different from what we’re all used to. Each match is played out on a gridded battlefield, on which the player’s character, a Planeswalker, begins opposite his counterpart. All spells and figures originate in the Planeswalker’s square, so allowing him to maintain line of sight with targets, and keep open space around him for summoning is important.
The tactics start there and just get deeper as the match goes on. Location and attack direction, for instance, becomes essential to keep track of. While the creatures still have set damage values (rather than dice), there is a chance of a critical attack, which increases greatly when flanking or backstabbing and yet further when the target becomes surrounded by enemies. There are also ranged attack figures who can deal a diminishing amount of distace from afar. This all serves to make the actual placement and movement of the figures into an important part of the game.
Spell casting has been made more tactical through deception and “blind” casting. When spells and abilities are used, the board might show some visual clue, but the effect will not always be made apparent immediately. If your enemy casts a direct damage spell like a fireball then of course one will see that immediately. However, you may only get to see that the enemy Planeswalker has cast a blue spell, and you wont know what has happened. He may have bumped a creature’s HP. He may have given a creature flying, or he may have cast a preemptive counterspell, and you wont know until you encounter the effect.
Similarly, a creature might have an ability that creates a deceptive effect. For example, one creature might have the ability to add a “takes double damage” enchantment on opponent’s creatures, and you know that—because you can read the creature’s description. When it’s cast, however, you wont know which creature it has been applied to until after that creature starts to take damage next.
Magic: The Gathering Tactics is currently not even at the alpha testing stage, but they plan on a late fall release. Keep an eye on Icrontic for more information, and an eventual in-depth review.