Oh dear, I’ve been sucked back into Shandalar.
Let me explain. Shandalar is a Magic the Gathering video game from 1997. MtG has had many other video game properties since 1997. Battlegrounds was weird, real time stuff. Didn’t work. Duels of the Planeswalkers (later known as Magic: Duels) was okay, just straight games with a story mode and deck builder. Sometimes neat little bonuses. Then that got discontinued. Magic Arena has been amazing. It’s like a streamlined version of Magic Online. It’s colourful with cool effects. The UI is mostly pretty well done. It’s free to play with in game currency. They’re hunting for their white whales, and the rest of us plebs provide a player base for them to battle. It’s a working eco-system and a pretty huge deal for the future of Magic. I’ve spent innumerable hours in the past year on this game. I love it to bits. It’s not Shandalar.
Shandalar is my forever mistress. It’s hard to escape, because it’s so fucking fun. For people who haven’t played before, I figure I might give some tips. First of all, if you want to play on Windows 10, here’s a really good tutorial from streamer Gaby Spartz. It’s an old game, there’s some finagling required. Okay, the gist of Shandalar is that it’s a MtG based RPG. You wander around a world map battling cronies of evil wizards, building your deck up over time. Eventually you battle the wizards and save the land. Sometimes you’ll find dungeons, which have old cards very few of us get to play in real life. Black Lotus, Ancestral Recall, etc. The game also features an ante system, which means you can lose your precious cards, or steal cards from opponents. The ante system, while heartbreaking in real life (and thus has been expunged from paper magic) actually makes the game really fucking exciting. You’ve got skin in the game, and you’ll feel super shitty losing a Mox Sapphire to some dork on a horse.
With that out of the way, here are some tips for the game:
- Money. Money is a thing in this game. It helps you buy cards in towns, or from vendors. You can use it to buy food, which helps you keep a good speed walking around the map. Money is important.
- Towns have different economies based on their size. It’s a good principle to buy cards you want from smaller towns. Or if something’s a good card in a small town, you might be able to flip it for more money at a larger town. Buy your food from small towns if you can.
- Liquidate everything you’re not gonna use, and try to sell your more expensive cards at big cities. You’ll get a lot more for them.
- Once you can consistently beat enemies, they’re a great source of revenue. Sometimes you’ll randomly get really powerful cards from them too.
- Travel by roads. It’s faster and you can evade enemies.
- The honest to god best thing about having money in this game is being able to pay off enemies instead of battling them when you’re trying to get around the world map. When you start out, your deck will be shite. A multi-coloured monstrosity. You can streamline it eventually. Before you do, however, your win loss rate will be pretty rough. If the choice comes between risking losing a good card to ante or paying 40 gold, the gold is well worth it. I mean, you’re in the game to play Magic and have fun, so do that too. Just don’t lose your key cards to errant druids.
- The upside of paying people off is that it frees you up to do quests for towns. This will help you power up faster.
- Quests: Take quests that give you mana links. Your life starts at eight or ten. Each mana link you get raises your life total permanently by one. Once you have 15-20 life, the game gets more reasonable and you’ll find yourself actually winning games.
- Quests: At the start, do the dorky quests that just require you to take messages around in exchange for single amulets or mana links. When your deck gets good enough, you can start doing battle quests where you’ll get two or three amulets for defeating powerful enemies. It’s great. You can use these to buy new cards.
- Amulet rates: Vendors sometimes sell cards by type and amulet colour. Rares cost three (very occasionally, four) amulets, uncommons cost two and commons are one. It’s a good idea to have multiples of three amulets whenever you open dialogue with a vendor. Once you choose to engage with a vendor, you won’t be able to engage with that same vendor again.
- Contract from Below is in this game. It is fucking insane. Take a chance to play with it, because you’ll never, ever get a chance to play it in real life. The extra ante is irrelevant. If you’re drawing 7 cards for B, you’ll usually be winning that game.
- There are different random locations that appear on the world map. Little mountain crags, sunken ships, graveyards, alabaster columns or little forest hovels. They’re random events, and usually have a more positive outcome than negative. Sometimes you’ll wander into a thieves den and they’ll steal half your amulets or gold. Mostly though, you’ll find cards, merchants who’ll sell cards for gold or amulets, or dungeon clues. Sometimes you’ll find a powerful monster with good spells up for grabs.
- When you have a random encounter with a powerful monster, you usually don’t put cards up for ante. It’s risk free. You might as well take the battle and sell the cards, because otherwise the monster will just disappear for good.
- Dungeons. Get dungeon clues so you know what you’re encountering. Life losses/gains are carried over between matches. There are dice that will give you a bonus of either extra life or a card to start with. You can accumulate life bonuses, but once you have something to start with, getting a new dice replaces that entirely, even if it’s another life bonus.
- Dungeons, cont: The best practice in a dungeon is to entirely avoid battles if you can. Scope out every available hallway without taking dice if you’re able to. Leave dice scattered around, and once you have no choice but to battle someone (to get a treasure (which in this instance is always an amazing rare card)), collect dice until you have something good to start with. It’ll make the battle a lot easier.
- You can run as few as 40 cards. Once you’re below 40, the game will start randomly adding in lands to your deck. Try to keep at 40-43 (in case you lose a battle out in the world and want to stay above 40 cards). You can run up to three of each card until later.
- Worldmagics: There are a bunch of worldmagics. They’re not all created equal. The ones to get are:
- The one that lets you walk through swamps faster.
- The one that lets you walk through mountains faster.
- The one that stops you consuming food when you’re walking through a forest.
- The one that makes cities offer more cards for sale.
- The one that lets you run up to four copies of each card in your deck.
- MOST IMPORTANTLY: The one that makes the evil wizards require five conquered cities instead of three. It’ll give you so much more time
Speaking of time, that’s all I have right now. If you’re into Magic I implore you to check this game out. It’s sincerely amazing, and despite (or even because of) the graphics, it’s a riot. It’s very exciting, gripping, and I don’t think Wizards of the Coast will ever make another game like it. It’s not a lucrative enough system.
Happy casting, friends.