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Chalk - So Do You Wear a Cap? The Unofficial story of Magic: The Gathering

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So Do You Wear a Cap? The Unofficial story of Magic: The Gathering: summary, description and annotation

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Overview: Tells the strictly unofficial story of the world-changing fantasy card game Magic: The Gathering. The e-book recounts not only the history of the game itself, but also that of the brilliant business behind it and the fascinating culture its players have created. Written to celebrate the games 20th birthday in 2013, the e-book reveals all the facets of Magic: The Gatherings incredible history, together in one place for the first time ever. Not only for the games 12 million players worldwide, SO DO YOU WEAR A CAPE? is also written for anyone curious about Magic: The Gathering, fantasy gaming in general or indeed, how society has become just a little bit geekier during the revolutionary card games lifetime.Featuring interviews with the games creator Richard Garfield, as well as Wizards of the Coast founder Peter Adkison, it also includes input from famous figures in Magics history such as George Skaff Elias, Mark Justice, Olle Rde, Brian Weissman, Brian David-Marshall, Michael Flores, Barry Reich, Rich Hagon, Luis Scott-Vargas, Kai Budde, Jon Finkel, Mark Rosewater, Aaron Forsythe, Randy Buehler, Jesper Myrfors and many, many more. If you ever wanted to know how a deck of cards can change the world, this is the book for you.

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SO DO YOU WEAR A CAPE?
The Unofficial Story of Magic: The Gathering
Titus Chalk

Imprint
Published by epubli GmbH, Berlin, http://www.epubli.co.uk
Copyright 2013 Titus Chalk
All rights reserved.
Magic: The Gathering is a trademark of Wizards of the Coast LLC in the United States and other countries.
This book is neither approved by nor affiliated with Wizards of the Coast LLC.
Cover design and layout by Chris Barker
Edited by Thomas Lovegrove
ePub conversion by Marcel Fenske-Pogrzeba
ISBN 978-3-8442-6814-0

About the author

Titus Chalk is a freelance journalist based in Berlin, Germany. He writes and broadcasts about sport, culture and games for outlets including Deutsche Welle, Tagesspiegel and FourFourTwo. He has been playing Magic since Revised Edition and even occasionally wins. He is on the wrong side of 30, but coping, thank you.

Photo Liz Eve A note on pictures The author highly recommends using - photo 1

Photo: Liz Eve

A note on pictures

The author highly recommends using Wizards of the Coasts official Magic Card Database, Gatherer, to look up the names of any cards mentioned in this book. There you will find the latest artwork, text and rulings all in one place. Go to gatherer.wizards.com, check the Name tick-box, enter the name of the card in question and instantly discover cards from the games entire history.

Acknowledgements

Thanks to Richard Garfield and Wizards of the Coast for a life-changing game, to Simon Hope for getting me hooked in the first place and to Kristina Mignon for getting me through the winter and into the library. Jon Hotten also lent me vital support and publishing knowledge and let me nag him when I was tearing my hair out.

I am also indebted to all of the fantastic people I spent time with and interviewed for this project. Without their help and belief, this book would never have been possible. Special thanks goes to Skaff Elias, whose knack for getting people to talk came along at just the right time, and to Brian Weissman for welcoming me as a friend into his home. Big up too to all the friends and family who gave me advice along the way be it with writing and publishing tips or with well-timed kind words. Feel free to claim a compensatory pint at any time.

While much of the content in this book came from my own interviews as well as a plethora of individual webpages, the following sources were invaluable:

Print

De Vincentis Jr, Joseph; Jordan, Jeff; Moursund, Beth; Rosewater, Mark, Magic: The Gathering Official Encyclopedia (Volume 1), London: Carlton Books, 1996.

Kushner, David, Jonny Magic and the Card Shark Kids, New York: Random House, 2005.

Various, Totally Unauthorized Magic: The Gathering Advanced Players Guide, Indianapolis: Brady Publishing, 1996.

Various, The Duelist (magazine), Renton: Wizards of the Coast 1994-99.

Online

classicdojo.org (particularly Schools of Magic)

channelfireball.com

crystalkeep.com

magiccardmarket.eu

oathsandfates.blogspot.com (Rick Marshalls personal blog on Wizards of the Coasts origins)

starcitygames.com

wizards.com/magic (especially columns by Mark Rosewater)

1. Its a kind of magic

S o do you wear, you know, a cape or something? Poppy asks me. Because I could definitely imagine you doing actual magic. Like tricks and stuff.

Poppy is trying. A great friend, she always forgives me my eccentricities, but this particular pearl is passing her by and I cant help but feel stranded in some humiliating time warp, where I live out the same faintly ridiculous conversation again and again. Yes, I sheepishly admit, I regularly play a mysterious card game. No, I say, it is not like snap. Yes, I suppose you could call it a cross between stamp collecting and Dungeons and Dragons. No. Youre right. Not many girls play it.

The cape question is at least wonderfully leftfield. On a drab winter morning in yet another new and unfamiliar hometown, I am happy to settle for that. This time it is Berlin. It has been numerous cities and countries before. Various social settings. Different friends. But somehow always the same unease grips me as the conversation plays out a sense of never quite knowing if I am happy enough with who I am to reveal all the components of my identity. Never quite knowing how much I want to be defined by belonging to a community of others in this instance, card-gamers. Similarly, never wanting to be defined by the judgements others cast on tribes which are not their own. If you have tried as best as you can to walk your own path, however much of an illusion that may be, it is not trivial to hand the power of sweeping generalisation to an interlocutor who may wield it indiscriminately.

Nonetheless, like a recalcitrant alcoholic at an AA meeting, let me start that same conversation all over again. Hello. I am Titus. And the card game I play is called Magic: The Gathering. Thankfully, I am not alone in this world. Since the game exploded into being 20 years ago this year, 12 million of us in 70 countries around the world have picked it up and become hopelessly, inexorably addicted. We meet in sweaty, poorly lit backrooms to play a fantasy game with special, sometimes valuable, collectible cards, Some of us even make a living out of it, raking in prize money at professional tournaments, writing about the game for its legion of fans or speculating and trading on the fluctuating value of the cards used to play. Most though, simply have cupboards full of expensively acquired cardboard to which they feel a puzzling emotional connection. To which they compulsively add via eBay or other online retailers when no one is looking. To which their thoughts drift during mundane conversations with friends or partners. Whose completeness (or lack thereof) keeps them awake at night. Whose contents and possibilities make their mind spin and drive some online to play the game there, against distant opponents.

Whether I am always comfortable with the notion or not, I belong to a vast and motley crew of Magic players. That is either reassuring proof that I am not deranged or that a significant percentage of the worlds population is. I hope to settle that question one way or another during the course of this story, which, like the best of stories starts a long time ago, in a galaxy far, far away.

2. Great Minds

U senet. Two simple syllables, which once represented a glittering new way of communicating, but which have long since receded into the past as the digital ages advances have clocked up (and in some cases cocked up) at an astonishing rate. Usenet was the text-based precursor to the World Wide Web and was in many ways like cyberspaces old west. It was a wild frontier. Sparsely populated. A far-off and unfamiliar idea to all but the most pioneering of souls. In 1991, it boasted around 12 million users worldwide, almost exclusively techies, academics and pornographers. It handled two, sometimes three, gigabytes of traffic per day. By contrast, in 2013, over two billion of the worlds population are online and gigabytes of traffic have long given way to petabytes. Still, there are Usenet archives out there, where former devotees can pour over the traces of their rambling, un-moderated discussions like historians poring over sepia-tinted photographs.

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