Thursday, 12 March 2020

Unusual Tribes 12: Demons


Intro
This week’s Unusual Tribes column will dive into the depths of hell to analyse Demons. 108 Demons currently exist in Magic: The Gathering. As Black’s Iconic creature type the overwhelming majority of these Demons are printed in Black. There are, however, 2 Demons from Kamigawa block Oni of Wild Places and Shimatsu the Bloodcloaked, which are Mono-Red.

Demons are one of Magic: The Gathering’s most evocative Tribes. Demonic entities are present in almost all major world religions as embodiment of evil and representations of sin. Magic: the Gathering captures this flavour brilliantly. They are a tribe that is terrifically fun to play, but one which may end up hurting you more than they do your opponent…

Power At A Price

Demons have been with the game since it began. Alpha introduced both Demonic Horde and Lord of the Pit. Lord of the Pit is, in many ways, Magic’s archetypal Demon. He establishes their primary theme, namely that Demons are incredibly powerful creatures, but that this power comes at a price.
Although Lord of the Pit does not so look so impressive by modern standards, in comparison to Alpha’s other creatures, Lord of the Pit really stands out. Upon release, Lord of the Pit was statistically the second strongest creature in the game, beaten out only by Force of Nature. For 7 mana, Lord of the Pit offers a 7/7 stat line with Flying and Trample. In return for this strength, however, he requires his controllers to sacrifice another creature at the beginning of each of their turns or else take 7 damage.

Other Demons would follow the example set by Lord of the Pit. Many members of the tribe are undercosted and have fantastic stats, but penalise you for playing them. Master of the Feast is a 5/5 with Flying for only 3 mana, but allows each opponent to draw a card during all of your upkeep phases. Yawgmoth Demon is well-stated for his cost, but forces you to sacrifice an artifact or take 2 damage each turn. Treacherous Pit-Dweller provides incredible strength for its cost, as a 4/3 for only 2 mana, but proves the accuracy of its name by returning to play stronger and under the control of an opponent
after it dies.

Abbysal Persecutor is, arguably, the most extreme example of a Demon providing power at a price. A 6/6 with Flying and Trample for only 4 mana, Abbysal Persecutor has greats stats for its cost. This strength is weighed against the considerable downside of the Persecutor literally preventing its controller from winning the game as long as it remains in play.  This makes Abbysal Persecutor the polar opposite of the card Platinum Angel printed in Mirrodin. Platinum Angel, as a 4/4 for 7 mana, is overcosted but prevents its controller from losing the game whilst it remains in play. Even though these mirrored effects were printed in sets released 7 years apart, the fact that one of them belongs to an Angel and the other a Demon makes it clear that this parallel is intentional.

So just what flavour are Wizards of the Coast attempting to evoke by presenting Demons as creatures with tempting stats, but huge downsides?  Well one of the most famous stories regarding Demons is the old German folk tale of Doctor Faustus, famously adapted into a play by John Marlowe in the late 16th century. Doctor Faustus is the tale of a brilliant scholar who sells his soul to the demon Mephistopheles (a literary character who also appears in the infamously confusing Magic card Chains of Mephistopheles)  in return for being granted incredible power. Faustus spends his time with Mephistopheles abusing his newfound powers, gradually committing increasingly morally reprehensible actions. Faustus comes to believe that the Demon is his friend, before ultimately being proven wrong and dragged screaming down to hell to suffer eternal damnation.

The story of Faustus informs the presentation of Demons in Magic: the Gathering. Their incredible power for a, seemingly, low cost offers a dark temptation. A player summoning a Demon is forced to pay a price. Whilst there is a chance that they can use the demon effectively and come out on top, it’s also possible that they could end up like Faustus, condemning themselves to failure in an attempt to wield dark powers they cannot truly control.

A Demonic Education

Demonic Tutor allows you to search through your deck for any card and place it into your hand. Later cards with this effect are now also called ‘Tutors’ in reference to this. By casting Demonic Tutor, the player is being taught mystical and forbidden arts by a demon whispering on their shoulder. The forbidden information which the Demon teaches them is represented by the spell they draw from their deck.

Rune-Scarred Demon and Razaketh, the Foulblooded also both have tutoring effects, furthering the association of Demons with this ability.  Demons such as Kothophed, Soul Hoarder, Vilis Broker of Blood and Doom Whisperer who provide card draw, or knowledge of the top of your deck, at the cost of draining away your life tell a similar story. They are tempting their controller with dark knowledge at the cost of slowly stripping away their humanity, which is represented by life loss. The flavour text of Doom Whisperer makes this abundantly clear, ‘The sound of every twisted secret tempts you to hear another’.


The case of the Disappearing Demons

Between 1995 and 2002 not a single Demon was printed. They were replaced by Horrors as Black’s 
iconic creature type during these years. Wizards of the Coast made this decision as they were worried that, by featuring Demons in their escapist fantasy game, they would be accused of promoting Satanism. Hysterical accusations of this sort had been raised against Dungeons and Dragons in the 1980s and Wizards of the Coast, fearing the worst, did not wish to become the recipients of similar backlash.

Magic the Gathering was really beginning to grow as a game between 1995 and 2002, and it was feared that now that the game was becoming increasingly mainstream, its larger platform would draw the attention and ire of concerned parents wishing to protect their children from the supposedly satanic influences of trading cards. As such the decision was made to scratch the word ‘Demon’ off of the creature type line of Black’s bombiest threats and replace it with the word ‘Horror’. This was an exceedingly superficial change. You only need to look at the artwork of a card like Abyssal Horror to see that everything about the card’s art still depicted a Demon, it was just being called a ‘Horror’ instead to evade the attention of concerned parents. In 2002 Grinning Demon was printed in Onslaught, marking the return of Demons to the game. Horrors then attained an identity all of their own, evolving divergently from their Demonic predecessors. Horrors are now associated with Nightmares (such as the horror tokens spawned by Ashiok) and Eldritch spookiness (such as the Horrors associated with House Dimir of Ravnica).

Wizards of the Coast parodied the manner in which they had removed Demons from the game in the 1998 joke set Unglued. The set featured the card, Infernal Spawn of Evil, whose artwork depicted an adorable squirrel and whose type-line featured the word ‘Demon’ crossed out in red marker and replaced with the word ‘Beast’.

Rakdos: the Demon, the Cult, the Legend

By far the most famous Demon in Magic: the Gathering is the Demon Lord Rakdos. Master of the eponymous cult of Rakdos, he is represented on 3 distinct cards, one from each of our visits to Ravnica.

Rakdos the Defiler, printed in Dissension, is a 6 mana 7/6 with Flying and Trample. Whenever Rakdos the Defiler attacks you must sacrifice half of the non-Demon permanents you control, rounded up. If the attack damages with your opponent, then they must then sacrifice half of their non-Demon permanents. This version of Rakdos is arguably his weakest incarnation. It may seem like this particular Rakdos would make the perfect commander for a Demon tribal deck, but this is not the case. It’s important to note that the card makes you sacrifice half of your ‘permanents’, rather than half of your ‘creatures’. This means you take a huge slice out of your land base, as well as any artifacts, enchantments or Planeswalkers you may have in play each time you attack.  This card becomes even more impractical in Commander, as only the opponent you attack with Rakdos is forced to make any sacrifices. This leaves the rest of the players sat around the table totally untouched whilst you decimate the boards of only a single target and yourself.

Next is Rakdos, Lord of Riots from Return to Ravnica. A 6/6 with Flying and Trample for the price of a mere 2 red and 2 black mana, Rakdos, Lord of Riots cannot be summoned unless  your opponent has lost life in a given turn. This is an easy condition to meet, however, and once the Lord of Riots is in play he makes each creature spell you want to cast cost 1 mana less for each life your opponents have lost in a turn. Rakdos, Lord of Riots combos brilliantly with several Rakdos cards introduced in Ravnica Allegiance, such as Spawn of Mayhem, which deals damage to each player at the beginning of each of your upkeep phases. Spawn of Mayhem allows you to summon Rakdos, Lord of Riots and activate the Spectacle effect of any Rakdos cards from Allegiance before even needing to go to the combat step. Rakdos, Lord of Riots is a significantly more practical card than his earlier counterpart and is very easy to build a deck around.

Finally is Rakdos, the Showstopper from Ravnica Alligence. A 6 mana 6/6 with Flying and Trample. When Rakdos, the Showstopper enters play each players must flip a coin for every creature they control which is not a Demon, a Devil or an Imp. The card then destroys every creature whose coin comes up Tails. This effect makes this iteration of Rakdos the best tribal Commander of the three. He allows players to batch together Demons, Devils and Imps into a single unified deck, allowing you to, ideally, kill a significant fractions of your opponents' creatures as he enters play whilst preserving your own.  Mirror March, also released in Ravnica Alligence, combos nicely with Rakdos, the Showstopper. Mirror March allows you create a token copy of each creature you control when it enters play, if you can call a coin flip correctly. This (ideally combined with Krark’s Thumb to increase your chance of calling the flip) potentially allows you to summon even more iterations of  Rakdos, the Showstopper, which in turn forces your opponents to flip another set of coins to keep their creatures safe. This can seriously pressure your enemies, or at least hugely annoy them by forcing them to spend five minutes flipping coins. This can be built up into a ‘Coin-Flips matter’ deck by incorporating Chance Encounter, a card which allows you to win the game 
if enough coin flips come up in your favour.

Rakdos is also featured on the artwork of several Instants and Sorceries, most notably Rakdos’s Return. Rakdos’s Return allows its caster to pay a single Black and Red mana plus X in order to make target Opponent discard X cards and take X damage. This card is notable as it is the mirrored counterpart of Sphinx’s Revelation, which has an inverse effect which allows its controller to draw X cards and gain X life.

Arbitrary Grades

Flavour: A
As I hope I’ve made clear throughout this article, the flavour of Demons in Magic: the Gathering is fantastic. They force their controllers into making sacrifices in the name of pursuing quick and easy power. This is a brilliant execution of the concept of striking a pact with a Demon which is prominent in so many works of fiction.  Players, can mimic the tale of Doctor Faustus by indebting themselves to a fiend. The parallel to the tale of Doctor Faustus can most clearly be seen in the flavour text attached to most modern reprintings of Lord of the Pit ‘My summoning begins your debt, Planeswalker.’. This Faustian portrayal has become the standard even beyond Magic when Demons are depicted on trading cards. Hearthstone employs the exact same technique with Demonic cards such as Pit Lord and Felguard which offer high stats at a low price, for a painful cost. Magic: the Gathering can thus be accredited with establishing the definitive depiction of Demons in card game form.

Viability: C-
For all of their flavour, Demons do not really possess many tribal synergies. Putting too many Demons into a single deck, would quickly spiral out of control. You would be required to pay price, after price in order to keep them all out on the field at once, making keeping a large board impractical. Perhaps it’s thematically appropriate that Demons are far too individually proud to ever cooperate with one another. With that said, there are certainly enough Demons who do not individually penalise you to put them all together into a deck, and many demons are hugely powerful cards. Additionally Demons who make you sacrifice creatures to keep them in play, such as Abhorrent Overlord , can turn their downside into an upside when used in conjunction with Sacrifice matters cards like Mayhem Devil or Cruel Celebrant. The closest to a tribal option available is provided by Rakdos, the Showstopper  who offers an incentive to brew a deck featuring a mixture of Demons, Imps and Devils .

Best and worst cards:
To the surprise of nobody, I am nominating Griselbrand as the best card of the tribe. An 8 mana 7/7 with Flying and Lifelink, Griselbrand’s primary selling point is his ability which allows his controller to pay 7 life to draw 7 cards.  Though this life payment may seem like a steep price, the fact that Griselbrand possess Lifelink allows him to heal any damage which he deals to you, effectively allowing you to draw 7 cards whilst bringing out a 7/7. Griselbrand is typically the win condition of re-animator decks in Modern. These decks which attempt to quickly get Griselbrand into the graveyard, in order to later return him to play using a cheap card like Goryo’s Vengeance which circumvents his steep mana cost.

The worst demon, again by a huge margin, is Shimatsu the Bloodcloaked. A 0/0 for 4 mana, Shimatsu the Bloodcloaked allows you to sacrifice any number of permanents as it enters play, in order provide it with that many +1/+1 counters. A sacrificed permanent in return for a +1/+1 counter is usually not a great deal, and even if you buff Shimatsu the Bloodcloaked to a huge size it possesses no protection, or even any form of evasion in order to make those huge stats matter. Like many other Demons, Shimatsu needs to be paid for in blood, however, unlike his counterparts, he does not offer any crdible power in order to warrant your huge sacrifices.

When discussing the worst Demons in the game, Halo Hunter deserves an honourable mention. A 6/3 for 3 Black and 2 colourless mana with Intimidate (which is essentially the mechanic which later evolved into Menace) Halo Hunter is far from terrible. The card even possesses the ability to destroy target Angel as it enter play which, though extremely conditional, is exceedingly powerful if it ever goes off. So what makes Halo Hunter notably bad? Well in the standard of Halo Hunter’s time by far the most viable Angel was Baneslayer Angel a card which, due to its protection effect, Halo Hunter is completely unable to destroy rendering the cards one obscure niche even less useful.

So even though Halo Hunter probably isn’t strictly bad enough to warrant mention among the worst Demons - it’s practically awe-inspiring when compared to the likes of Shimatsu the Bloodcloaked - I feel that his comical failure to complete his only job makes him notable enough to discuss here.

Thursday, 5 March 2020

Approach of the Second Sun: Conveying a Story and Tone Through Gameplay

Here's video essay number 4. A dive into the plot of Amonkhet block, and how the card Approach of the Second Sun conveys the themes of the block through it's gameplay.

Next week, we'll be back to business as usual with a new Unusual Tribes article.