Magic: The Statistical Gathering
Introduction
In this paper we will analyze the statistics involved in Magic: The Gathering through the use of Jon Prywes’s research paper, published in 1999, titled “The Mathematics of Magic: The Gathering.” We will be analyzing how he gathers data and compiles it in order to reach a statistical conclusion of our favorite card game. In his paper, Prywes discusses the elements of skill and probability and how much of a factor they each play in the outcome of a match. He also discusses game theory, the idea that a player can analyze different choices of decks to play with and determine which one will give him the best chance to win a match against whichever deck he is faced against. He goes on to explain that game theory plays a huge part in not just the deck building process, but almost the entire game of Magic. Using the data and theories that Prywes provides in his paper, we aim to determine if his ideas are statistically acceptable in the modern-day world of Magic.
Magic: The Gathering is a trading card game released by Wizards of the Coast in 1993, and is played by approximately twelve million people as of a 2011 census. It is based on the concept that there is a “Multiverse” with infinitely many universes inside. These universes can be traveled between by beings called “Planeswalkers.” The player himself is considered a Planeswalker, and uses “spells” which are represented by the playing cards themselves. Each year a new block is released, which usually signifies the Planeswalkers leaving the plane from the previous block to the new one. This concept of planes and Planeswalkers allows the developers to refresh their concepts and ideas for spells and locations by having themes with e...
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...r experience prevails over deck type and that careful deckbuilding is vital. During a game, a player who can more easily see a profitable outcome is bound to succeed over one who cannot. Despite the deck used, it was clear that Jon was able to defeat Jim. However, it is important to use a deck that is suitable in certain environments, even for very experienced players. A deck that thrives on cards that can quickly diminish life before an opponent can cast a single spell is very suitable, while the opposing one is not. A deck needs spells that can win the game when used correctly, and consequently needs the cards that allow you to use them correctly.
Magic: the Gathering has a world with an ever changing climate, where the data to be collected is never as it was. However, the methods of analyzing it will be remain the same as long as there is statistical premise.
Through the use of various factual evidence from several longitudinal studies, Gmelch brings forth the presence of superstition in the long history of America’s favorite baseball players. In addition to factual evidence about quirky habits that sufficed into rituals for professional players, Gmelch incorporates a psychological point of view. Supporting his claims through psychology’s explanations for the supernatural magic believed to bring luck to players, Gmelch ties Skinner’s classical conditioning approach to the concept. It becomes clear to the audience that through an evolutionary approach, as humans we tend to repeat actions that bring us success, allowing for a fair interpretation of the ties to science. Evidently, this can be observed in not only the habits that are believed to bring baseball players luck, but also the success that they bring to Trobriand Islanders when fishing in the open
Baseball statistics are meant to be a representation of a player’s talent. Since baseball’s inception around the mid-19th century, statistics have been used to interpret the talent level of any given player, however, the statistics that have been traditionally used to define talent are often times misleading. At a fundamental level, baseball, like any game, is about winning. To win games, teams have to score runs; to score runs, players have to get on base any way they can. All the while, the pitcher and the defense are supposed to prevent runs from scoring. As simplistic as this view sounds, the statistics being used to evaluate individual players were extremely flawed. In an attempt to develop more specific, objective forms of statistical analysis, the idea of Sabermetrics was born. Bill James, a man who never played or coached professional baseball, is often credited as a pioneer in the field and for coining the name as homage to the Society of American Baseball Research, or SABR. Eventually, the use of Sabermetrics became widespread in the Major Leagues, the first team being the Oakland Athletics, as depicted in Moneyball. Bill James and other baseball statisticians have developed various methods of evaluating a player performance that allow for a more objective view of the game, broadly defined as Sabermetrics.
in the end magic is magic, and one does not explain it so easily. That is why it is magic.”
Carlo Ginzburg’s Night Battles depicts the relationships that existed concerning magic and the use of witchcraft as they where believed by both the popular and the elite concerning the benandanti in the Italian area of Friuli. Keith Thomas’ Religion and the Decline of Magic does a similar thing except his subject area is in the whole of England and includes more information and examples of the beliefs and practices of the English. Both the English account and the account of the Friuli benandanti have several similarities that exist between the two as well as some distinct differences. The differences between the two groups are shown by the way the common and elite treat the situation and the way that the two separate situations changed over time both sharing some characteristics while having other characteristics being different the same in the two areas.
There was much thought put into the naming of the suits of cards. Our modern deck or poker cards originated from the fortune-telling tarot cards, which eventually evolved to the French playing cards we use today. A major difference between the two different versions of the cards lies in the naming of those suits. One such example is that spades are referred to as “swords”, while...
In the below interview that Karl had with MTGO Academy during a games workshop in Japan, Karl explains more about his work with magic cards.
It should be remembered however, that such "game models" are only analytic devices drawn up in hopes of understanding the much more complex nature of traditional play itself. They serve as analogies or schematic representations of patterns of social interaction that constitute a clear basis for comparisons and further analysis. Also, such analyses ultimately derive from the same basic fieldwork and reference work in folklore as did earlier studies
In the declining PC video game market, a League of Legends member base of over 32 million and a conservatively estimated revenue of $25 to $30 million annually are unexpected to say the least (The World 's). Furthermore, League of Legends, created by a very small, and unknown at the time, company called Riot Games is the fourth most played game in the world. This raises the question of how League of Legends has been successful as a PC video game when most other PC video games’ membership and the genre itself are losing ground to video game consoles. The success of League of Legends comes from several sources: the League of Legends business model, the competitive nature of the game a the sense of community, and catering to the growing popularity
With the invention of virtual entertainment the everyday interactions between individuals have been dwindling. The availability of instant fun has taken human interaction to the possible minimum in people’s daily activities. In the small growing community of board game players this social norm has not taken hold. With taking a firsthand view at this community we can better understand its ability to stand the test of time, and still grow even when faced with the fast paced virtual world. To better understand this it imperative to take a look into the mid of an avid board game player. Comparing this with the knowledge of the culture that I have experienced will give me a view of this mysterious phenomenon. This led me to set up a personal interview with a diehard Magic the Gathering player to discuss what draws him to playing card games, and if he enjoys these games more than virtual gaming.
Cards have made their way into almost every household because of their diversity and ability to be played by anyone, anywhere.
Egenfeldt-Nielsen, S., Smith, J. H. and Tosca, S. P. 2013. Understanding Video Games. New York, N.Y.: Routledge.
...a, zafarooq. "What Are The Most Important Aspects In Video Games? - Blog by zafarooq - IGN." IGN. N.p., 20 Mar. 2013. Web. 6 Dec. 2013. .
This chapter taught me the importance of understanding statistical data and how to evaluate it with common sense. Almost everyday we are subjected to statistical data in newspapers and on TV. My usual reaction was to accept those statistics as being valid. Which I think is a fair assessment for most people. However, reading this chapter opens my eyes to the fact that statistical data can be very misleading. It shows how data can be skewed to support a certain group’s agenda. Although most statistical data presented may not seem to affect us personally in our daily lives, it can however have an impact. For example, statistics can influence the way people vote on certain issues.
The concept of gaming, while sounding modern technology , goes further back in history than just a couple of years. With recent discoveries from ancient civilizations like Egypt, Rome and Mesopotamia, the human race has enjoyed playing games for centuries. Games like Senet from ancient Egypt, The Royal Games of Ur from Mesopotamia and Nine Mens Morris from Roman are some examples of games that have been discovered. According to the British Museum Exhibition on Across the Board; “Games have been played throughout the world since ancient times” (Museum). Whereas the games from a lost time were only board games, gaming of today has significantly evolved with the change in technology. Due to the rapid and ever changing field of technology, the simple idea of playing a board game has been catapulted into a digital world created by inspired and creative programmers.
Since today’s games is one of the most popularity entertainment that kids and teenager tend to participate with. They can find their happiness and joy through playing different category of games. However, the most famous one of them is an Online Games. Is a game that people around the world can play together and communicate with. This type of game is a network of computers that mostly using the Internet to connect with one another. Without the Internet people can not connects to the games because all the Online Game required Internet. With so many category of games for people chose to play with. An Online games is always on the top of the list because with the beautiful graphics of the game and a network where players can works or shares with one another. With the advanced technology, the gaming industry keep getting bigger and bigger. Choosing a games that best for the player to play with is very hard. There are people even play different types of game in order to figure out which games is fit their gaming style. The two popular and biggest prize pool MOBA games that very famous to play with are LOL and DotA. Both of this games provide an entertainment of delectation and action.