My senior project research paper:
My senior project is going to be about a card game called Magic the Gathering it’s based around five color Mana, Mana is the lifeblood of playing MTG your five kinds of Mana are Plains, Mountain, Island, Forest, Swamp.
MTG has been around sense early 1990’s Richard Garfield is the creator behind MTG and the publisher is Wizards of the Coast.
Magic The Gathering is a card game that takes place in a fictitious multiverse. Each plane is a different universe with different characters. Richard Garfield created the game in the early 1990’s. When the publisher house Wizards of the Coast published the game and it went crazy. Richard Garfield was a huge hit. At that time he was a mathematics professor and a game designer, then later around 1994 he joined Wizards of the Coast as a full time game designer and left the academia world. In Richard Garfield’s creation Magic the Gathering card game, the history, rules and different world’s of the game are important mystical parts.
Dominaria is a vast plane on which Humans, Goblins, Merfolk, Dragons, Zombies, and Elves lived in a war ravaged environment. In the beginning there was a war known as the Dragon War that carried on for years and the dragons terrorized Dominaria for many more years to come. And in the latter years of the war a women named Sivitri Scarzam united with the Lesser Elders Scarzam accompanied her offspring into the battle of Corondor. Afterwards the Primeval Dragons Rith, Treva, Dromar, Crosis, and Darigaaz, conquered the would until human wizards took there powers then killing three of them. The two remaining Elder dragons governed for a uncertain amount of time.
After Numena fell due to infighting, there is a cavity in th...
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...hrough the Safehavens ending the Ice age as well as the Time of the Shards.
Now with Doninaria beginning to reheat thanks to the World Spell as well as its axis being restored ice is starting to melt as well as new plagues and the time known as the flood was upon them Tresserhorn, Fyndhorn, as well as many other places of great power in the last years of the ice age witherd away like a Rose in the desert, while other happenings the fall of the School of the unseen at one time was the City of Shadows and Lat-Nam, as well as Scildev was destroyed by Lim-Dûl how was getting his awaited vengeance. The once great Wrenna was taken control by a dark mage and started to dwindle in its former power. Even in the darkest of times ight still finds its way through as it did by way new nations rose Benalia is one of the’s which replace Sheoltun, and Yavimaya, where Fynhrn
Magic, in its core sense referring to rituals, taboos, and fetishes, is found in practically every aspect of society worldwide. George Gmelch spent significant time gathering data on the supernatural rituals on the Trobriand Islands of Melanesia through participant observation, later tying it to “Baseball Magic”. In his article, Gmelch successfully argues that much like Trobriand Islanders, baseball players also turn to supernatural forces to guide them to success, giving power to rituals in order to feel in control of the uncertain. Through strong factual data that supports his claims, Gmelch effectively demonstrates a holistic connection between magic and superstitions and the widespread rituals that vary among societies, allowing his audience to build an in depth understanding of the incorporated concepts.
Dungeons and Dragons (“D&D”, the “Property ”) is a fantasy role-playing game that encourages players to imagine adventures. Each player can choose from one of the seven character classes, each has its own traits and specialties, to become its alter ego throughout the adventure. A Dungeon Master, who sets out rules, guides the players in their adventure and governs the game. The game comprises of an “entire universe of settings, rules, creatures and artifacts disseminated in books, magazines and other publications [.] (Sweetpea vs. Hasbro, 2013)” In 1974, Gary Gygax and Dave Arneson published the first D&D under Tactical Studies Rules, Inc., later became TSR, Inc. (“TSR”).
Americas by 14,000 ago” (O’Brien 12), after large portions of North America encountered the last ice age, which
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.
Despite all of these efforts the North is unable to escape the past. The gravestones may be covered with snow, but they are still there. Eventually the snow will melt and everyone will be able to see them. Even the ice palace, the attempt at a building with no past, falls victim to it. The last time an ice palace was built was in 1885, but it is still "peopled by those shades of the eighties"(80).
Change has always been a part of life. Certain periods of time have more changes than others, but change has always been a constant in history. Civilizations and leaders rise and fall, and when large civilizations, like Rome, fall, they usually take a large part of the world with it. After Rome fell, the western world as it was back then collapsed and entered into what is known now as the Middle Ages.
impending destruction. So right away they start trying to find a cure and other ways of
The Medieval Times for Europe, from the 400 AD till 1400 AD, are often labeled as “The Dark Ages”. This time period has begun after a turning point known as Fall of Rome. It caused Rome to divide into two well-known civilizations: Medieval Europe, Islam, and The Byzantine Empire. Also, Medieval Europe led to a well known utopian period of “rebirth” identified as the Renaissance. The time period between 400 CE and 1400 CE wasn’t a “Dark Age” for Europe because of progress in academic success, blossom in architecture, and religious unity along with government. It wasn’t a cultural decay or decline because of the legendary time period it led to.
During the period after the fall of the Roman Empire in the West, Europe experienced a time known as the Dark Ages. During this time period, much of the knowledge that had been learned was lost. Political control was transferred to barbaric invaders, such as the Goths, Vandals, and Huns. These groups destroyed many buildings and artworks that had existed during the time of the Roman Empire. Most people were illiterate, and much of the previously learned knowledge was lost (“Dark Ages”). However, arts and knowledge still flourished in the East.
...ennium. Fifteen hundred years after the decline of the gifted Etruscans and the place they lived the Renaissance started and another great era began.
was nothing left that they just burst and when an entire population explodes war begins.
Being the only hope, yet knowing that the chance of success is highly inprobable is not a desirable situation to be in. In Inheritance, the rebels, named the Varden, are preparing for the final battle against the Empire, under the rule of Galbatorix, the man who killed off nearly all the dragons and Dragon Riders in existance, and his dragon, Shruikan. Eragon and his blue dragon, Saphira feel that they are not strong enough to overcome Galbatorix, but if they are to fail, the land of Alagaësia will be under the king’s rule for as long as he pleases. Throughout the book, I have predicted the outcome of events, connected the reading to other stories and questioned why Christopher Paolini put specific sections of the reading into the book.
Humans have over time developed many different tools to enhance their games and play. Many of these tools take the form of boards, or balls, or cards and in many cases games were created using the culture and topics of the time as a basis for their play. Card games are one type of tool which have long reflected the society and culture of the time in which it was created and played. In very early Chinese culture playing cards were created and developed even further when the Chinese invented their own paper. Many years later, through the travels of merchants, paper playing cards came to the European countries (McDonald, “The Real History of Tarot”). The first mention of playing cards came from Belgium, Germany, and Italy where they were mentioned as they were being banned from use as gambling games. Eventually this ban on card games is relaxed and cards become a more integral and legal form of entertainment (“Early References”).
HIST303 Witch Hunting 1400-1700 Essay 1: Describe the nature of "witchcraft"and explain why it was threatening to Christianity. Prepared by: Sikiki Angela Lloyd Due: 4 April 2014 Student Number: 203139861 Image: The Witches' Sabbath.
“Dragons. Four fully grown, enormous, vicious-looking dragons were rearing on their hind legs inside an enclosure fenced with thick planks of wood, roaring and snorting- torrents of fire were shooting into the dark sky from their open, fanged mouths, fifty feet above the ground on their outstretched necks.” (p286)