Articles
- MTG Formats Explained: A Guide to How Magic Is Played
Standard, Pioneer, Modern, Legacy, Vintage, Pauper, Commander, and Limited. What each Magic: The Gathering format is, how they differ, and which one might suit you.
- How to Mulligan: Reading Your Opening Hand
A practical framework for mulligan decisions under the London rule. How to evaluate a seven-card hand, when to keep, when to ship it, and the mistakes that cost the most games.
- Card Advantage and Tempo: The Two Resources That Decide Games
Magic is a game of two resources, cards and time. Understanding card advantage and tempo, and when each one matters, explains why decks win and lose.
- The Turbo Xerox Principle, Revisited
Alan Comer replaced lands with cantrips in 1997 and changed deckbuilding forever. How the Turbo Xerox principle works, and where you can see it in every format today.
- How Many Lands Should You Play? Mana Base Math That Holds Up
A practical reference for land counts and colored source counts in Limited, Constructed, and Commander, with the probability reasoning behind the numbers.