Norwegian Prisons

A little bit- or, a greatly different post from all the others. I felt really tired of typing about Magic: The Gathering, so I decided to do something else. And even if I don’t want to do this, I’ll change it again.

I’d love to live in Norway. The food, the people, the economy, everything about it is amazing. And I’d love to live there! But, let’s say I can’t find any good way to live in Norway, and I break a few laws and get caught. I’d probably end up in jail. And most people think of jails as this terrible place where criminals go. And you’re not wrong, but in Norway, they’re probably the most humane prisons you’ll find. Take Oslo prison for example.

Now, you may be thinking, what prison? This seems like some dorm room where a college student would skip out on doing homework for the fifth time in the row. But actually, this is a Norwegian prison cell.

If you’re a teacher or something reading this, I am not saying get arrested in Norway. Why? Because an average US prisoner has 33,000$ of tax dollars spent on them. But, an average Norwegian prisoner is 128,000$. That’s almost four times as much! But, if you look at the crime rate after being in prison, Norway sure wins. Only 20% of people recidivate. In the US, it’s 64%. What does recidivate mean?

Recitivate – Basically, you commit a crime after getting out of prison.

You may be thinking, well aren’t these people gonna be screwed when they get out of prison? Where will they work? Well actually, in the prisons, there’s job training! They even get a certificate. Not only do they have a better chance of getting a job when they get out of prison, but it also helps them cope with being in prison.

In total, the US should adapt to this kind of prison. And they are, gradually. I hope anyone who reads this blog enjoyed it and will enjoy future blogs about Scandinavia. If there’s anything you want to know about Scandinavia, please tell me in the comments.

Spells, How They Work, and Their Types part 2

Welcome back, let us do two more card analyses, starting off with Paradise Druid

As you can see, this is another creature, but it actually has a very interesting ability. Other than just being a creature. It has hexproof, meaning that it can’t be the target of spells or abilities that your opponent control. But, if you use the second ability, tapping for one mana of any color, it loses hexproof. So a good way to use this and still let it have hexproof for when it matters is tapping it on your opponents turn, when they’re tapped out, or can’t do anything to it. But only do that if you can use it.

Tapped Out: When your opponent has tapped all their lands and creatures.

The next card is called Goblin Motivator, and it has a pretty interesting ability.

As you can see, it is a 1/1 Creature with the type being Goblin and Warrior. It can tap itself to give another creature haste. This means that it can tap itself, and then have another creature be able to attack, even if it has summoning sickness. This card is really good for if your opponent doesn’t have a lot, or has no defense, and you cast a big creature. Once it’s on the battlefield, Goblin Motivater can tap itself so your big creature can swing in for a lot of damage.

 

I hope this post helped you understand more about Magic and helps you win your next battle in the arena. If you think I missed anything, or want me to talk about something you’re struggling with, please comment. I’d love to see some more feedback.

Spells, How They Work, and Their Types Part 1

DISCLAIMER: This is part 1 of 2 (hopefully) of a sort-of-series about spells.

If you’ve seen my other blogs, you’ve probably seen the cards I use as examples. Like lightning strike, and bears. Today we’ll talk about how the card types can completely change everything. Let us use Unsummon for example.

As you can see, right between the art and text, there’s this little thing that says Instant. What does Instant mean? Well, it means you cast it at any time. That means you could cast it on your opponents turn! This can be used to make strategic plays, like casting an instant on your opponents end step so they don’t get a whole lot of time to think.

 

Another card type that’s really important is creatures. A creature you might see on the battlefield is Death Baron, a 2/2 Zombie Wizard.

Now, this is a bit of a complicated card, but I don’t think it’s too confusing, but it’s a little complicated. It reads, “Skeleton creatures you control and other Zombie creatures you control get +1/+1 and have deathtouch.” This basically means that Skeletons and zombies other than Death Baron get +1 attack, and +1 defense, and deathtouch. Deathtouch will immediately kill any creature that it deals damage to unless it has deathtouch. Now, this is still all from one creature! There’s so much tribal interaction. What do I mean by tribal? Well, I’ll explain using Merfolk Sovereign.

As you can see, this Merfolk supports other Merfolk. Why underline words that really don’t need to be underlined? Well, they actually do need to be underlined, so I can understand what tribal means in MTG terms. From MTG Wikipedia:

Tribal is Magic slang for a blockset, or deck with a mechanical theme centered around one or more creature types.[1]

This seems like an okay place to leave off. Remember, this is part 1 of 2. Unless I have to do more, then this is probably 1 of 4.

If you think I need to improve on anything, please leave a comment.

What is a step, and why should I even care?

Well that’s a very good question, and I’m glad you asked. When you’re playing Magic: The Gathering, there are steps to a turn. Steps are very important because they dictate when you draw your cards, when you untap your cards, and when you end your turn.

Lets start with the first step, Upkeep. During upkeep you first untap all your cards. This means any lands which you may have tapped are now untapped. This also goes for any creatures, artifacts, or even enchantments that are tapped. Basically anything that’s tapped before you started your turn is now untapped unless it says that it stays tapped. (Read the card, it says what it does.) Then you draw a card, unless it’s the first turn of the game. If it’s the first turn of the game, you don’t draw a card, and you go straight from untap, to first main.

What’s first main? It’s the first main step of you’re turn. (Woah) This is usually the only time you could play sorcery spells, and creature spells. There is one exception for creature spells, and that is if they have the ability flash. You’ll see this ability near the very top of the middle box of the card. Lets look at Ashcoat Bear.

If you look right under the art, you’ll see Creature – Bear. Lets ignore that for now, and talk about the flash under it. It says that you can play the spell any time you could play an instant. When can you play an instant? Whenever! You could play it on your turn, (not reccomended) or play it on your opponents turn! So, I got off topic. Or did I?

So we’ve learned one thing about turns: They’re not all about you!

Just because it’s your turn, doesn’t mean I can’t play a super flashy bear. Now, after main phase where people usually play creatures and such, it goes to the combat phase. This is the phase where you can attack with whatever creature you want to attack with. Except if your creature has summoning sickness. What’s this terrible sickness, and how do you avoid it? Should I talk to my doctor about this??? Don’t worry. You can’t get it, only your creatures can. Summoning sickness happens when you play a creature. Basically, when you summon your creature, it can’t attack right away, unless it has haste. What’s haste? It’s another ability just like flash, except instead of letting you play your creature whenever, you can now attack right away, or tap right away. (This is only important if the creature has tapping abilities OTHER than attacking.)

There are also lots of sub phases that only really become useful in the combat phase. The first combat step is declare attacks. This is where you can decide to attack with your small squirrel, or your Eater of all worlds, and all knowing. Once you’ve decided to send both of them right at your opponents stupid face, they get a phase aswell. They get to declare blocks. Lets just say they don’t have any creatures they can block with, and we hit our opponenets in their stupid face. This would be the end of the combat phase.

Now onto the second main. What do you do on the second main phase? Well I bet you couldn’t have guessed. It’s like your first main phase, but again. After your second main, we go to the end step. During the end step, not much happens. You end your turn, and your stupid opponent with their stupid face gets to do all the things you did. They’re obviously copying you because they can’t seem to think of their own ideas, but we won’t talk about that.

What did you think of the phases? Were you confused at all? If you were, please comment on this post, and if you play Magic and feel as if I didn’t explain enough, please tell me in the comments as well.

How to Manage your Magical Money (Mana)

Boy, what an interesting title, huh? Well today, I’m gonna teach you about mana, the Magic equivalent of money. Why should you care about mana? Well mana is the main way people cast spells. Some spells obviously have different ways of casting them, but for now we’ll just talk about using mana.

The first card played is usually a land. (Notice how I said played instead of  cast, as lands aren’t spells.(We’ll talk about types of cards in another post.)) Let’s use a forest as an example.

Now, this card doesn’t say it, but you can tap it (turning it sideways) to put one green mana into your mana pool. What’s a mana pool? It’s this imaginary area in space and time where you put all your money. Mana in a mana pool can “float” until the end of your step. What is a step? I’ll link a blog here that explains that when I finish it.

Of course, how do I spend my mana? If it’s such an important part of the game, what do I even do with it? Well if you look at the top right of the next card, you’ll see it has a aand a .symbol.

What do they mean? Well the 1 means it costs one mana of any mana. Also known as colorless. This means you can use any type of mana. Such as red, blue, green, black, or white. Now the little tree symbol also known as green mana, costs one mana. This means if you tap a forest, you can use that mana to pay for it. Lets say we tap two forests. We then have 2 green mana floating. We can pay the two green mana to summon the bear. Of course there are other cards than the bear, and then have different costs, and different color.

Lets try one more card.

So, this is a lightning strike. As you can see in the top right of the card, it costs one red mana, and one colorless. That means we need something that can tap for red mana and then one of any other color.

Lets us this mountain. Lets also say we have one other mountain. We can then tap them both to float two red mana. We could then use those two red mana to cast the lightning strike.

If you’re confused about anything, or feel that I should explain more about mana, please tell me in the comments.