This page will contain videos about LCD, as they become available.Liquid crystal display
A liquid crystal display (LCD) is a thin, flat display device made up of any number of color or monochrome pixels arrayed in front of a light source or reflector. It is prized by engineers because it uses very small amounts of electric power, and is therefore suitable for use in battery-powered electronic devices. Each pixel (picture element) consists of a column of liquid crystal molecules suspended between two transparent electrodes, and two polarizing filters, the axes of polarity of which are perpendicular to each other. Without the liquid crystals between them, light passing through one would be blocked by the other. The liquid crystal twists the polarization of light entering one filter to allow it to pass through the other. The molecules of the liquid crystal have electric charges on them. By applying small electrical charges to transparent electrodes over each pixel or subpixel, the molecules are twisted by electrostatic forces. This changes the twist of the light passing through the molecules, and allows varying degrees of light to pass (or not to pass) through the polarizing filters. Before applying an electrical charge, the liquid crystal molecules are in a relaxed state. Charges on the molecules cause these molecules to align themselves in a helical structure, or twist (the "crystal"). In some LCDs, the electrode may have a chemical surface that seeds the crystal, so it crystallizes at the needed angle. Light passing through one filter is rotated as it passes through the liquid crystal, allowing it to pass through the second polarized filter. A small amount of light is absorbed by the polarizing filters, but otherwise the entire assembly is transparent. When an electrical charge is applied to the electrodes, the molecules of the liquid crystal align themselves parallel to the electric field, thus limiting the rotation of entering light. If the liquid crystals are completely untwisted, light passing through them will be polarized perpendicular to the second filter, and thus be completely blocked. The pixel will appear unlit. By controlling the twist of the liquid crystals in each pixel, light can be allowed to pass though in varying amounts, correspondingly illuminating the pixel. Many LCDs are driven to darkness by an alternating current, which disrupts the twisting effect, and become faint or transparent when no current is applied. To save cost in the electronics, LCDs are often multiplexed. In a multiplexed display, electrodes on one side of the display are grouped and wired together, and each group gets its own voltage source. On the other side, the electrodes are also grouped, with each group getting a voltage sink. The groups are designed so each pixel has a unique, unshared combination of source and sink. The electronics, or the software driving the electronics then turns on sinks in sequence, and drives sources for the pixels of each sink. Important factors to consider when evaluating an LCD monitor include resolution, viewable size, response time (sync rate), matrix type (passive or active), viewing angle, color support, brightness and contrast ratio, aspect ratio, and input ports (e.g. DVI or VGA). Brief history1904: Otto Lehmann publishes his major work "Liquid Crystals" 1911: Charles Mauguin describes the structure and properties of Liquid Crystals. 1936: The Marconi Wireless Telegraph company patents the first practical application of the technology, "The Liquid Crystal Light valve". 1962: The first major English language publication on the subject "Molecular Structure and Properties of Liquid Crystals", by Dr. George W. Gray. Pioneering work on liquid crystals was undertaken in the late 1960s by the UK's Radar Research Establishment at Malvern. The team at RRE supported ongoing work by George Gray and his team at the University of Hull who ultimately discovered the cyanobiphenyl liquid crystals (which had all of the correct stability and temperature properties for application in LCDs). The first operational LCD was based on the Dynamic Scattering Mode (DSM) and was introduced in 1968 by a group at RCA in the USA headed by George Heilmeier. Heilmeier founded Optel, which introduced a number of LCDs based on this technology. In 1969, the twisted nematic field effect in liquid crystals was discovered by James Fergason at Kent State University in the USA, and in 1971 his company ILIXCO (now LXD Incorporated) produced the first LCDs based on it, which soon superseded the poor-quality DSM types. Transmissive and reflective displaysLCDs can be either transmissive or reflective, depending on the location of the light source. A transmissive LCD is illuminated from the back by a backlight and viewed from the opposite side (front). This type of LCD is used in applications requiring high luminance levels such as computer displays, televisions, personal digital assistants, and mobile phones. The illumination device used to illuminate the LCD in such a product usually consumes much more power than the LCD itself. Reflective LCDs, often found in digital watches and calculators, are illuminated by external light reflected by a (sometimes) diffusing reflector behind the display. This type of LCD can produce darker 'blacks' than the transmissive type since light must pass through the liquid crystal layer twice and thus is attenuated twice, however because the reflected light is also attenuated twice in the translucent parts of the display image contrast is usually poorer than a transmissive display. The absence of a lamp significantly reduces power consumption, allowing for longer battery life in battery-powered devices; small reflective LCDs consume so little power that they can rely on a photovoltaic cell, as often found in pocket calculators. Transflective LCDs work as either transmissive or reflective LCDs, depending on the ambient light. They work reflectively when external light levels are high, and transmissively in darker environments via a low-power backlight. Color displaysIn color LCDs each individual pixel is divided into three cells, or subpixels, which are colored red, green, and blue, respectively, by additional filters. Each subpixel can be controlled independently to yield thousands or millions of possible colors for each pixel. Older CRT monitors employ a similar method for displaying color. Color components may be arrayed in various pixel geometries, depending on the monitor's usage. Passive-matrix and active-matrixLCDs with a small number of segments, such as those used in digital watches and pocket calculators, have a single electrical contact for each segment. An external dedicated circuit supplies an electric charge to control each segment. This display structure is unwieldy for more than a few display elements. Small monochrome displays such as those found in personal organizers, or older laptop screens have a passive-matrix structure employing supertwist nematic (STN) or double-layer STN (DSTN) technology (DSTN corrects a color-shifting problem with STN). Each row or column of the display has a single electrical circuit. The pixels are addressed one at a time by row and column addresses. This type of display is called a passive matrix because the pixel must retain its state between refreshes without the benefit of a steady electrical charge. As the number of pixels (and, correspondingly, columns and rows) increases, this type of display becomes increasingly less feasible. Very slow response times and poor contrast are typical of passive-matrix LCDs. For high-resolution color displays such as modern LCD computer monitors and televisions, an active matrix structure is used. A matrix of thin-film transistors (TFTs) is added to the polarizing and color filters. Each pixel has its own dedicated transistor, which allows each column line to access one pixel. When a row line is activated, all of the column lines are connected to a row of pixels and the correct voltage is driven onto all of the column lines. The row line is then deactivated and the next row line is activated. All of the row lines are activated in sequence during a refresh operation. Active-matrix displays are much brighter and sharper than passive-matrix displays of the same size, and generally have quicker response times. Active matrix technologiesMain article: TFT LCD Twisted Nematic (TN)Twisted Nematic displays contain liquid crystal elements which twist and untwist at varying degrees to allow light to pass through. When no voltage is applied to a TN liquid crystal cell, the light is polarized to pass through the cell. In proportion to the voltage applied, the LC cells twist up to 90 degrees changing the polarization and blocking the lights path. By properly adjusting the level of the voltage most any grey level or transmission can be achieved. In-Plane Switching (IPS)In-plane switching is an LCD technology which aligns the liquid crystal cells in a horizontal direction. In this method, the electrical field is applied through each end of the crystal, but this requires the need for two transistors for each pixel instead of the one needed for a standard thin-film transistor (TFT) display. This results in blocking more transmission area requiring brighter backlights, which consume more power making this type of display undesirable for notebook computers. Vertical Alignment (VA)Vertical Alignment displays are a form of LC display in which the liquid crystal material naturally exists in a horizontal state removing the need for extra transistors (as in IPS). When no voltage is applied the liquid crystal cell, it remains perpendicular to the substrate creating a black display. When voltage is applied, the liquid crystal cells shift to a horizontal position, parallel to the substrate, allowing light to pass through and create a white display. VA liquid crystal displays provide some of the same advantages as IPS panels, particularly an improved viewing angle and improved black level. Quality controlSome LCD panels have defective transistors, causing permanently lit or unlit pixels. Unlike integrated circuits, LCD panels with a few defective pixels are usually still usable. It is also economically prohibitive to discard a panel with just a few bad pixels because LCD panels are much larger than ICs. Manufacturers have different standards for determining a maximum acceptable number of defective pixels. The following table presents the maximum acceptable number of defective pixels for IBM's ThinkPad laptop line. LCD panels are more likely to have defects than most ICs due to their larger size. In this example, a 12" SVGA LCD has 8 defects and a 6" wafer has only 3 defects. However, 134 of the 137 dies on the wafer will be acceptable, whereas rejection of the LCD panel would be a 0% yield. The standard is much higher now due to fierce competition between manufacturers and improved quality control. An SVGA LCD panel with 4 defective pixels is usually considered defective and customers can request an exchange for a new one. The location of defective pixels is also important. A display with only a few defective pixels may be unacceptable if the defective pixels are near each other. Manufacturers may also relax their replacement criteria when defective pixels are in the center of the viewing area. Zero-power displaysThe zenithal bistable device (ZBD), developed by QinetiQ (formerly DERA), can retain an image without power. The crystals may exist in one of two stable orientations (Black and "White") and power is only required to change the image. ZBD Displays is a spin-off company from QinetiQ who manufacture both grayscale and colour ZBD devices. A French company, Nemoptic, has developed another zero-power, paper-like LCD technology which has been mass-produced in Taiwan since July 2003. This technology is intended for use in low-power mobile applications such as e-books and wearable computers. Zero-power LCDs are in competition with electronic paper. DrawbacksLCD technology still has a few drawbacks in comparison to some other display technologies:
Workarounds and/or possible fixes for LCD problems
(taken from anandtech forums) quote PliotronX: Massaging didn't work for mine either, however about 20 seconds of "rolling" with graduating pressure and a q-tip whipped the red subpixel back into shape. That was one time about a year ago and it has never returned. quote: e-phexi: i had one stuck blue pixel on my hot dealed mitsubishi NXM56LCD 15" $200 AFR. it was located in the upper right corner. when slight pressure was applied the pixel would function. i thought that could only be a good sign, and i went thru with it. after 15 minutes of slight swirling pressure, it started to flicker. i was worried at that point, since a flashing pixel is far more annoying then stuck pixel. over the next few days the flashing slowed down, from once every 10 seconds to minutes at a time.(staying black, then flashing to blue) after about 3 days, it stopped flashing. now it works perfectly and passes the nokia and monitors direct tests. it's been about a month later and no reoccurrences. i'm satisfied thats it's passed my test as a slick computer trick.(along the lines as paperclipping a ATX power supply to turn it on, test it.) quote: PliotronX: W00t w00t! Thanks for the tip man, I hadn't thought of Q-Tips, and I'd tried this procedure on the ol' lappy's annoying stuck sub-pixel that was in the center of the screen with a cotton cloth and fingertips to no avail. But I just used a Q-Tip and applied more pressure than with the cloth (with some restraint though) because I wasn't afraid of killing other pixels with the small surface area of the cotton-balled Q-Tip, and after about 20 seconds of slowly rolling it like you suggested, it disappeared before my very eyes and it is still working great! quote: Supa: My LCD has one white dead pixel that came shipped (meaning it's there from the very beginning). And a red pixel developed after about 3, 4 months. I was able to rub the red one away, although it does come back from time to time, but not very often. The white pixel does not go away at all, fortunately it's near the corner and only noticeable when I look for it.
OK put it this way. Not that I'd want to, but with a nonlinear gamma I can make medium blue look like pink and lighter blue still like blue. With linear I could only make both darker or both lighter. Does that give you an idea of how flexible it is? Basically it's a super color-mapping machine. Since LCD backlights make things look too bluish, I can somewhat compensate for that by lowering blue level and bumping red level (except for black and white). It's not the second coming of Christ but it sure will give you results like you wouldn't believe were possible. On 10-bit LCDs they have monitor-level adjustment of this gamma, which looks even better.*/ This page about LCD includes information from a Wikipedia article. Additional articles about LCD News stories about LCD External links for LCD Videos for LCD Wikis about LCD Discussion Groups about LCD Blogs about LCD Images of LCD |
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On 10-bit LCDs they have monitor-level adjustment of this gamma, which looks even better.*/. Magic the Gathering Core set 9 Starter CD. It's not the second coming of Christ but it sure will give you results like you wouldn't believe were possible. See Magic: The Gathering World Championship, Hall of Fame and Pro Tour for lists of more notable players and their accomplishments.. Since LCD backlights make things look too bluish, I can somewhat compensate for that by lowering blue level and bumping red level (except for black and white). With linear I could only make both darker or both lighter. The gambling rule is forbidden at sanctioned events and is now mostly a relic of the past. Not that I'd want to, but with a nonlinear gamma I can make medium blue look like pink and lighter blue still like blue. The rule was later made optional due to these restrictions and due to the dislike most players have for having to possibly lose a card they own. OK put it this way. This was controversial due to many regions having restrictions on games of chance. The white pixel does not go away at all, fortunately it's near the corner and only noticeable when I look for it. There were a few cards with rules designed to interact with this gambling aspect, allowing replacements of cards up for ante, adding more cards to the ante, or even permanently trading cards in play. I was able to rub the red one away, although it does come back from time to time, but not very often. At the end of the match, the winner would become the owner of those cards. And a red pixel developed after about 3, 4 months. Each player would remove at random a card from the deck they wished to play with and those cards would be set aside. quote: Supa: My LCD has one white dead pixel that came shipped (meaning it's there from the very beginning). The original set of rules prescribed all games were to be played for ante. But I just used a Q-Tip and applied more pressure than with the cloth (with some restraint though) because I wasn't afraid of killing other pixels with the small surface area of the cotton-balled Q-Tip, and after about 20 seconds of slowly rolling it like you suggested, it disappeared before my very eyes and it is still working great!. The themes most often used in Magic are folklore, classic fantasy and cultures inspired by the real world. quote: PliotronX: W00t w00t! Thanks for the tip man, I hadn't thought of Q-Tips, and I'd tried this procedure on the ol' lappy's annoying stuck sub-pixel that was in the center of the screen with a cotton cloth and fingertips to no avail. However, although there are a number of cards that represent demons, Magic boasts over 7,000 different cards, most of which have no relation to demonic themes. i'm satisfied thats it's passed my test as a slick computer trick.(along the lines as paperclipping a ATX power supply to turn it on, test it.). This change was foreshadowed in Ask Wizards, a question-and-answer section of MagicTheGathering.com, with a memorable tongue-in-cheek response from Brady Dommermuth, Creative Director of Magic:. it's been about a month later and no reoccurrences. Later, believing that the concept of "demons" was becoming less controversial, Wizards of the Coast abandoned this policy and restarted printing demons and cards with "demonic" in their name in 2002. now it works perfectly and passes the nokia and monitors direct tests. For a few years, some schools banned Magic games altogether from being played on school grounds. over the next few days the flashing slowed down, from once every 10 seconds to minutes at a time.(staying black, then flashing to blue) after about 3 days, it stopped flashing. Although there was a long period when all references to demons were carefully avoided, the game still received criticism for its occult themes. i was worried at that point, since a flashing pixel is far more annoying then stuck pixel. Further criticism was a contributing factor for the alternative production of the Revised Edition that became known as the Summer Magic edition. after 15 minutes of slight swirling pressure, it started to flicker. For reasons discussed in the article Where Have All The Demons Gone? by Mark Rosewater, these kinds of cards were removed from later sets. i thought that could only be a good sign, and i went thru with it. For the first few years of its life, Magic: The Gathering featured occasional cards with names or artwork that implied demonic or occultist themes (such as the cards Demonic Tutor and Unholy Strength, which both featured reversed pentagrams in their artwork). when slight pressure was applied the pixel would function. Many players advocate Limited formats of competitive Magic over Constructed formats because of this phenomenon. it was located in the upper right corner. The player may be inexperienced, unfamiliar with the operation of the deck, or they may enter an event where a large number of other players have also "net decked" and in which possibly a metagamed-deck (a deck tuned to fight common builds in a certain metagame) may be a superior choice. quote: e-phexi: i had one stuck blue pixel on my hot dealed mitsubishi NXM56LCD 15" $200 AFR. While this strategy is often a good one, it is not a guarantee that the deck will repeat its earlier success. That was one time about a year ago and it has never returned. Using a process known as "net decking", some players will take this information and construct a deck containing the same, or very similar, contents – relying on the expertise and experience of other players. quote PliotronX: Massaging didn't work for mine either, however about 20 seconds of "rolling" with graduating pressure and a q-tip whipped the red subpixel back into shape. Strategy discussions and tournament reports frequently include a listing of the exact contents of a deck and descriptions of its performance against others. (taken from anandtech forums). The Internet has played an important role in competitive Magic. LCD technology still has a few drawbacks in comparison to some other display technologies:. An excellent source for information on the "mulligan" can be found in the article "Starting Over" by Mark Rosewater. Zero-power LCDs are in competition with electronic paper. The "mulligan" allows players to shuffle an unsatisfactory opening hand back into the deck at the start of the game, draw a new hand with one less card, and repeat until satisfied. This technology is intended for use in low-power mobile applications such as e-books and wearable computers. A "mulligan" rule was later introduced into the game, first informally in casual play and then in the official game rules. A French company, Nemoptic, has developed another zero-power, paper-like LCD technology which has been mass-produced in Taiwan since July 2003. The standard land count in most decks is about 24, although the use of special spells or lands (eg Land Tax, Harrow, Brushlands, Tundra, etc) and the relative costs of the main spells within the deck can substantially increase/decrease the number of lands required. ZBD Displays is a spin-off company from QinetiQ who manufacture both grayscale and colour ZBD devices. A good land count and proper shuffling techniques can substantially minimize any mana problems. The crystals may exist in one of two stable orientations (Black and "White") and power is only required to change the image. A common response is to say that the luck in the game can be minimized by proper deck construction. The zenithal bistable device (ZBD), developed by QinetiQ (formerly DERA), can retain an image without power. Too much or too little land, especially early in the game, can ruin a player's chance at victory without the player having made a mistake. Manufacturers may also relax their replacement criteria when defective pixels are in the center of the viewing area. A common complaint, however, is that there is too much luck involved with the basic resource of the game, land. A display with only a few defective pixels may be unacceptable if the defective pixels are near each other. Magic, like many other games, combines chance and skill. The location of defective pixels is also important. The average cost of a good quality Block deck (which is arguably the cheapest Constructed format) is well over US$100. An SVGA LCD panel with 4 defective pixels is usually considered defective and customers can request an exchange for a new one. These types of decks are rarely fit for top flight tournament competition or even advanced play outside of tournaments, though, and certainly not the Type 1 or "Vintage" Metagame. The standard is much higher now due to fierce competition between manufacturers and improved quality control. This can only be accomplished by either using newer, less expensive cards, or online internet resources such as Ebay.com, where $10 can buy a lot of 100-1000 cards which can be used to build a solid deck. However, 134 of the 137 dies on the wafer will be acceptable, whereas rejection of the LCD panel would be a 0% yield. Many advanced and expert players find it a fun challenge to make a good, solid deck with a tight budget. In this example, a 12" SVGA LCD has 8 defects and a 6" wafer has only 3 defects. Other formats, such as Extended, Legacy and Vintage (also known as Type 1.5, Type 1 (without banned cards) and Type 1(All cards legal)), allow much older sets to be played, but many out-of-print, hard-to-find, or widely-used cards increase in price dramatically over time because they hold higher competitive value. LCD panels are more likely to have defects than most ICs due to their larger size. The principal competitive format, Standard or Type 2, uses only cards from the last completed block (a block being three consecutive sets with common themes and game mechanics), the block currently in print, and the last "core set", forcing players who wish to remain competitive to maintain an updated collection. The following table presents the maximum acceptable number of defective pixels for IBM's ThinkPad laptop line. With three to four new sets appearing each year, many players complain that it requires a substantial investment to maintain a Magic collection that is competitive and/or complete. Manufacturers have different standards for determining a maximum acceptable number of defective pixels. Recently, Magic has begun to venture out of Dominaria and into new planes including Mirrodin, Kamigawa, and Ravnica. It is also economically prohibitive to discard a panel with just a few bad pixels because LCD panels are much larger than ICs. The majority of Magic's early story is set in the plane called Dominaria, and can be broken down into several distinct time periods each detailed in certain sets. Unlike integrated circuits, LCD panels with a few defective pixels are usually still usable. It takes place in the multiverse, which consists of an infinite number of planes. Some LCD panels have defective transistors, causing permanently lit or unlit pixels. An intricate storyline underlies the cards released in each expansion and is shown in the art and flavor text of the cards, as well as in novels and anthologies published by Wizards of the Coast (and formerly, by HarperPrism). VA liquid crystal displays provide some of the same advantages as IPS panels, particularly an improved viewing angle and improved black level. Due to this existing artwork has had to be edited[2] or given alternate art[3] to comply with Chinese standards. When voltage is applied, the liquid crystal cells shift to a horizontal position, parallel to the substrate, allowing light to pass through and create a white display. For example, the portrayal of skeletons and the undead in artwork is banned in China. When no voltage is applied the liquid crystal cell, it remains perpendicular to the substrate creating a black display. Oddly enough, as Magic has expanded across the globe its artwork has had to change for its international audience. Vertical Alignment displays are a form of LC display in which the liquid crystal material naturally exists in a horizontal state removing the need for extra transistors (as in IPS). However, the artist is allowed to sell the original piece and printed reproductions of it, and for established and prolific Magic artists, this can be a lucrative source of revenue. This results in blocking more transmission area requiring brighter backlights, which consume more power making this type of display undesirable for notebook computers. All of this artwork becomes property of Wizards of the Coast once a contract is signed. In this method, the electrical field is applied through each end of the crystal, but this requires the need for two transistors for each pixel instead of the one needed for a standard thin-film transistor (TFT) display. Even older cards with iconic art such as Serra Angel or Wrath of God are not immune to a visual overhaul. In-plane switching is an LCD technology which aligns the liquid crystal cells in a horizontal direction. As cards are reprinted over the years, many older cards eventually return with new art. By properly adjusting the level of the voltage most any grey level or transmission can be achieved. Each block of cards now has its own style guide with sketches and descriptions of the various races and places featured in each new setting. In proportion to the voltage applied, the LC cells twist up to 90 degrees changing the polarization and blocking the lights path. However, after a few years of submissions featuring beings with wings on creatures without flying, or multiple creatures in the art of what was supposed to be a single creature, the art direction team decided to impose a few constraints so that the artistic vision more closely aligned with the design and development of the cards. When no voltage is applied to a TN liquid crystal cell, the light is polarized to pass through the cell. Most of the artwork created was initially left completely in the hands of the artist. Twisted Nematic displays contain liquid crystal elements which twist and untwist at varying degrees to allow light to pass through. Consequently, alternate art is now only used sparingly and mostly for promotional or chase cards (with a noteable exception for Basic Land cards). Main article: TFT LCD. Many players learn to recognize a card by its art and, thus, having multiple versions of art caused confusion when players tried to identify a card at a glance. Active-matrix displays are much brighter and sharper than passive-matrix displays of the same size, and generally have quicker response times. This created an unforeseen problem and a lesson learned for the company. All of the row lines are activated in sequence during a refresh operation. A few early sets experimented with alternate art for functionally identical cards. The row line is then deactivated and the next row line is activated. Notable artists who have contributed art for Magic cards include John Avon, Brom, John Coulthart, Mike Dringenberg, Kaja Foglio, Phil Foglio, Frank Kelly Freas, Donato Giancola, Rebecca Guay, John Howe, Bill Sienkiewicz, Ron Spencer, Bryan Talbot, Christopher Rush, Kev Walker, Michael Whelan, Dan Frazier and Keith Parkinson. When a row line is activated, all of the column lines are connected to a row of pixels and the correct voltage is driven onto all of the column lines. Since its inception, Magic has used exceptionally high-quality art on its cards, by many well-known fantasy and science-fiction illustrators. Each pixel has its own dedicated transistor, which allows each column line to access one pixel. Each card has an illustration to represent the flavor of the card, often reflecting the setting of the expansion for which it was designed. A matrix of thin-film transistors (TFTs) is added to the polarizing and color filters. Additionally, several countries still have import restrictions that could be construed to bar the import of Magic: The Gathering or other collectible card games (Italy, for example, places restrictions on the importation of "playing cards".). For high-resolution color displays such as modern LCD computer monitors and televisions, an active matrix structure is used. Affecting this market, wholesale distributors are not allowed to ship product to foreign nationalities, thereby creating pockets of opportunity. Very slow response times and poor contrast are typical of passive-matrix LCDs. [1]. As the number of pixels (and, correspondingly, columns and rows) increases, this type of display becomes increasingly less feasible. To help protect the collectible value of many old cards, Wizards of the Coast has formulated an official "Reprint Policy", which details certain cards that are unavailable to be printed again. This type of display is called a passive matrix because the pixel must retain its state between refreshes without the benefit of a steady electrical charge. However, if the card is primarily attractive to collectors, reprinting will often decrease the original version's value. The pixels are addressed one at a time by row and column addresses. If a card has high play value, reprinting will often increase the original version's price, because of renewed demand among players. Each row or column of the display has a single electrical circuit. As new sets come out, older cards are occasionally reprinted. Small monochrome displays such as those found in personal organizers, or older laptop screens have a passive-matrix structure employing supertwist nematic (STN) or double-layer STN (DSTN) technology (DSTN corrects a color-shifting problem with STN). In 2003, after the rotation of the Extended tournament format and in combination with the first Type 1 Championships, the prices for such old, tournament-level cards underwent a large, unexpected increase. This display structure is unwieldy for more than a few display elements. A small number of cards of similar age, rarity, and playability – chiefly among them the other cards in the so-called "Power Nine" – routinely reach high prices as well. An external dedicated circuit supplies an electric charge to control each segment. The most expensive card which was in regular print (as opposed to being a promotional or special printing) is Black Lotus, with as of 2005 average prices of US$500 and high-quality "graded" copies rising above US$3000. LCDs with a small number of segments, such as those used in digital watches and pocket calculators, have a single electrical contact for each segment. The most expensive cards in Standard tournament play usually cost approximately US$10-20. Color components may be arrayed in various pixel geometries, depending on the monitor's usage. Uncommon cards and weak rares typically cost under US$1. Older CRT monitors employ a similar method for displaying color. Common cards rarely sell for more than a few cents. Each subpixel can be controlled independently to yield thousands or millions of possible colors for each pixel. The prices of individual cards vary accordingly. In color LCDs each individual pixel is divided into three cells, or subpixels, which are colored red, green, and blue, respectively, by additional filters. The game cards are published by Wizards of the Coast in varying quantities – a standard booster pack contains eleven common cards, three uncommon cards, and one rare card. They work reflectively when external light levels are high, and transmissively in darker environments via a low-power backlight. Many other physical and online stores also sell single cards or, more commonly, "playsets" of four of a card. Transflective LCDs work as either transmissive or reflective LCDs, depending on the ambient light. On eBay, for example, there are an estimated 30,000 Magic: The Gathering card auctions running at any one time. The absence of a lamp significantly reduces power consumption, allowing for longer battery life in battery-powered devices; small reflective LCDs consume so little power that they can rely on a photovoltaic cell, as often found in pocket calculators. There is an active secondary market in individual cards among players and game shops. This type of LCD can produce darker 'blacks' than the transmissive type since light must pass through the liquid crystal layer twice and thus is attenuated twice, however because the reflected light is also attenuated twice in the translucent parts of the display image contrast is usually poorer than a transmissive display. This change received a mixed reception when first announced, but players quickly adapted, and it is now generally accepted that the new frame design is superior to the original. Reflective LCDs, often found in digital watches and calculators, are illuminated by external light reflected by a (sometimes) diffusing reflector behind the display. The new frame design aimed to improve contrast and readability using black type instead of the previous white, a new font, and partitioned areas for the name, card type, and power and toughness. The illumination device used to illuminate the LCD in such a product usually consumes much more power than the LCD itself. In 2003, starting from the Eighth Edition, the game went through its biggest visual change since its creation--a new card frame layout was developed to allow more rules text and larger art on the cards, while reducing the thick, colored border to a minimum. This type of LCD is used in applications requiring high luminance levels such as computer displays, televisions, personal digital assistants, and mobile phones. A large number of fans permanently quit at around this time, though whether this was mostly due to the rules changes or the so-called "combo winter" is still debated. A transmissive LCD is illuminated from the back by a backlight and viewed from the opposite side (front). Some had very strong feelings about the changes, while others pointed out that they made very little functional difference. LCDs can be either transmissive or reflective, depending on the location of the light source. A few agreed or disagreed with all of the changes, but most fans agreed with some changes and disagreed with others. In 1969, the twisted nematic field effect in liquid crystals was discovered by James Fergason at Kent State University in the USA, and in 1971 his company ILIXCO (now LXD Incorporated) produced the first LCDs based on it, which soon superseded the poor-quality DSM types. Reactions from the game's fans were extremely varied. Heilmeier founded Optel, which introduced a number of LCDs based on this technology. Sixth Edition also removed more cards from the base set, and for weaker reasons, than any other revision up to that point. The first operational LCD was based on the Dynamic Scattering Mode (DSM) and was introduced in 1968 by a group at RCA in the USA headed by George Heilmeier. Other changes were made to card formatting and terminology, and one creature ability was removed from the rules entirely (it was reinstated later). The team at RRE supported ongoing work by George Gray and his team at the University of Hull who ultimately discovered the cyanobiphenyl liquid crystals (which had all of the correct stability and temperature properties for application in LCDs). Wizards of the Coast decided that the best solution was to rewrite the rules from the ground up, regardless of how previous cards had been worded or how poorly those wordings would work under the new rules. Pioneering work on liquid crystals was undertaken in the late 1960s by the UK's Radar Research Establishment at Malvern. Spell timing and other issues had become quite complicated by 1999 due to the somewhat inelegant ways in which unforeseen interactions had to be dealt with. Gray. The game was not originally designed to have expansion sets, so its rules were not designed to accommodate new cards and mechanics. George W. The biggest rules change in the game's history came with the Sixth Edition of the base set. 1962: The first major English language publication on the subject "Molecular Structure and Properties of Liquid Crystals", by Dr. The current size for a stand-alone expansion set is 306 cards, with older sets being slightly larger; the current size for a non-stand-alone expansion set is 165 cards, with older sets being slightly smaller. 1936: The Marconi Wireless Telegraph company patents the first practical application of the technology, "The Liquid Crystal Light valve". Each such trilogy of sets is called a "Cycle" or "Block". 1911: Charles Mauguin describes the structure and properties of Liquid Crystals. Each stand-alone expansion is also associated with two smaller expansion sets of its own (except Ice Age, which only had one smaller expansion). 1904: Otto Lehmann publishes his major work "Liquid Crystals". Expansion sets are the sets in which new cards are first printed, and they once consisted exclusively of new cards; but now, almost a third of them are large "stand-alone" expansions, which contain a few reprints of already-existing cards and can be played without the base set. . The base set is periodically revised, with the rules, card artwork, and even card list itself being changed; nine editions of the base set have been made so far, each containing anywhere from 302 to 449 cards. DVI or VGA). Magic cards are released in two types of sets: the game itself, also called the base set or core set, and various expansion sets. Important factors to consider when evaluating an LCD monitor include resolution, viewable size, response time (sync rate), matrix type (passive or active), viewing angle, color support, brightness and contrast ratio, aspect ratio, and input ports (e.g. The first Magic cards were printed exclusively in English, but current sets are also printed in Simplified Chinese, French, German, Italian, Japanese, Portuguese, Spanish, and Russian. The electronics, or the software driving the electronics then turns on sinks in sequence, and drives sources for the pixels of each sink. Each player builds a deck of cards, chosen from those which he or she owns (with certain restrictions as discussed below) to be used in a duel against an opponent. The groups are designed so each pixel has a unique, unshared combination of source and sink. Over 7000 unique cards have been produced for the game, with about 600 new ones added each year. On the other side, the electrodes are also grouped, with each group getting a voltage sink. Each Magic card, approximately 63 x 88 mm in size (2.5 by 3.5 inches), has a face which displays the card's name and rules text as well as an illustration appropriate to the card's concept. To save cost in the electronics, LCDs are often multiplexed. In a multiplexed display, electrodes on one side of the display are grouped and wired together, and each group gets its own voltage source. Magic: The Gathering cards are produced in much the same way as normal playing cards. Many LCDs are driven to darkness by an alternating current, which disrupts the twisting effect, and become faint or transparent when no current is applied. Players then commence building 40-card decks out of some of the cards they picked in each pack, adding as many basic lands as they want. By controlling the twist of the liquid crystals in each pixel, light can be allowed to pass though in varying amounts, correspondingly illuminating the pixel. The third pack is distributed like the first pack. The pixel will appear unlit. The process is repeated with the second pack, except that the cards are passed to the right. If the liquid crystals are completely untwisted, light passing through them will be polarized perpendicular to the second filter, and thus be completely blocked. This continues until all of the cards are depleted. When an electrical charge is applied to the electrodes, the molecules of the liquid crystal align themselves parallel to the electric field, thus limiting the rotation of entering light. Each player then selects one of the 14 cards from the pack that was just passed to him, and passes the remaining cards to the left again. A small amount of light is absorbed by the polarizing filters, but otherwise the entire assembly is transparent. Each player opens a pack, selects a card from it and passes it to their left. Light passing through one filter is rotated as it passes through the liquid crystal, allowing it to pass through the second polarized filter. In a rochester draft, several players (usually eight) are seated around a table and each player is given three booster packs. In some LCDs, the electrode may have a chemical surface that seeds the crystal, so it crystallizes at the needed angle. In sealed deck tournaments, each player receives five booster packs, or a 75-card Tournament Pack and two booster packs from which to build their deck. Charges on the molecules cause these molecules to align themselves in a helical structure, or twist (the "crystal"). The decks in limited tournaments need only be 40 cards; all the unused cards function as the sideboard. Before applying an electrical charge, the liquid crystal molecules are in a relaxed state. Limited tournaments are based on a pool of cards which the player receives at the time of the event. This changes the twist of the light passing through the molecules, and allows varying degrees of light to pass (or not to pass) through the polarizing filters. Since these formats are constantly changing and adapting to new sets, more comprehensive rules for each format can be found at the DCI website. By applying small electrical charges to transparent electrodes over each pixel or subpixel, the molecules are twisted by electrostatic forces. The current extended format consists of Invasion, Odyssey, Onslaught, Mirrodin, Kamigawa, and Ravnica Blocks, and Seventh, Eighth, and Ninth Edition Core Sets. The molecules of the liquid crystal have electric charges on them. Any additional blocks to be released between rotations are automatically added to this format's card pool. The liquid crystal twists the polarization of light entering one filter to allow it to pass through the other. Extended format rotates every three years and leaves the six most recent blocks and three most recent core sets. Without the liquid crystals between them, light passing through one would be blocked by the other. The current Standard card pool consists of Ravnica block, Kamigawa Block, and Ninth Edition Core Set. Each pixel (picture element) consists of a column of liquid crystal molecules suspended between two transparent electrodes, and two polarizing filters, the axes of polarity of which are perpendicular to each other. Standard is the format defined by the current block, the last completed block, and the most recent core set. It is prized by engineers because it uses very small amounts of electric power, and is therefore suitable for use in battery-powered electronic devices. The current block consists of Ravnica: City of Guilds and Guildpact with the third set of the cycle still to be released. A liquid crystal display (LCD) is a thin, flat display device made up of any number of color or monochrome pixels arrayed in front of a light source or reflector. Block is the format defined by the current cycle of three sets of cards. It is still an improvement though. In 2004, the format was revitalized by separating the banned list from Vintage and banning many cards which had been staples of Type 1.5 including Mishra's Workshop, Mana Drain, and Bazaar of Baghdad. This is RAMDAC-level though, so your monitor isn't actually being modified. It evolved from a format called Type 1.5, which was defined by a banned list that merely consisted of all banned and restricted cards in Type 1 (now called Vintage). It gives you full control over the colors basically, whereas with linear adjustments you just make all the colors darker or brighter. Legacy is the other eternal constructed format. I use RivaTuner with the 'direct access to RAMDAC pallete' setting. Players are permitted to proxy cards in many Vintage tournaments because of the expense involved in acquiring some older cards. Nothing has done it any better. Restricted cards are cards that a player may only use one of in his or her deck. Makes it a lot better for me. The only banned cards are cards using the ante mechanic, as well as Chaos Orb and Falling Star, two cards that involved flipping the card onto the table. It's an easy way to fix the fluorescent cast of LCDs. The Vintage card pool is therefore restricted solely by the Banned/Restricted list maintained by the DCI. /* xtknight: A nonlinear gamma ramp means not all colors get same 'treatment' per se. This means that all the sets that are currently legal will continue to be legal and any new sets will automatically be included in the legal card pool. have stuck/lazy pixels? Try rubbing or rolling (motion) them with a cotton swab (q-tip). Vintage is considered an eternal format because the card pool never rotates. If you find text too small, try increasing your font DPI size, and also specify a minimum font size in your website browser or increase the browsers internal DPI. They include Vintage, Legacy, Extended, Standard, and Block. LCD screens occasionally suffer from image persistence, which is similar to screen burn on CRT displays. There are various formats in which Constructed tournaments can be held. If you experience eyestrain issues with LCDs, consider these possibilities: using a small resolution for reading text, on a >=15 inch LCD, glare from another light, brightness is set too low, inferior (cheap) fluorescent backlight, LCD monitor is too close, or too far away. The original deck configuration is restored before the start of the next match. Many users of older (around pre-2000) LCD monitors get migraines and other severe eyestrain problems from the flicker nature of the fluorescent backlights. Tournaments are normally structured so that the first player to win two games is the winner of the match. Such a set can also show two different images to one viewer, providing 3-D. Thus a player may alter his or her deck to better deal with their opponent's strategy. However, this negative has been capitalised upon by an electronics company, allowing multiple TV outputs from the same LCD screen just by changing the angle from where the TV is seen. Following the first game of a match, each player is permitted to replace any number of cards in his or her deck with an equal number of cards from his or her sideboard. The viewing angle of a LCD is usually less than that of most other display technologies thus reducing the number of people who can conveniently view the same image. In addition to the main deck, players are allowed a 15-card sideboard. LCDs have longer response time than their plasma and CRT counterparts, creating ghosting and mixing when images rapidly change; this caveat however is continually improving as the technology progresses. Various tournament formats exist which define what card sets are allowed to be used, and which specific cards are disallowed. This is due to their "light valve" nature: some light always leaks out making black grey. Decks must consist of no fewer than 60 cards, and no more than four of any one card (the basic land cards may be used in any quantity). LCD displays generally have a lower contrast ratio than that on a plasma display or CRT. In Constructed tournaments, each player comes with a pre-built deck. While CRTs are capable of displaying multiple video resolutions, each with the same quality, LCD displays usually produce the crispest images in a "native resolution". There are two basic/standard types of organized play, Constructed and Limited. Reflective surface to send light back to viewer. The DCI is owned and operated by Wizards of the Coast. Horizontal filter film to block/allow through light. The Duelists' Convocation International (or DCI) is the organizing body for professional Magic events. Glass substrate with common electrode film (ITO) with horizontal ridges to line up with the horizontal filter. A number of websites report on tournament news, give complete lists for the most currently popular decks, and feature articles on current issues of debate about the game. Twisted nematic liquid crystals. Large sums of money are paid out to those players who place the best in the tournament, and the winner receives sums upward of US$50,000. Vertical ridges are etched on the surface so the liquid crystals are in line with the polarized light. Larger tournaments with hundreds of competitors from around the globe sponsored by Wizards of the Coast are arranged many times every year. The shapes of these electrodes will determine the dark shapes that will appear when the LCD is turned on or off. Magic tournaments are arranged almost every weekend in gaming stores. Glass substrate with ITO electrodes. Magic: The Gathering has grown a lot since it was first introduced in 1993, and a large culture has developed around the game. Vertical filter film to polarize the light as it enters. The most popular alternatives describe ways of playing with more than two players and change the rules about how decks can be built. While the primary method of Magic play is one-on-one using standard deck construction rules, casual play groups have developed many alternative formats for playing the game. Hybrid cards also introduced a series of "split" mana symbols, designating a mana cost which can be paid with one of the two colors. The border of these cards has a distinctive "half-and-half" design, with a vertical merge between colors in the middle. More recently, two-color "hybrid" cards that can be paid for with either of the card's colors (as opposed to both, as is the case with normal multi-color cards) were introduced in the Ravnica set. Due to the restriction of having to play all the colors in the casting cost, multi-color cards tend to be more powerful for their cost compared to single-color cards. These cards tend to combine the philosophy and mechanics of the colors used in the spell's cost. Multi-color cards were introduced in the Legends set and use a gold border to distinguish them. A series of six articles written by Mark Rosewater describing each color in depth can be found at the game's official site at MagicTheGathering.com: The Great White Way, True Blue, In the Black, Seeing Red,It's Not Easy Being Green, and Midas Touch. Each color, as noted above, has its own distinct attributes and the pie is used to put new cards where they belong, so that one color does not impede on the territory of another. The R&D team at Wizards of the Coast balances the power between the five colors by using the Color Pie to define the strengths and weaknesses of each. However, it is generally less powerful and less equipped to face many different types of decks, such as those found in a tournament. A deck using colors that are complimentary generally revolves around one strategy, and it can be played by a more intermediate or beginner level player. In general, a deck that uses opposing colors can be more powerful and versatile, but has more intricate strategies and requires an expert-level player to utilize it efficiently. For instance, red is the color of chaos, while white and blue are the colors of order and logic. The two non-adjacent colors to a particular color are "enemy" colors, and are thematically opposed. Red and green are opposite blue and have very few flyers. White and black, being next to it, also have many flying creatures. For example, blue has few efficient, aggressive creatures in general, but does have a relatively large number of flying creatures. The colors adjacent to each other on the wheel are "allied" and have similar, complementary abilities. (Many times a player will refer to a five-color card as a WUBRG card, pronounced: "woo-burg.") Each color is also associated with a basic land type; respectively, plains, islands, swamps, mountains, and forests. These can sometimes be abbreviated as W, U, B, R, and G respectively. Starting from the top, going clockwise, they are: white, blue, black, red, and green. The colors can be seen on the back of the cards, in a pentagonal design, called the "Pentagon of Colors". Because the trade-offs between the abilities of each color are integral to keeping the game balanced, it is helpful to discuss the various color philosophies. The various strengths and weaknesses of each color are attributed to the fact that each color represents a different "style" of magic. The equilibrium among the five colors is one of the defining aspects of the game. To play a spell of one color, mana produced by a land of the appropriate type is required. Most spells come in one of five colors: white, blue, black, red, or green. The decision on what colors to use is vitally important, and successful decks have used nearly every combination of colors. Many players feel that it is essential to use more than one color in a deck in order to increase the versatility and midgame play. On the other hand, the five colors each have different strengths and weaknesses, and playing more colors may help create a more versatile and well-rounded deck. Although five colors of spell are available, it may help to play just one or two in a deck so that the color of spells drawn will match the color of mana available. A deck composed of mostly cheap spells can run smoothly on fewer mana sources, while a deck with large creatures or expensive spells often requires a larger number of mana sources. In a sixty card deck, it is usually best to have 16 – 27 mana sources and 33 – 44 other spells (either creature spells, enchantments, instants or sorceries). A deck must have enough mana sources to fit the mana curve of the deck's spells. A proper balance of mana sources, including basic land and mana-producing artifacts and creatures, to spells is also important in creating an effective deck. When deciding which cards to include, it is often beneficial to use the minimum deck size, combined with the maximum number of card copies, to provide consistent draws to minimize the affect of luck on a particular game. Players may use no more than four of any named card, with the exception of the "basic lands" that act as a standard resource in Magic. Normally, decks are required to be at least sixty cards. Due to the many possibilities, two players seldom play with the same decks. Beginners typically start with only a starter deck, that is pre-built and ready for play, but over time, more cards are added to the player's stock through purchases or trading with other players. A player needs a deck ready before he or she can play a game of Magic. A detailed rulebook 2 exists to clarify these conflicts. The so-called "Golden Rule of Magic" is that if a card's text conflicts with the rules, the card has priority. Resolving interactions between conflicting spell effects is one of the more difficult aspects of game play. Some spells have effects that override normal game rules (e.g., allow you to play more than one land per turn). Players may never look into the libraries (unless a card's ability allows you to do so) and may see only their own hands, but may normally view all the other cards on the table without restriction. Each player has a library, (a deck) or draw pile; a hand containing cards drawn but not yet played; an area on the table for his or her permanents; and a discard pile called the graveyard. Non-Permanents. Permanents. The types of cards are:. There are two basic types of spells: those which become a "permanent", which stay on the table once they have been played, and those which affect the game immediately and are then put into their owners' graveyards. Players fight each other by casting spell cards by drawing upon mana, or magical energy, from Land cards. The object of Magic is to be the last surviving player. A player also loses the game if he or she needs to draw a card, and has no cards in his or her deck. If a player is reduced to zero life, that player loses the game. A player starts the game with twenty "life" points and seven cards in their hand. In a game of Magic, two or more players are engaged in a duel. In 2002, an official online version of the game was released. The company publicizes good players who win frequently in order to create a "star" system, and examples to which other players to follow and aspire. The system is similar to the ones used in golf, tennis and other professional sports. Sanctioned by the DCI, the popular series of tournaments adds an element of prestige and weight to the game by virtue of the large payouts and media coverage from within the community. In 1996, Wizards of the Coast established the "Pro Tour", a circuit of tournaments where players can compete for top prizes in excess of US$30,000 for a single weekend-long tournament, with a total purse of over US$200,000. Although Magic's gross card sales have been surpassed in recent years, particularly by Japanese import games based on the Pokémon and Yu-Gi-Oh! franchises, Magic's popularity continues to grow steadily. Many of them were poorly designed and failed both commercially and in popularity. The commercial success of the game prompted a wave of other collectible card games to flood the market in the mid-1990s. Role-players were enthusiastic early fans of Magic, but the game achieved much wider popularity among strategy gamers. Adkison immediately saw the potential of the game and agreed to produce it. Garfield returned later with a prototype he had been working with on and off over the last few years under the development name of Mana Clash. He did enjoy Garfield's ideas and mentioned that he was looking for a portable game that could be played in the downtime that frequently occurs at gaming conventions. Adkison was not very keen on the idea, as board games are expensive to produce and difficult to market. When Peter Adkison, then CEO of the fledgling Wizards of the Coast games company, met Richard Garfield, then a graduate student who would become a mathematics professor, it was to discuss Garfield's new board game Roborally. . The cards themselves also have value, much like other trading cards, but in the case of Magic, a card's value is based not only on scarcity and intangible aesthetic qualities such as the quality of the card's artwork, but is primarily a function of its game play potential, with more powerful cards carrying a correspondingly greater value. The game has an official tournament system, in which the game is played for cash and scholarship prizes, and the game has a number of professional players. Though the original concept of the game drew heavily from the motifs of traditional fantasy role-playing games such as Dungeons & Dragons, Magic as a game bears little resemblance to role-playing games. Each game represents a battle between very powerful wizards called "Duelists" or "Planeswalkers" who use magical spells, items, and fantastic creatures to defeat their opponents. The game is a strategy contest which includes an element of chance due to the random distribution of cards during shuffling. Magic inspired an entirely new game genre, and has an estimated six million players in over seventy countries worldwide, as well as a successful Internet version1. and introduced by the company Wizards of the Coast in 1993. Magic: The Gathering (colloquially "Magic" or "MTG"), is a collectible card game created by Richard Garfield, Ph.D. "The Magic Style Guide." URL accessed on October 14, 2005. Cavotta, Matt. 1, 1293 words, by Dayna Harpster; Staff writer. "Magic ride"; Times-Picayune (New Orleans, LA), November 28, 2001, Wednesday, LIVING; Pg. 32, 3431 words, Seattle Times Staff. "The Magic Touch", The Seattle Times, December 10, 2000, Sunday, Sunday Edition, ROP ZONE; Pacific Northwest;, Pg. 48. Games, p. (December 2003). "The Games Magazine Hall of Fame". The Complete Encyclopedia of Magic: The Gathering, Thunder's Mouth Press, 2002, ISBN 1560254432. Moursund, Beth. URL accessed on October 14, 2005. Note 2: "Magic: The Gathering Comprehensive Rules". Press Release. Made-In-Seattle Game Is At Center Of High Stakes, International Tournament. Note 1: Wizards of the Coast (July 8, 2004). He won the 2001 Magic Invitational, and is pictured on the card Avalanche Riders. Darwin Kastle – A 2005 Magic: The Gathering Hall of Fame Inductee, with eight Pro Tour Top-8 Finishes, who played in every Pro Tour from 1996 until in 2004. He was also banned for a year from playing in sanctioned Magic tournaments after he was disqualified at the 2001 World Championships for alleged cheating. Dave Williams – successful Pro player, later became a 2004 World Series of Poker finalist. In 2005, Finkel became one of the first five players inducted into the Magic: The Gathering Hall of Fame. Since unofficially retiring from Magic, he has won over $1 million as a professional poker player. He began his Magic career as part of the Junior Pro Tour. Nicknamed "Johnny Magic", Finkel was the first true Magic superstar, and is considered by many to be the best pure player in the world. Jon Finkel – 2000 World Champion, 1998 Player of the Year, second in lifetime winnings, and second in lifetime Pro Points. Nicknamed "The German Juggernaut". Kai Budde – 1999 World Champion, four-time Pro Tour Player of the Year, lifetime winnings leader, and lifetime Pro Points leader. Play is normal except that the cards in their hand can be played as any card in the game with the same mana cost, but each such card can only be used once per game. "Mental Magic" uses a stack of whatever cards are at hand as decks for each player. These variants often include other compensating controls, such as restricting players to one spell per turn (as in "Type 4" or "DC-10"), or in using spell cards themselves to be played as lands and produce matching colored mana. In order to alleviate problems with the mana resource system, some play variants include rules for building decks without lands. In "5-Color" or "Prismatic Magic", players must build very large decks (at least 250 cards) and accommodate a minimum number of cards of each color, usually twenty. In the "Pauper's Deck" or "Peasant Magic" variants, the more powerful rare cards are not allowed, and players must construct decks using only the more commonly available cards as a way of balancing the games for players on a budget. In one system, players are allowed to use only one of each card instead of the usual limit of four; this is called "Singleton" or "Highlander" ("There can be only one"). Alternative deck construction — Various alternative rules can be used to govern the construction of decks. The wider availability online, combined with occasional tournaments, has made online Vanguard more of a success than its physical predecessor. Players are given a standard set of avatars and can receive more as entry and high-finishing prizes in release events. Vanguard was reborn online, with a player's avatar filling the role of the oversized physical cards. Although three cycles of cards were made, interest never caught on due to relatively low production and lack of sanctioned tournaments. Vanguard initially began with special oversized Vanguard cards, released as part of various promotions. These cards change the players' starting life total and cards in hand, and have additional effects as well. Vanguard — In this variant, each player has a special card that affects the game. In June 2005, rules for handling multiplayer games were added to the official rulebook, and "Two-Headed Giant" team play is the first multiplayer variant to be sanctioned. In "Emperor", two teams, each generally composed of three or five players, play to ensure their central player (the "emperor") outlasts the other. "Two-Headed Giant" is a team game where pairs of players share turns and life totals. Team-based play is also extremely popular. One popular variant is "Rainbow" (or "Five-Player Star") and involves exactly five players, each one playing one of the colors of Magic and trying to defeat the diametrically opposed ones. Multiplayer — The simplest format is the free-for-all, where players sit in a circle and combat those around them to be the final surviving player. However, green has difficulty removing opposing creatures from play, and it lacks damaging or controlling spells; nearly all of its strategies are creature-based. Green has powerful creatures, numerous ways to destroy artifacts and enchantments, spells that increase a player's life total, and permanents that produce mana more quickly than other colors and can produce mana of different colors. Typical green creatures include beasts, elves, insects and druids. Green is the color of life, nature, growth, instinct, and interdependence. Red's weaknesses include its inability to destroy enchantments, the random or self-destructive nature of many of its spells, and its generally weak mid-game play. Red also has the vast majority of cards that involve random chance. Red is one of the best colors for destroying opposing creatures, trading long-term resources for short-term power, and for playing spells that reduce the opponent's life points (so-called "burn" or "direct damage"). Typical red creatures include goblins, barbarians, dragons, and earth and fire spirits. Red is the color of destruction, war, passion, chaos, and anger. Black's weakness is its almost complete inability to destroy enchantments and artifacts, in addition to its inability to remove other black creatures directly from the field. Also, black cards often have cheaper costs in mana in exchange for alternate sacrifices, such as creatures or life points. Within the game, black cards are best at killing opposing creatures, making players discard cards from his or her hand, and raising creatures from the dead. Typical black creatures include rats, undead, demons, and necromancers. Black is the color of death, darkness, plague, selfishness, ambition, greed, and amorality (although not necessarily "evil"). Blue's weaknesses lie in that it has the least aggressive creatures of any color and only limited ways of dealing with opposing threats once they have entered play. Blue also tends to end the games with large flying creatures such as drakes or dragons, which are difficult to stop if the opponent is playing a non-versatile deck type. Also, blue is the color that most focuses on alternate methods of winning the game, such as emptying the opponent's deck and setting up "lockdowns," situations in which the opponent cannot affect the playing field. Blue's cards are best at letting a player draw additional cards, stealing control of opposing permanents either temporarily or for the duration of the game, sending permanents back to their owner's hands (informally called "bouncing"), and countering (canceling) spells as they are being played, fully negating their effects. Typical blue creatures include wizards, faeries, merfolk, and air and water spirits. Blue is the color of knowledge, illusion, reason, ingenuity, and trickery. White's weaknesses include its difficulty in removing the opponent's creatures through direct removal, its lack of speed (with a few notable exceptions), and the fact that many of its most powerful spells affect all players equally. Within the game, white's strengths lie in protecting and enhancing its creatures, healing damage dealt to players, tools to even out board disadvantages (or clear them entirely), imposing restrictions on the other players, and dealing devastating blows to all players. Typical white creatures include knights, soldiers, clerics, and angels. White is the color of equality, order, law, righteousness, and light (although not necessarily "goodness"). Sorceries: Spells similar to Instants, except may be played only during the player's own turn. Instants may be played at almost any time, and as such are valued for their versatility. Instants: Spells which have a one-time effect and are then discarded. Enchantments: Lasting magical effects which modify the game environment or a specific permanent. Artifacts: Machines, automatons, magical items and/or weapons which can enhance creatures, provide useful abilities, or create unusual effects. Creatures: Magical beasts or warriors that can attack the other player or be used for defense. A land may be "tapped" for energy, or mana, any time. Players may play only one land during each of their turns. Lands: The basic resources of the game. 2003: GAMES Magazine selected it for its Games Hall of Fame. 1999: Inducted alongside Richard Garfield into the Origins Hall of Fame. 1994: Origins Awards for Best Fantasy or Science Fiction Board game of 1993 and Best Graphic Presentation of a Board game of 1993. |