Friday, October 17, 2025

IT'S NOT SCIENCE, IT'S MAGIC...THE GATHERING

Settle in folks: this is going to be a long one and an excessively nerdy one, because I had this rambling thought enter my brain at about 0450 this morning after a poor night of sleep due to getting up to take care of our new puppy at 0200 (he’s an adorable male pug named “Luigi”, continuing with my nerdiness).  In fact, in the process of writing this, I realized there’s no way I could contain it within one post that anyone would actually READ in any one sitting, so I’ll chunk it out and give you a chance to marinade on it once a week, similar to John McCallum’s “Keys to Progress” series. 


Based on this artwork, at least SOMEONE over at Wizards of the Coast is a fan of being jacked


Once again, it turns out that ALL games play by the same rules and, fundamentally, physical transformation IS just one of many games we play in life.  In turn, allow me to walk you through how the journey of physical transformation mirrors the game “Magic the Gathering”, first by giving you a crash course in some pre-2000s MtG (because I’m old school like that and don’t like learning new rules) and then bloviating on all the parallels that exist between the two.  For those of you well versed in the gameplay, I apologize for how my brief oversite is going to butcher something you’ve most likely wasted FAR too much time and money on (I know I sure did: this was like heroin for middle schoolers), and for those of you NOT familiar with the game, I apologize for making you read about how to play Magic the Gathering, much like I’m sure I annoyed my father for years trying to explain to him how cool the newest card in my collection was.  So go ahead and grab your PBJs with the crust loving cut off by your mom and your favorite flavor of Capri Sun, because we’re going back to the 90s to learn how the nerds actually figured out how to get jacked WITHOUT relying on science, but, instead, on magic.

 

Ok, my attempt at the briefest of overviews here.  A MtG match is supposed to be a fight between two wizards that are casting spells at each other.  The deck of cards is effectively a spellbook: you start off with 7 cards in your hand and draw a card each turn.  Within this deck, you have land cards: these are the source of your power, referred to as “mana”.  Without lands, you can’t cast any spells: you need mana to cast spells.  You get to play 1 land per turn, meaning that, at the start of the game, you don’t have much power, but as the game goes on, your power increases IF you keep drawing enough lands to be able to play 1 each turn.  Consequently, low power spells require small amounts of mana, and bigger spells require more mana.  To obtain the mana from your lands, you “tap” them (literally turn them sideways), indicating that they have been used, and, in turn, cannot be used again until the next turn, when you get to “untap” them.  Spells themselves range from summon spells (creatures that will fight for you), enchantments (spells that have impacts that last the entire time they are present), and sorceries/instants (spells that have impacts that only last for that turn/moment in time).  Each turn, a player can cast a spell like those listed and/or use some of those summoned creatures to attack the other player/their creatures.  Players each have a total of 20 life to start with, and the game is won when one player either runs out of life or runs out of cards in their deck.  Yes: there is MUCH more to it than that, but that’s enough for now.


I can feel it through the screen

Ok, so now the parallels.  The deck of Magic the Gathering is a representation of genetics AND lifestyle.  We quite literally have to “play the hand we are dealt” in life: that’s genetics.  Sometimes, we draw a great hand and are afforded advantages the other player can’t fathom, and sometimes, we draw a terrible hand and know, from the get-go: it’s going to be a rough game.  We can’t change our genetics, but we CAN set ourselves up to MAXIMIZE our genetics to the greatest extent possible.  In MtG, this is “deckbuilding”.  Because, yes, you CAN just play a random deck slapped together with just the most basic of essentials (reference my post on “starter decks”), but you can ALSO take the time to plan out a deck, select cards that work best with your playstyle, ensure you a solid ratio of lands to spells in order to not find yourself in a situation where you have too much land and not enough spells or vice versa, and ultimately have some sort of logical strategy to win.  For those of us in the physical transformation game, this means things like taking nutrition seriously, our early adolescent athletic history (did you play World of Warcraft until you were 18 or did you actually play some sports?) figuring out the movements that work for our physiology (a 7’2 basketball player probably doesn’t need to squat to powerlifting legal depth), getting adequate sleep, regular sunlight exposure, reduced life stress, regular low intensity activity, etc.  Quite literally, we “stack the deck” such that we can realize the maximum potential of our genetics, so that, even as we play the hand we are dealt, we put ourselves in a situation such that the odds are we’ll have at least a DECENT hand to play.  Some folks are blessed with incredible genetics yet do so little to maximize them that they’re just flashes in the pan: rising to the top of the sport for a year or 2 before crashing HARD and completely fading from existence, while others may not have the best cards but are so talented at managing them that they can play a LONG time among the top of their peer groups.  And some folks are able to pull off both and just absolutely curb stomp the world for an ungodly amount of time.

 

Let’s dive further now.  As I wrote earlier, you start off with 7 cards in your hand, representing effectively how the interplay of genetics and proper prior planning have you set you up for your own personal “ground zero” before you start your physical training journey.  From here, we get to play our first land and quite possibly cast our first spell, representing our first foray into training.  Well, as discussed, these first few spells are going to be VERY basic spells, as that’s what a small amount of mana will afford you.  This is going to be a basic goblin with power and toughness of 1 (it can give and take 1 damage), or a simple spell that does 3 damage to the other wizard, or little things along those lines.  This represents those VERY basic and fundamental workouts we do at the start of our journey.  Why?  Because they’re enough!  You don’t NEED more than that at the start of the game, because, quite frankly, if you DID get more than that, the game wouldn’t last very long, and it wouldn’t be very fun.  Yes, there ARE some folks out there painfully looking for ways to win MtG in one turn, just like the dudes that are out there searching the internet for THE most optimal training and nutrition program out there before they even START training…but neither of those dudes will ever actually be able to have the FUN of “playing the game”.  And, in that regard, they won’t get the benefits OF playing the game: fun, or, in the case of physical transformation: results.  We need to settle in for a few turns to be able to accumulate some more mana to cast some bigger spells.


The irony that this dude was researching the optimal way to gain weight



Alrighty folks, there's a LOT more discussion to be had here, so stay tuned for next week.  

No comments:

Post a Comment