Essay
Magic Spices; Salt
av Haaland
Delt av
CoolMan
· 14. jul 2026 · 12:31
Every Magic: The Gathering player claims they want "interactive games." What they usually mean is, "I want to do my thing uninterrupted while everyone else politely loses."
Play a big creature? "Brain-dead stompy."
Counter a spell? "Control players are the worst."
Destroy a permanent? "That's not fun."
Combo off? "You didn't even *play* Magic."
Win with combat? "Your deck is too expensive."
Lose because you missed your land drops? "Mana screw."
Win because you topdecked the perfect card? "Skill."
The salt cycle never ends.
The funniest part is that many of the loudest complainers aren't upset because a strategy is unfair—they're upset because it worked *against them*. Suddenly every legal card is "toxic," every removal spell is "targeting," and every loss is evidence that someone else's deck is the problem.
Magic is a game where stopping your opponent is part of the game. Counterspells exist. Board wipes exist. Graveyard hate exists. Land destruction exists. If a card is legal and your playgroup hasn't agreed otherwise, then it's fair game. You don't get bonus points for letting your opponents execute their game plan uncontested.
Nobody enjoys getting locked out of a game, and every group should communicate about power level and expectations. But there's a difference between having a conversation before the game and throwing a tantrum after losing.
The best players don't spend fifteen minutes explaining why their loss "didn't count." They shuffle up, learn something, and play another game.
At some point, every Magic player has to make a choice: improve their deck, improve their play, or improve their excuse. Only two of those lead to more wins.