Hasbro, a multinational toy and board game company, has recently come under fire for trashing thousands of unsold Magic: The Gathering cards in a landfill. This controversial act has sparked outrage among fans and environmental activists alike. Magic: The Gathering is a popular collectible card game that has a dedicated fanbase around the world. Players collect and trade cards to build their own customized decks and compete with each other. The game has been around for over 25 years and has gained a reputation for its intricate gameplay and immersive fantasy world. However, Hasbro's decision to dispose of unsold Magic cards in a landfill has raised serious concerns about sustainability and waste management.
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ETYB lands are less punishing when your commander is holding a Sword of Feast and Famine when it makes contact, and if you can get your commander up to 11 power, one hit puts the player you hit in lethal range, meaning you pose an existential to them and can use that power over them to your political advantage. Committing to playing more Instants and Sorceries rather than cutting them for pet cards and relying on other players at the table to have timely removal has made me feel like a more complete player.
However, Hasbro's decision to dispose of unsold Magic cards in a landfill has raised serious concerns about sustainability and waste management. Reports suggest that the company destroyed over 1,500 metric tons of cards, which equates to millions of individual cards ending up in the trash. This not only represents a significant waste of resources, but also has negative implications for the environment.
The Nine Finger Discount
Last week I steered heavily into a build that let me play a lot of Instants and Sorceries, and it felt great. Committing to playing more Instants and Sorceries rather than cutting them for pet cards and relying on other players at the table to have timely removal has made me feel like a more complete player. Picking out the spells that could potentially keep me alive, prevent someone from winning the game or just cause some havoc at the table has made me a better player overall and remembering to include interaction and spend time before I play any games thinking about how I want to use it and what my odds are of drawing something in a pinch before I finalize how much card draw I run is time very well spent. After a productive 2022, there's absolutely no way I'm back on my BS, right?
If you have enough gates, it seems like this card says you draw 9 cards. I can't possibly be reading that right, can I? Well, not so fast. Controlling 9 gate cards is. fraught. You see, Nine-Fingers Keene over here has a color identity that doesn't include Red or White. Right off the bat, of the 20 cards with type "gate," we can't play a whopping 11 of them because they have a Red or White mana symbol on the card. That's substantial considering Baldur's Gate added a bunch of new Gates. Since we have access to barely the number of gates we'll need to trigger 50% of the text on this card, focusing on ever drawing 9 seems silly. So, if we're not going to be a card-drawing machine and we'll mostly be chewing through our deck, what good is this commander? Put simply, this is going to draw us an extra land most of the time and I like that. Can we win with Maze's End in a deck with 11 Gates? Watch. Me. Try.
This is going to be a landfall deck that hits landfall triggers consistently because every time you drill them with your commander, you spin the wheel and have a shot at drawing another land. We'll make sure we play cards that make those lands, usually guildgates or other ETB tapped lands, come into play untapped so we can use the mana. We're going to do what we always do - Crucible of Worlds and Sunstone, Urza's Saga and Amulet of Vigor, Cosima, God of the Voyage // The Omenkeel and Roil Elemental. The thing is, we are playing a bit of a sub-game where we hit them with our commander, which allows us to make sure getting hit with Keene wraps things up quickly. ETYB lands are less punishing when your commander is holding a Sword of Feast and Famine when it makes contact, and if you can get your commander up to 11 power, one hit puts the player you hit in lethal range, meaning you pose an existential to them and can use that power over them to your political advantage. In essence, I'm building a much more aggressive version of the Landfall deck.
I'm mostly eschewing gates-matters cards because I think that most of them are fairly bad. Gatebreaker Ram is worse than Managorger Hydra in this deck and you'd never play Managorger Hydra. I wouldn't play Arbor Elf in a deck like this, preferring Sakura-Tribe Scout, so why would I play Greenside Watcher? You didn't even know what Greenside Watcher was, you had to hover and look it up because you haven't played that card since 2013 Limited. We have room for our pet cards, and if Keene and Maze's End are the only Gates-matters cards, good, because they both require like 90% of the gates in the whole deck to be in play and that seems tough unless we draw Reshape the Earth, a card we're not even going to be tutoring for. I seriously just want a regular landfall deck with an aggro commander that can sometimes end a really long game with Maze's End. Trust me, this will be fun.
Avoid Fate, Embrace Gate | Commander | Jason Alt
- Commander (1)
- 1 Nine-Fingers Keene
- Creatures (23)
- 1 Archelos, Lagoon Mystic
- 1 Astral Dragon
- 1 Augur of Autumn
- 1 Avenger of Zendikar
- 1 Azusa, Lost but Seeking
- 1 Cosima, God of the Voyage // The Omenkeel
- 1 District Guide
- 1 Dryad of the Ilysian Grove
- 1 Elvish Reclaimer
- 1 Eternal Witness
- 1 Gatecreeper Vine
- 1 Lotus Cobra
- 1 Meloku the Clouded Mirror
- 1 Oracle of Mul Daya
- 1 Ramunap Excavator
- 1 Roil Elemental
- 1 Sakura-Tribe Scout
- 1 Scute Swarm
- 1 Slogurk, the Overslime
- 1 Soratami Mirror-Mage
- 1 Tatyova, Benthic Druid
- 1 Tireless Provisioner
- 1 Walking Atlas
- Planeswalkers (1)
- 1 Wrenn and Seven
- Instants (6)
- 1 Assassin's Trophy
- 1 Beast Within
- 1 Constant Mists
- 1 Crop Rotation
- 1 Eureka Moment
- 1 Growth Spiral
- Sorceries (12)
- 1 Bala Ged Recovery // Bala Ged Sanctuary
- 1 Circuitous Route
- 1 Explore the Underdark
- 1 Hour of Promise
- 1 Nylea's Intervention
- 1 Open the Gates
- 1 Reshape the Earth
- 1 Scapeshift
- 1 Splendid Reclamation
- 1 Sylvan Scrying
- 1 Tempt with Discovery
- 1 Villainous Wealth
- Enchantments (8)
- 1 Burgeoning
- 1 Exploration
- 1 Flooded Shoreline
- 1 Guild Summit
- 1 Overburden
- 1 Retreat to Coralhelm
- 1 Trade Routes
- 1 Way of the Thief
- Artifacts (11)
- 1 Amulet of Vigor
- 1 Arcane Signet
- 1 Blackblade Reforged
- 1 Crucible of Worlds
- 1 Glaive of the Guildpact
- 1 Navigation Orb
- 1 Sol Ring
- 1 Sunstone
- 1 Sword of Feast and Famine
- 1 Sword of Hearth and Home
- 1 Winged Boots
- Lands (39)
- 3 Snow-Covered Island
- 2 Snow-Covered Swamp
- 8 Snow-Covered Forest
- 1 Baldur's Gate
- 1 Basilisk Gate
- 1 Black Dragon Gate
- 1 Breeding Pool
- 1 Command Tower
- 1 Dimir Guildgate
- 1 Exotic Orchard
- 1 Field of the Dead
- 1 Gateway Plaza
- 1 Golgari Guildgate
- 1 Gond Gate
- 1 Heap Gate
- 1 Manor Gate
- 1 Maze's End
- 1 Opulent Palace
- 1 Overgrown Tomb
- 1 Plaza of Harmony
- 1 Reliquary Tower
- 1 Rogue's Passage
- 1 Sea Gate
- 1 Simic Guildgate
- 1 Thespian's Stage
- 1 Urza's Saga
- 1 Vesuva
- 1 Watery Grave
- 1 Zagoth Triome
The Desert Medallion is a craftable Pre-Hardmode item dropped by Cnidrions after the Wulfrum Excavator has been defeated. It is used to summon the Desert Scourge boss. It can only be used in the Desert.
Environmental activists argue that Hasbro should have explored alternative options such as recycling or donating the unsold cards. Recycling would have allowed the materials used in the cards, such as paper and ink, to be repurposed and reduce the environmental impact. Donating the cards to charities or schools could have also been a viable solution, as it would have allowed others to enjoy the game while minimizing waste. Many fans of Magic: The Gathering have expressed their disappointment and frustration with Hasbro's decision. They argue that the company should have considered the impact on their fanbase, who invest time and money into collecting these cards. Trashing the cards not only devalues the game, but also disregards the dedication and passion of the players. In response to the backlash, Hasbro has stated that the decision to discard the cards was done to protect the integrity of the game and prevent counterfeit cards from entering the market. They claim that by destroying the cards, they are safeguarding the value of authentic Magic cards. However, critics argue that this explanation falls short and fails to justify the sheer amount of waste generated. The controversy surrounding Hasbro trashing Magic: The Gathering cards in a landfill highlights the need for companies to prioritize sustainability and responsible waste management. The public outcry from fans and environmental activists alike serves as a reminder for the company to reevaluate their practices and find more environmentally friendly solutions in the future..
Reviews for "Can Hasbro's Magic Waste in Landfills be Managed in a More Sustainable Way?"
1. John Doe - 1/5
This is by far the worst decision Hasbro has made. Instead of finding a more sustainable solution, they chose to trash magic cards in a landfill. It's incredibly wasteful and disrespectful to the players who have invested time and money into this game. Hasbro should have considered recycling or even donating these cards to charity. It's a slap in the face to the community and shows a blatant disregard for the environment.
2. Jane Smith - 2/5
I am extremely disappointed with Hasbro's choice to throw away magic cards in a landfill. This not only contributes to environmental pollution but also shows a lack of consideration for the game's dedicated fans. The cards could have been repurposed, recycled, or donated to various organizations. It's a shame that such a large company like Hasbro would make such a thoughtless decision. I hope they reconsider their actions and find a more responsible way to handle the disposal of their products in the future.