Magic: The Gathering- Duels of the Planeswalkers 2012

LQ: 8.1

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Brain grade: 8.0
Fun score: 8.1

Game Type: , ESRB Rating: Teen Platform/Console: , LWK Recommended Age: 12+ Thinking Skills Used: ,

Steam

Magic: The Gathering- Duels of the Planeswalkers 2012 is a simplified version of the popular collectible card game, Magic: The Gathering. Each player starts with 20 “life points” and seven cards in her hand. On her turn, the player draws a card, using them to cast spells, build up “mana” (which is used to cast spells), or deploy creatures. The goal of the game is to use your spells and creatures to reduce your opponent’s life points to zero. The premise is simple and easy to grasp, but once the player masters the basics of the game, she must then master advanced strategies in order to beat the game’s tougher opponents. There is a tutorial that explains the basics of the game and will also explain new abilities to the player as she progresses. Being a card game, there is no animated violence, but some of the images on the cards show violent content (soldiers on fire, or a warrior impaled). Due to the moderate violence and small amount of reading and math required, the game is recommended for players ages 12 and up.


This Game Is Good For Kids Who Need Help With:

Planning

Developing a systematic approach for setting and achieving goals.

Magic: The Gathering is a game based around strategy. The main goal of the game is to reduce the opponent's life total to zero, and the most effective way to accomplish this objective is through careful planning and strategy. However, before a proper strategy can be developed, it is important to understand how the card deck provided for the player works. There are a variety of pre-made decks in the game, each of which with their own unique play style. Once the player understands the way in which to utilize the deck she is currently playing, she can then create effective combos by planning out what card sequences to use several turns in advance. For instance, each card costs a particular amount of "land" points to play. If the player does not have points to play a certain card, she won't be able to use it. Some cards even reduce the cost of playing other cards, which players can plan to do before planning to play a more costly cards on the next turn.

Self-Control

Managing our actions, feelings and behaviors.       

In Magic: The Gathering- Duels of the Planeswalkers 2012, it is often the case that the player should not play a certain card right away. For instance, she may have a spell that deals “three damage” to a creature or to a player. She may feel like immediately dealing it to the opponent. However, it is usually better to save those types of cards for when an opponent plays a creature that can be defeated strategically by the spell. Each game of Magic: The Gathering is riddled with these types of decisions, and the player can only win by making smart choices. Knowing when to be aggressive, and when to be defensive will help a player win many games. If the player plays good cards impulsively, then she may run out of key cards quickly, easily giving her opponent the advantage.

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