Making Magic with chezkevin: Introduction

Well, well, well. Look who came crawling back. Me. I'm still here; haven't gone anywhere. Where were you?

Anyways, I'm still reading comics and watching comic-inspired paraphernalia. It's just my life has become a lot more full since you've seen me last. A couple little ones of school age, a few pets here and there, a household to run. But this blog hasn't gone anywhere. Still waiting.

I wanted to document something that's been the top of my mind the past few months. As you may know, I play Magic: The Gathering, a trading card game created in 1993. The earliest I tried it was roughly grade school age around 2002: the release of Onslaught. My friends and I each bought a beginner deck and we mucked around with it. My interest waxed and waned, and I drifted between other TCGs like Yu-Gi-Oh! and Pokemon. I even became a Pokemon judge around 2014, and travelled to Regional championships solely for judging. COVID put a short end to that, and Magic never really went away.
Credit: Shutterstock.com Creator: DavidFerencik

I've been at it for the better part of a decade now, and it's the kind of thing that I always come back to, kind of like comic books. Enter: July this year, I was hit by inspiration after viewing various fan reskin projects for Commander decks featuring the Metroid series, published by Nintendo. That's...a lot of words if you're not familiar with them.
  1. Commander is a social way to play Magic: The Gathering. It's not necessarily about defeating your enemies more than self-expression via cardboard. If your deck 'did the thing,' then that is victory in itself, rather than being the last man standing.
  2. Metroid is a sci-fi video game series published by Nintendo. It features a bounty hunter named Samus Aran, often alone, usually on a mysterious planet. Samus was orphaned by a nefarious group called the Space Pirates and raised by a bird species named the Chozo, and employs various Chozo weaponry to defeat the Space Pirates. Metroids are jellyfish-like parasitic creatures often exploited (or attempted to be exploited) by the Space Pirates to disastrous effects.
Metroid is another property integral to chezkevin's childhood. Metroid Prime on the Nintendo GameCube was one of the first video games I actually bought myself. I got it for Christmas, and it probably took teenage me the course of a couple of seasons alone to beat the game. You played as Samus Aran, alone on a planet named Tallon IV. As you go deeper in the planet, you unearth the history that the spacefaring Chozo had been here. There was a civilization here, before the 'Great Poison.' You encounter all kinds of creatures, full ecosystems also affected by The Great Poison, and by the end of the game, you learn what it actually is. It was a transformative experience for teenage chezkevin, and it still stays with me.

I'm not actually a huge fan of Commander. The social aspect is enjoyable but can detract from some parts of the game that I feel are central to playing. But Commander is an ideal format for grafting these other properties. You can tell a full story with a commander deck in ways you wouldn't otherwise be able to do. That's what this project sets out to do: use existing Magic: The Gathering cards to tell a particular aspect of Metroid.


Metroid has decades of history as a video game, and while the lore can be seen as sparse due to its silent protagonist, it can also be deep and meaningful to the right people. I'm one of them. There are 5 entries in the 2D mainline series, and 4 entries in the 3D mainline series, with a number of spin-offs and guest appearances. Samus undergoes various transformations and their relationship with the creatures they hunt becomes increasingly ambiguous. My project follows the footsteps of various other Proxy Designers, listed below (there are likely more).
  1. Dark Samus as Captain N'Gathrod
  2. Samus as Cloud, Ex-SOLDIER
  3. Dark Samus as Etrata, the Silencer
  4. Samus and The Last Metroid
I hope my addition is worthy of this list. My Commander is Brokkos, Apex of Forever reskinned as Metroid Prime, Corrupted Apex. I used existing Magic: The Gathering cards, but mapped them onto different creatures, characters, moments or other items from the Metroid series to represent those Metroid moments on a card.

Brokkos is a huge trampling mutate creature that can return from the graveyard by mutating. Destroying it does not solve the problem. It only gives it a pathway to mutate on top of a new creature and adopt new characteristics. That's the story of Metroid Prime (the creature). Even after Samus defeats it at the end of the eponymous video game, it lashes out and steals Samus's Phazon Suit. It adapts and becomes Dark Samus, seen in Metroid Prime 2: Echoes.

Brokkos resides in the Magic: The Gathering plane of Ikoria, a realm of behemoths. It's basically the kaiju world of Magic: The Gathering. There, the flora and fauna are just as important as any human beings. That aligns with the world of Metroid Prime, and other Metroid games. The world is the main character just as much as the main character. I emphasize that with the creatures and lands in the deck.

Every deck needs a way to win. This deck wins with Poison: if a player has 10 or more poison counters, they lose the game. The idea is that we mutate Brokkos (Metroid Prime) onto a creature with Infect. When a creature with Infect deals combat damage, the defending player doesn't lose life, but rather gains that many poison counters. Hit with Brokkos (Metroid Prime) enough, and they lose.

This Magic idea of poison maps pretty well onto Phazon, the radioactive poison that leaks out from a meteorite and infects the inhabitants of Tallon IV, mutating them into corrupted versions of themselves. The Chozo were alive during this period, and attempted to contain the poison underground, using various special artifacts. As Samus, you collect these artifacts and fulfill their prophecy: that the 'Newborn' will descend from the sky and put an end to the 'Great Poison.'

The poison of Phazon is represented with various game mechanics of Magic: Infect, Poison, Toxic, and Mutate. With decades of history between both franchises, there was a wealth of art for me to use on existing Magic: The Gathering cards. I'll be using this series to discuss my design decisions and talk about the process. It was a very enjoyable creative process that gave me a lot of sleepless nights. I hope to share that with you here.


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Night of the Ghoul (2023)

by Scott Snyder and Francesco Francavilla

Back in 2022 I started exploring "comiXology originals," original comics published by comiXology. Amazon has now purchased comiXology, so maybe you would have to call them "kindle originals," but it's all the same. Night of the Ghoul was a standout single from the bunch, and that next day I binged the rest of the series.


I'm saying goodbye to Amazon Prime, and as a result wanted to give the sendoff that Night of the Ghoul deserved. I re-read it again this week, and it's a hell of a suspense/thriller/horror comic, utterly sold by the words from Snyder and the atmospheric paints by Francavilla. Once I picked it up again, I just had to read through it all that night. It carries this feeling of dread that's so enthralling as a reader.


It's about a father and son who masquerade as insurance auditors for a dying old man in what looks like a hospice facility. Only, that old man is responsible for the greatest horror film never released, and the father is hellbent on completing the missing parts of that horror film.

Alongside this "A" story are various black-and-white clips from that film, "Night of the Ghoul," a post-World War II story about a ghoul that may have conceived all of the great horror tropes. The ghoul is this lanky, dead-eyed creature that feeds on necrotic material, and the idea is that it begat the blood plague that created the legend of vampires, and a brain-eating infection that created the idea of zombies. The ghoul in this movie is "the one true monster," what a delicious idea!


Scott Snyder is a genius at retcons, whether it's writing vampires into American history itself, in "American Vampire," or rewriting the history of Gotham City. Night of the Ghoul is no different, and every chapter dives deeper into the mythology of the ghoul. You're left wondering who's on whose side, whether it's the hospice facility, the original filmmaker, all the way down to the ambulance in the sixth and final issue. It's a creature feature masterpiece brought to life on the printed page. From the dread manifested to the climactic creature battle, it has everything you want in a horror experience. Comic books aren't exactly known for their horror stories, but it ought to be known for this one.

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Thor: God of Thunder Reborn and Inferno: Warzones!

Thor: Vol 1: God of Thunder Reborn
Collects Thor (2018) #’s 1-6
by Jason Aaron and Mike Del Mundo

I started Jason Aaron's Thor run in 2014, with the Esad-Ribic-drawn God Butcher and Godbomb. We last left it at Jane Foster's turn with Mjolnir, in 2021. We pick up the hammer once again, with a newly-worthy Thor Odinson, in God of Thunder Reborn, in this year of our Lord, 2024. A whole decade later, and 6 years after its original publication date! Thor is a whole new book today. I am a whole new person. What have I missed?

Well, not much but I can’t say it was a great experience coming into this series cold, for all intents and purposes. You’re expected to know about all these Thor side characters and what they’re going through in the 6 issues told. Thor has a new arm, a new hammer and a new dog but those are backstories at this point, told in other stories.

For the uninitiated, the primary backdrop of the story is Queen Cinder’s war on the realms, these 6 issues focusing on her attempt on Niffleheim, the cold and misty land of the dead of Asgardian legend. Thor and Loki reunite with their other brother (which I guess has always been around?), and attempt to save the realm from the Queen. There’s a wedding somehow shoehorned into the story, along with a side-story set at the end of times, with King Thor, Old Man Logan as the Phoenix and a Sorcerer Supreme Doom. It feels like a mash-up “What If?” Story that’s allowed to be canon because it’s so far in the future.

Serviceable, and it has all the dry humor you’d expect from Jason Aaron, but without being immersed in the story for so long, you feel behind right from the start. The art feels “premium,” and matches the lofty themes of the magical world of the nine realms, though I didn’t find the painted art to my liking. Shapes blend into each other and digital effects take away from the painted feel of the art.

I’ve already collected all the way to the War of the Realms. See you in Volume 2, which, at my rate, could take another half decade!

More Thor? I say thee...yea!

Inferno: Warzones!
Collects Inferno (2015) #’s 1-5
By Dennis Hopeless and Javier Garron

This is a small side-story that's part of the mega-event Secret Wars from 2015, but it's a whole lot better than it needed to be. Inferno: Warzones! is a strong, character-focused story that reads like a “What If?” that you just want to keep following after the last page. The original Inferno was a crossover X-Men event in 1989 that opened the gates of Hell to Manhattan, unleashing hordes of demons while unlocking new powers for Magik, AKA Ilyana Rasputin, a New Mutant and the younger sister of Piotr Rasputin, AKA Colossus of the X-Men, and Madelyne Pryor, a clone of Jean Grey. Magik learned about her demon half in that story, and Maddie channeled her magical powers and became the Goblin Queen.

Wow, talk about backstory. If you are or can get familiar with the three mutants above, you're in for a good time. The primary focus is on Colossus and his annual attempt to free his sister Ilyana from the clutches of evil, but it's really an arc: Ilyana is too far gone, overtaken by Darkchylde, her demon persona, and Colossus needs to learn when to let go. There's tragedy in that.

Plus, that arm later becomes a bad-ass demon arm that allows Colossus to wield the Soulsword.

Cue in some great side characters in a post-apocalyptic Mr. Sinister, a snarky wisecracking Boom Boom, and a darkly ambitious Goblin Queen, and you're in for a good time. Nightcrawler joins the gang, and is woefully/awesomely transmogrified into a teleporting demon dragon. It's glorious.

What makes this comic so great is that it tells such a refreshing story with fan-favorite characters that I've been reading for years. The fact that it's an "Elseworld" means that you can take liberties with the characters -- turn them into badass creatures, kill off adversaries that you couldn't kill off in the mainline universe, for the catharsis. The story feels brand new, and I just want it to keep going after the last page. The stuff of great comics.

And by that, I mean SPOILER: The Goblin Queen takes the throne of Inferno, absorbing the Hellfire from Darkchild's smoldering body and becomes something new. Glorious.

Bonus content: The Goblin Queen introduces her son, and, proves why she would fare much better in Battleworld than Jean Grey.


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The Uncanny X-Men: From the Ashes

In the 1990's, just like there was Marvel vs. DC, there was FOXKids vs WB studios. They both competed for the precious Saturday mornings of 9-year old chezkevin, mining the decades of comic book storytelling before them. Batman: The Animated Series begat Justice League: The Animated Series begat Static Shock. X-Men: The Animated Series begat Spider-Man: The Animated Series (and that kick-ass metal theme song), begat Spider-Man Unlimited, begat me losing interest and moving on to video games.

Point being, this was the utter water I swam in. I had Spider-Man: The Animated Series action figures. I wore BTAS sneakers. I had a deck of X-Men playing cards, with the kick-ass Jim Lee art on them. I never watched the series religiously, being a fan moreso of the Spider-Man series, but I'll be damned if they roped me right back in with X-Men '97, the semi-sequel to the series that started in 1992.

X-Men '97 released this summer on the Disney+ streaming service, dropping new episodes on a weekly basis, and as an adult in 2024, it's a completely new experience from watching the original series as a kid in the 90's, but it's the same post-racial bigotry, the same melodrama, and the same bad-ass theme song that makes this show so great. Waiting for the new episode to drop every week was its own pastime. Skimming the Reddit boards for new theories, and watching YouTube to relive the episode highlights, was like being on the schoolyard again arguing about who would win in a fight. More than a nostalgia grab, the X-Men don't pull their punches. All the soap opera elements you'd expect are here, with sharp storytelling and bombastic action scenes. I was sold from episode 1.

It's the kind of content that inspires you to find the source material, and that's exactly what I did. X-Men '97 introduced Madelyne Pryor to me, a Jean Grey-lookalike that bewitches Scott Summers, leader of the X-Men and falls in love with him. They collected her "first stories," so to speak in the poorly-named trade paperback, "From the Ashes." As far as I can tell, it was merely meant to be a comic book end-of-issue bait-and-switch in terms of Maddie's uncanny resemblance to Jean Grey, but the TPB unfortunately makes that the top billing, making the Phoenix costume front and center on the cover and titling it "From the Ashes."

The Uncanny X-Men: From the Ashes
by Chris Claremont, Paul Miller, John Romita Jr and more
collects Uncanny X-Men #'s 168-176

This TPB is so much more than that, and it's absurd that Chris Claremont covered this much in a mere nine issues. The way he juggles subplots and solo character stories in this ensemble book is masterful, and his mark on the X-Men is invaluable, reaching decades after their original telling. The amount of depth he imbues in 9 issues is enough to shame some modern comics. Here're some highlights:
  1. Wolverine's raw Chad energy when he murders a Yakuza boss, participates in a traditional shinto wedding to marry the boss's daughter, only to get rejected by her under the psychic control of a mysterious villain.

  2. Kitty Pryde proves her worth against a basement invasion from some aliens, earning her place as an X-Man. She continues to explore her powers and a budding romance with Colossus emerges.
  3. Ororo Munroe (Storm) keys in to her powers and begins to unlock a cruel side of her powers. That reflects in her personality, as she takes over from Scott Summers, stricken with grief over the death of his girlfriend Jean Grey. Storm has no choice but to fight to the death in combat against Callisto, leader of the Morlocks for the safety of the X-Men. The wordless final page of the fight scene is just brilliant.
  4. This further reflects in Storm's costume change a few issues later. Wouldja believe: Punk Rock Storm!
  5. Xavier extends a hand of goodwill to Rogue, inviting her to join as a tentative member of the X-Men, despite her ties to the evil Brotherhood of Mutants. Rogue struggles with adjusting to the team, and fighting against the perception that the X-Men have against her. In a display of trust, Wolverine lends his healing factor to her and incapacitates himself after a nasty fight.
Scott Summers and his new girl, Maddie Pryor get the top billing in this collection. Since all of these issues released monthly, each story provided the framework for a larger story to develop in the background. The mysterious villain that sabotaged Wolverine's wedding is none other than the Mastermind, AKA Jason Wyngarde, a mutant humiliated by Jean Grey in the past, and motivated to take revenge on her by torturing the friends that have survived her. It results in a double-size issue where Jason uses his illusionist powers to convince the X-Men that the Phoenix has returned, in the form of Maddie Pryor, seemingly wiping out the Avengers, the other heroes of the Marvel Universe as well as killing the world's leaders.

It's secretly a Scott Summers issue: he's the one that figures out what's actually going on, and when all the X-Men turn against him, convinced that the Phoenix has possessed him, he uses his tactical skills to turn them around, without harming them (too much), so that they can all band together to fight the actual threat. Finally, to make a statement on Storm's evolving personality, she whips up a vicious storm to flush out Jason Wyngarde, and Scott has to revive his lover back to life:

Claremont gets how to make an ensemble book. He understands the dynamics of these character's relationships with each other and with themselves. He allows the characters to grow and evolve, and what a sight to behold. What a great X-Men trade, and I can't wait to read more.

More highlights:

An instant classic, Kitty Pryde tells it like it is:
This issue cliffhangs on the first appearance of Maddie:

Their relationship evolves as Scott reveals his superpower to her:
Scott says goodbye to Jean:

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JLA: The Deluxe Edition Volume 3

by Grant Morrison, Howard Porter and more
collects JLA (1997) #'s 22-26, 28-31

"Perchance to Dream," 22-23: Starro the alien conquerer returns! The world falls under a spell, trapped in their dreams, when the Sandman appears to warn the JLA of this psychic attack. In order to wake everyone up, the JLA must send a team to sleep and find the boy dreaming of something other than "It", It that conquers, It that sees all, It that enslaves.

It's a pretty easy problem for the JLA to solve, once they know what to do, but a nice cameo from the Sandman, and a unique, suspenseful build-up to a seemingly indomitable foe make this one unique.

"Executive Action," 24-26: The Superhuman arms race begins as USA General Eiling unveils his thrilling "Ultramarine Corps," a team of 4 Marines who travelled to an alternate dimension and came back with super-powers! Sound familiar? While majority Americans, the JLA has sworn to protect the whole planet and not a single nation, so, this team is born of the idea, "what happens when the JLA assists a nation hostile to America?"

What a concept, but it's all a cover-up for a military coup anyways with Eiling transferring his consciousness to the body of the immortal "Shaggy Man," shaving himself and rebranding it as "The General." Great conceit that leads to a bombastic battle. I think they could have gone farther with the idea, but it went far enough for a great story.

"Crisis Times Five," 28-31: Apparently, there was a founding member of the Justice League, who was wiped from everyone's memories and became destitute -- Triumph. As a form of income, he stole JLA paraphernalia for cash, and one of his relics was an interdimensional imp with the very power to shape reality -- a Djinn. Another Djinn appears and the two of them wage war on Earth! It's a battle between colors, and these two DON'T mix!

There's a lot of dense world-building in this storyarc: the idea of 5-dimensional beings, the "original" founder of the JLA wishing his new future into existence, as well as the various team-ups between the members of the JLA and the Justice Society of America. That leads to several subplots as the JLA scramble to save the world, but the payoff is well worth it. Another world-shattering crisis averted by the JLA. 

These are some very tightly-plotted super-comics that are sometimes hampered by their density, but well worth the read at least once.

JLA #1,000,000 is collected here, but only perfunctorily. It's part two of some line-wide crossover event, where the JLA of the year 1,000,000 have appeared in the year of our JLA to save the world from a techno-virus. It's not even a full story, but a place to show off the "look what these new guys can do while they fight the guys we know, and then team up" formula.

BONUS:

Flash and Aquaman work together to beat Flow, the living liquid:

How do you depict 3-dimensional beings in a 5-dimensional world? Well, here's their take as 2D characters that can interact in a 3D world:

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