Posted By: shade (Moon Shade) on 'CZreligion'
Title:     Magic The Gathering is Evil ...
Date:      Sun May  4 19:05:08 1997

  Tohle jsem nasel nekde na WWW, a tak jsem se u toho rezal,
ze si nemuzu odpustit to tady nehodit ;) Nechci nic rikat, ale
podle me je ten clovek, co to psal nemocny a mel by se lecit ...

Ondra.

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                     BEWARE of MAGIC: The Gathering

   Report by David L. Brown, Th.M.

   C August 1995
     _________________________________________________________________

   May only be reproduced in full and must include this notice. May not
   be reproduced for resale. May be carried on other non-commercial web
   sights provided the Logos web address is included --
   http://www.execpc.com/~dlbrown/Logos/
     _________________________________________________________________

   GenCon is the annual gaming convention, sponsored by TSR™
   (Tactical Studies Research) of Lake Geneva, Wisconsin. TSR, Inc. is
   the originator of the original Fantasy Role Playing Game, Dungeons &
   Dragons™. The GenCon Convention is the place to introduce new
   products to the FRP (Fantasy Role Playing) crowd because 15,000 to
   25,000 people attend GenCon annually. In 1993, when I walked into the
   convention hall where vendors have their booths, a crowd caught my
   eye. There was a group of people sitting around a line of tables
   playing cards and the crowd was intently watching. I had never heard
   of or seen a "fantasy" card game before, so I asked about it. As it
   turned out, Peter Adkison and his "basement" company, Wizards of the
   Coast, had driven all the way from Renton, Washington to introduce
   Magic: The Gathering™. I had no idea at that point that I was
   video taping Gaming History. At the 95 convention there were so many
   people packed around The Wizards of The Coast mega-booth that it was
   hard to get a decent picture. People were buying, selling and trading
   Magic cards. It was easy to see why "Adkison's basement
   operation...has mushroomed from 6 to 250 employees, with operations in
   Glasgow, Scotland, and Antwerp, Belgium, in addition to Renton,
   Washington." (3). A press release entitled Growing Globally tells of
   their international success. I was startled to read that there are
   more than 1/2 Billion Magic cards in circulation around the world with
   more to come. The company cannot keep up with the demand for the
   cards. There is such a demand for the cards that they are bought,
   sold, traded and even auctioned over the InterNet. Now, lest you think
   we are talking pennies, I have seen bids on cards from $50 to $100. I
   have heard report of cards bringing $200 and more. For $1500 you can
   buy the Unlimited Series set and for $1000 the Legends series. Need I
   say more? "Magic continues to grow and is quickly becoming recognized
   as one of the most elaborate strategy games in history."(1/5)

   THE DEVELOPMENT OF THE GAME

   The root idea for the game came from Peter Adkison. You might say
   Adkison is a preacher's kid because his father was an Army chaplin.
   But his mind was not on the things of the Lord. "While in high school
   he developed a fascination with role-playing games, such as Dungeons
   and Dragons, and began developing his own games." (3) He organized a
   small gaming company that he ran out of his basement called Wizards of
   the Coast and he began marketing fantasy role playing games.

   That's where Dr. Richard Garfield, professor of combinational math
   comes in. He too was a fantasy role-playing enthusiast. He met with
   Peter over a pizza in Portland, Oregon, to try to get him to produce
   the fantasy role playing game, RoboRally. Peter was not interested but
   said, "he really saw a need for a game that could be played quickly
   with minimal equipment, a game that would go over well at
   conventions." (2/4) He suggested the concept for a fantasy card game
   and asked Garfield if he thought he could develop the game. The rest
   is gaming history.

   THE EVIL OF MAGIC: THE GATHERING

   I see at least four major problems with this game. These conspicuous
   problems cause me to urge people neither to collect these cards nor
   play the game --

   1) The primary focus on the occult

   2) The violent nature of the game

   3) The addictive nature of the game

   4) The identification of the players with evil characters.

   The Occult Focus & Violence Of The Game

   The Bible makes it clear in both the Old and New Testaments that
   occult practices are an abomination to the Lord. Deuteronomy 18:10-12
   There shall not be found among you any... that useth divination, or an
   observer of times, or an enchanter, or a witch, 11 Or a charmer, or a
   consulter with familiar spirits, or a wizard, or a necromancer. 12 For
   all that do these things are an abomination unto the LORD:

   Another scripture passage that points out just how seriously God views
   the occult and wizardry is Acts 13:10. The Apostle Paul indicts Elymas
   the sorcerer with these words -- O full of all subtlety (deceit) and
   all mischief (maliciousness), thou child of the devil, thou enemy of
   all righteousness, wilt thou not cease to pervert the right ways of
   the Lord?

   The fact is, we should not mimic things that are an abomination to the
   Lord. No one should even pretend to be a child of the devil, an enemy
   of righteousness. When they do, they pervert the acceptable ways of
   the Lord!

   Perhaps you are wondering, are Magic cards really occult oriented?
   Read this quote carefully -- "Unlike Dungeons and Dragons, which
   became an infamous tool for occultists, Magic has not developed an
   outside mythology. 'This draws on the milieu, the fantasy of Dungeons
   and Dragons' says Richard Garfield, the creative impetus behind
   Magic..." 4

   Garfield, the developer of Magic cards, pulls no punches when he says
   unequivocally that Dungeons and Dragons was an "infamous tool for
   occultist." Why? Because D&D got its story line, symbols and
   characters from the occult and Pagan mythology. But he does not think
   his game has that problem. Why? Because he has gone to D&D for his
   story line, symbols and characters but not the "real" occult. What is
   he thinking? Though he has a Ph.D. in combinational math, his
   reasoning is flawed. Since D&D is based on the occult and is a tool of
   occultist, then Magic cards will be equally a tool for occultists
   because they are based on the occult also, the second generation
   occult data of D&D. After reading two books about the game, watching
   the game being played, reading numerous news articles and reading
   scores of Internet E-Mail messages on the game, there is no doubt in
   my mind that Magic cards promote the occult and violence. Just a word
   about God's view of violence -- GOD HATES THOSE WHO PROMOTE VIOLENCE.
   Look at Psalms 11:5 The LORD trieth the righteous: but the wicked and
   him that loveth violence his soul hateth. Let's look at some more of
   the evidence.

   Georiga Pabst of the Milwaukee Journal Sentinel writes, "Magic: The
   Gathering takes place in the mystical multiverse of Dominia where
   players become mighty wizards and, armed with beautifully illustrated
   cards of various creatures, artifacts and lands, cast spells and
   enchantment aimed at killing off the opponent." 3 (emphasis added)

   Georgia, in the above concise statement, hits the nail on the head.
   Every player is a wizard or sorcerer and the goal is to build up
   enough magic energy to kill your opponent. Here's how it works
   according to the instruction book that comes with the cards -- "There
   are two basic types of cards: spells and lands. Lands are easy to
   spot; they say 'land' in between the picture and the text box. Lands
   are the most common kind of card in Magic, since they usually provide
   the mana, or magical energy, for all your spells. You can lay out one
   land per turn, and you may use the land for mana as soon as it is in
   play." 5/5 Now, how do you kill your opponent? Aimee Miller of the
   Washington Post wrote, "The rules of the game are simple: Each player
   starts with 20 'lifepoints.' You gain lifepoints by casting beneficial
   spells from land cards. You lose lifepoints when attacked by nasty
   creatures and charms. If you run out of lifepoints, you're exiled,
   which is a polite way of saying your dead. Players stay alive by
   annihilating their opponents first." 4 She goes on to say, "Want to
   crush your opponent in under five minutes? Stack the deck with deadly
   and destructive black and red Magic cards". 4 (emphasis added)

   That brings me to the Mana (magical energy) Chart explaining the
   different kinds of Magic and how they can be used.

   Black Magic is identified as the magic of death. Let me share with you
   two quotes from the book, Mastering Magic Cards. "The magic of death
   is often a double-edged sword, however, malevolent to its wielder as
   well as its victim. Few people summon the awesom might of the Lord of
   the Pit without being ready to sacrifice their very worldly existence
   to wield its incredible power..." 1/30 The second quote -- "A black
   necromancer wields the sacrifice, particularly the Dark Ritual Cards"
   1/30

   Blue Magic is mental in nature and taps "the elemental forces of air
   and water." Friends, lest you think this is harmless let me tell you
   that occultists believe in and seek to tap into the power of what they
   call Sylphs (elemental spirits of the air). They believe that Lucifer
   empowers air spirits. That is interesting in light of Ephesians 2:2
   Wherein in time past ye walked according to the course of this world,
   according to the prince of the power of the air, the spirit that now
   worketh in the children of disobedience:. The truth is, the elemental
   spirits that occultists claim to communicate with, whether they be
   air, water, earth or fire spirits are demons from Satan's diabolical
   horde. I have personally interviewed a real witch who says she invokes
   earth spirits known as trolls (really demons) to assist her in her
   rituals. (See my pamphlet The Truth About Trolls for more
   information). Magic cards is conditioning children to be receptive to
   paganism.

   Green Magic draws energy from the forest and has vast destructive
   capabilities. Green or Ecological magic is in fact one of the most
   popular forms of witchcraft today.

   Red Magic is the destructive magic of earth, fire, chaos and war.
   Chaotic magic is practiced by many today. There are Internet sights
   devoted solely to this diabolical from of magic.

   White Magic is used for protection, healing injuries and chivalrous
   war. Wiccans claim to practice only this "good" kind of magic. I know
   that is not true. I have copies of curses that "good witches" have
   spit out against Christians. And let me remind you that occult magic
   in any form is derived from Satan and his diabolical horde.

   Likely there are those who will protest, What's the big deal? It's
   only a game! Listen, games are powerful tools for capturing the minds
   of children. Games point the thinking of those who play them in a
   definite direction and if that direction is not a wholesome direction,
   there can be problems. Listen to who is playing the game and what it
   is doing to them --

   The Addictive Nature of The Game

   "Magic addicts range from kindergartners to middle-aged professionals
   -- the game's a favorite pastime for Microsoft employees. They also
   include a substantial number of female players in addition to the
   'teenage', white male boys" Renee Shallis of Wizards of the Coast. 4

   "Originally targeted to males in their teens and early 20s, Magic now
   has younger children playing ..."

   "After the printing of Fallen Empires, there exists over 1,000 cards,
   and no one can claim to own all of them. Many of the veteran addicts
   are familiar with each and every one and can recite their name,
   abilities, casting costs, and color with no reference to aid them;"
   1/5

   "The game has literally captured the imaginations of thousands and
   taken on a life of its own." 1/3 That is a major problem. When anyone
   becomes preoccupied with thoughts that are an abomination to the Lord
   God Almighty there is going to be trouble. According to 2 Corinthians
   10:4-5 we must reject thoughts that are contrary to God's word, and
   bring into captivity every thought to the obedience of Christ. If a
   person refuses to do that Romans 1:21 reveals the consequences --
   Because that, when they knew God, they glorified him not as God,
   neither were thankful; but became vain in their imaginations, and
   their foolish heart was darkened. A darkened heart is serious
   business!

   Let me issue a solemn warning to parents, Magic: The Gathering is
   dangerous because it conditions the minds of the players to be
   receptive to the occult and violence and those who really get into it
   become addicted. It becomes the focus of their lives.

   There is one final issue I want to deal with. That is --

   The Identification of Players With Evil Characters

   Many of those who play Magic cards identify mentally with the Sorcerer
   they choose to play. That is dangerous. Consider these quotes --

   "Part of the game's appeal comes from 'the ability to develop a
   character -- you get to be somebody else,' says Garfield...In Magic
   the deck you put together reflects your character -- your persona." 4

   "...Magic is closer to role playing than any other card or board game
   I know of." 2/17

   The best thing you can do, in my opinion, with Magic: The Gathering is
   to follow Acts 19:19-20 Many of them also which used curious arts
   (occult materials) brought their books together, and burned them
   before all men: and they counted the price of them, and found it fifty
   thousand pieces of silver. 20 So mightily grew the word of God and
   prevailed.

   Ephesians 5:11 And have no fellowship with the unfruitful works of
   darkness, but rather reprove them.

   Postscript -- Other fantasy card games & POGS

   Because Magic cards "struck gold" there are now more than a dozen new
   fantasy card games that have been introduced. Many of them add another
   element you need to be warned of, that is SENSUALITY. In my opinion
   women are portrayed in pornographic or near pornographic fashion. In
   fact, as I ready this research report for the printer, I talked to a
   New York attorney, who is researching Magic cards. She has nearly 1000
   of them. She told me that there are definitely cards that are sensual
   and portray women in pornographic poses. Other fantasy card games
   include -- SPELLFIRE™, GUARDIANS™, HIGHLANDER™,
   WYVERN™, VAMPIRE™, BloodWars™, SHADOWFIST™,
   HYBORIAN GATES, RAGE COMBAT, TOWERS IN TIME™, On the Edge/ARCANA,
   EVERWAY™ just to name the ones that I have researched.

   I should say a few words about Pogs (also called milk caps). I am
   concerned about pogs for the following reasons. First, many of them
   have occult symbols on them. Some of them have drawings of pagan gods
   and goddesses. Many are death oriented, containing drawings of skulls,
   skeletons, etc. I have seen some that are sensual. Others have
   shamanistic figures on them or witches. But, there are many that have
   sports figures on them or even Hollywood stars. Even if your child
   collects only the good pogs, if he trades them with others, he will be
   exposed to the bad ones. Do you want that exposure? Second, The QVC
   home shopping channel announcer made the following announcement
   attributing it to an organization called the Pog World Federation --
   Every stack of pogs has its own aura. You concentrate on your ch'i.
   That is alarming because auras are rooted in Hindu beliefs and the
   ch'i is rooted in Taoism. Both have occult implications. Basically
   they are saying pogs have their own energy or life force and so do the
   players. To win you need to connect the two. That is the occult
   doctrine of pantheism. Finally, there is the element of gambling that
   concerns me. Do you want your child playing pogs "for keeps" as we
   used to say in marbles? I do not believe gambling glorifies God.
     _________________________________________________________________

   REFERENCE MATERIAL USED

   1. Mastering Magic Cards; George H. Baxter & Larry W. Smith, Ph.D.;
   Wordware Publishing, Inc., Plano, Texas.

   2. The Magic The Gathering -- Pocket Players' Guide; Wizards of the
   Coast, Renton, Washington.

   3. Success of fantasy sci-fi card game is magical; by Georgia Pabst;
   Milwaukee Journal Sentinel, August 6, 1995.

   4. Under the Spell of 'Magic' by Aimee Miller; Washington Post;
   7-27-94.

   5. Magic: The Gathering -- Deckmaster's Instruction book that comes
   with the cards.

   A notation on my footnote numbering system: When you see numbers like
   2/17, the first number represents the reference material used and the
   second number indicates the page number.
     _________________________________________________________________

   Information on how to get a 4 color copy of this report is available
   from --

   Logos Communication Consortium, Inc.

   P.O. Box 173, Oak Creek, WI 53154

   E-Mail -- dlbrown@execpc.com

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