
It's not a big tournament. By the standards of Magic's peak in 1999, it's average: The Sheraton Cambridge. A small ballroom. A banner for "Your Move Games," the hosting store from Sommerville, MA.
I'm embarrassingly old to be in the room -- over 30 -- and yet I sit stock still, sunglasses and baseball cap firmly planted, a flesh-slack face birthed from losing too much poker. We're drafting Urza Block -- a recent but complete expansion for Magic: The Gathering which relies heavily on artifacts. It's the most depraved expedition into my Magic addiction, leaving a pregnant wife at home to spend two days surrounded by fetid black T-Shirts. But it's exciting.
I lose miserably in the first round. But weeks later, the avatar of our local card shop, one Darwim Castle, will go on to draft a better deck based on the same ideas and win the Washington Pro Tour. As geek memories go, it's up there.
"OK Daddy, I'm playing this card."
Reverie snapped, the 1999 Sheraton Cambridge dissolves in a David Lynch soft-cut to my 2009 kitchen table. The card in question is "Giant Growth." It's a trick. My daughter has blocked my attacker with a pathetic Llanowar Elf, who is now hopped up on Hulk Juice, and will kill my sad little goblin without a thought. I mentally hit the fast forward button. I look up. Her hands, still unable to effectively manage a good fan, mangle the cards of the 9th Edition Starter Deck. A few inches above the pasteboard, her face is split by the grin reserved for triumphant children.
"Good game kiddo," I say, reaching across the table with an obligatory losers handshake. She tosses her cards to the table and leaps up, entering a sing-song choreographed victory "I won, Oh Yeah, Beat my dad, Oh yeah" dance straight from the tragic pages of an iCarly episode.
This is what Magic is supposed to be.