For all the witches who need to keep their Craft under wraps. Whether it is because of a lack of space, sharing your space with religious roommates (or simply people who don’t “get” witchcraft), or if you just would like your privacy, this list can help you out.
- Keep all your ritual tools in a plain box (like a shoe box) that can be easily tucked under your bed or in your closet and away from prying eyes.
- You can draw out an altar in a sketchbook. You can also add pictures printed from online or from magazines.
- Using glass jar candles can help make any magical space look mundane, and they come in a large variety of scents too (and people will always know what to get you when holidays roll around!).
- If you want to make an altar for a deity, but can’t make it too obvious, put a jar candle next to a trinket or picture associated with that deity. For example, a rose candle next to a sea shell for Aphrodite.
- Use colors matching your intent. This can mean you wear a red shirt, or carry a blue pen, or carry a green handbag.
- Enchant your jewelry. You can make a bracelet for protection, earrings for love, a necklace for luck, etc.
- Enchant your makeup, lotion or hair products. You can also use your face cleanser as a magical cleanser as well.
- Sigils. Sigils are simple symbols with intent put into them. They can be easily mistaken for simple doodles or intricate designs.
Crystals, Herbs and Incense
- If you are planning on having herbs in your room/space, you may wish to keep them in mason jars rather than plastic baggies. Many ignorant people assume that any herb in a baggy is marijuana. I’ve had someone mistake chamomile for marijuana before…
- Drinking tea is an innocent way to incorporate herbs into any practice. Teas come in all sorts of blends and flavors (they also usually come in fancy tins that you can save!). If you have a well known fondness for tea, if you start to buy herbs to mix your own blends, most wouldn’t blink an eye.
- Gardening or house plants. This is an easy way to incorporate herbs and plants without drawing attention.
- Crystals are very pretty. Crystal and rock collecting is also a very common hobby.
- If you don’t have access to incense, use jar candles, wax melts (with the warmers) or any type of open-and-leave-it air fresheners.
- To make an easy pendulum, loop a piece of cord or string through a ring. The weight of the ring will act just like a pendulum. You can also use an old necklace or bracelet depending on the length of the chain.
- Playing cards instead of Tarot cards. If you have trouble remembering the cards, doodle little symbols on each card that help you remember. You can also use trading game cards (like Pokemon or Yu-Gi-Oh!) if the pictures help you more.
Grimoires and Witchy Books
- Depending on your living situation, a plain notebook may not deter nosey people from snooping. If you need an alternative, pick up an old book from a thrift shop to write notes in. You can add notes in the margins, write over the print with markers, or glue in your own pages. This way your grimoire can sit on your bookshelf and look completely innocent.
- Note taking apps. I recommend Tumblr for a secret witch, mainly because you can have a witchy side blog to hold all your notes and no one will know. However, there are also a lot of note-taking apps (like OneNote) that let you create various “notebooks” and sections.
- Planner notebooks or binders. Most planners have some sort of personal inserts that can be made that you can write witchy notes. It’s also a super easy way to keep track of moon cycles and sabbats. This also allows you to get super creative.
So I was looking at the lyrics of Stammi Vicino just before in the Oh! スケトラ!!! album book and I ended up reading some of the lyrics I hadn’t properly looked at and I’m killing myself over Phichit’s ‘Shall We Skate?’ xD
'Your dreams will come true if you believe in, like a magical trading card game’
If I didn’t know any better, I’d think that was a direct reference to Yu-Gi-Oh….
So Monpian got me to read Yugioh in its entirety for the first time since 2002 (I read the first 7 books in Japanese, then stopped, card battles too awful) and I’ve been having a lot of fun discussing tropes, historical references, scrapped plot, and the hell that Kazuki Takahashi was (is still being) put through by Shueisha publishing and Konami. So of course, I had to try to get some other buds into it for the meta discussion as well.
@notllorstel took a shine to the same concepts I did, so we decided to do an art trade that would give us an excuse to draw some Season 0′esque creep and that adorable punk bean whip as well.
I wanted to share this here because, as far as commissions go, this one was pretty unique. I got a request to make realistic-looking/feeling Yu-Gi-Oh cards in the 4-Kids anime style.
They feel like real trading cards in thickness and rigidity and are the same dimensions as regular Yu-Gi-Oh cards so they’ll fit into card sleeves too. The template and layout I used to make these were both made by me and I used references and screenshots from the anime to help me do this.
All card artwork was obtained from the Yu-Gi-Oh wiki
Wait, How Do I Start My Turn Again?: Learning to Play Trading Card Games Via Anime Adaptations
I love trading card game anime. There’s something really charming about how self-serious they are – trading card games dictate everything in their world, from social hierarchy to business deals to intergalactic war. If anybody wants to be somebody, they better learn how to play the game. And for the average viewer, it’s important that they can also learn how to play the game from the show itself. Nothing kills the intensity of a fight like the inability to follow the action, and the same goes for card games. If the viewer can’t follow the turn-to-turn actions, there’s no sense of tension, and the appeal of the game and show are lost.
One of my favorite things to do with these trading card games (or TCG) is to see how they play. TCG anime tend to present very punchy and streamlined versions of their games that really show off how fast and exciting they can be. Since this will likely be a viewer’s first time experiencing a particular game in action, I wanted to look at some of the bigger TCG series and see how they handle teaching their rules to the audience.
Yu-Gi-Oh! is weird. At the time the original Duel Monsters manga was being written, there was no card game and therefore no rules to follow. Hell, the game wasn’t even called Duel Monsters before the release of the trading card game. Originally, Yu-Gi-Oh! was about an ancient Egyptian spirit inhabiting a modern-day Japanese teen and playing games with life-size stakes, with stories about variants on tabletop RPGs, chess, and even Tamagotchi. One of these games was a card game called Magic & Wizards, and the fan response to the stories featuring this game was so positive that the author, Kazuki Takahashi, ended up making it the focus of the series, with an eventual name change to Duel Monsters.
For the first arc, Duel Monsters follows a core ruleset so that the very basics of the game can be understood, but there are a lot of added embellishments for the sake of dramatics. Still, characters constantly explain their moves and their card effects, sometimes to a memetic degree, to keep the viewer informed on everything going on. The statistics of each monster flash on the screen frequently to remind the audience of the current field state. There’s also running strategy commentary from whoever is deemed the protagonist of each duel, so even though the finer details hadn’t been figured out, it’s easy to follow the general flow of the game even without a proper introduction to the game.
After the card game was properly released, the manga updated its own version of the game with a worldwide tournament arc meant to redefine how Duel Monsters was played in-universe. A few rules were changed for the sake of presenting more concise duels, but otherwise it was a proper reflection of the actual game. At the beginning of this arc, the writers make sure to have several duels where characters talk about and run into trouble based on the new rules, so the audience can become familiar with them alongside the cast. It also helps that most of the rule changes focus on more consistent gameplay, so it does simplify what seemed like a very complicated and open-ended game in the first arc.
As the series branched off into new shows like 5D’s and ZeXal, it expects you to have a basic understanding of the rules because the focus is on the new mechanics that have been added to the card game. These shows help the viewer get familiar with how new rules work by making them the central point of every episode’s duel and demonstrating the added mechanics in different contexts multiple times. Some rules may have gotten out of hand as the game evolved, and modern cards frequently have paragraph-long effects, but Yu-Gi-Oh! goes out of its way to try and be as accessible as possible for viewers tuning in at the start of any given series.
Cardfight!! Vanguard has easily the most robust game explanation out of any of the card game series included in this blog post. Its first episode has the main character, a complete newbie to the game, get tutorialized through his first match of Vanguard. Even though its introduction is a bit flowery thanks to the tutor’s enthusiasm, all of the core rules are described with examples, making it easy to follow along while still leaving space for dramatic fights later on. It helps that Vanguard is also a very simple game, with only a single card type (monsters) and a set of rules based around a small number of monster stats that the viewer is always aware of as long as they’re relevant in the course of a duel.
The first few duels don’t even feature monsters with involved special abilities, like forcing the opponent to discard or changing the field state. And when decks that feature these abilities pop up, they tend to start with a basic example of the effect before getting into some of the more synergistic strategies. Cardfight!! Vanguard seems interested in slowly teaching the game to viewers, even repeating the tutorial duel episode at the start of every season. It’s a smart move, since that means even new people joining in at a later season become fully acquainted with the basics of the game.
Future Card Buddyfight
Future Card Buddyfight, like Cardfight!! Vanguard, has an amateur-as-protagonist duel which gives the show a reason to explain all the basic rules. Unfortunately, it’s a much more complicated game than Vanguard, and the anime tends to forego showing some of the most important mechanics, like card statistics, unless it helps play up the dramatics. The viewer is told that each monster has specific stats like size, attack and defense so that they can follow the flow of the duel. However, the show never mentions these unless they’re particularly impressive numbers or it becomes a really important part of the duel. Fights sometimes look like a game of back-and-forth with no real sense of development, but that’s not too much of a problem since very few matches last longer than half an episode or so.
The series also introduces a secondary character who’s training to be a professional Buddyfight commentator/reporter, so each duel is given running commentary to help the viewer follow along and get hyped about the turn-by-turn action. Other secondary characters include people who study the game or are professional deck builders, so they provide more in-depth mechanics discussion, as well as talk about the differences in the deck archetypes. This helps fill out some of the stuff that the duelists gloss over, like individual card abilities or basic strategies, but not as much as I’d like. Still, Future Card Buddyfight is a series that’s not hard to jump into at any point, and it has some of the most vibrant action scenes out of any of the shows on this list.
Selector Infected WIXOSS
Selector Infected WIXOSS does not care if you understand how the game works. The actual focus of the series is so separated from the card game that the writers never bother with explaining the rules or putting more focus on the game than “this is a popular card game in this world”. If you’re familiar with other trading card games you can infer some of the basic rules, but that’s not enough to allow the viewer to follow along. The series never makes note of card statistics, so the actual turn-to-turn progression and development is completely invisible and impossible to follow, especially when it drops its rules for the sake of an out-of-place action scene between the card avatars.
Based on the small bits of gameplay from the series, it seems like it has quite a bit in common with something like Cardfight!! Vanguard and a little bit of Magic the Gathering, but hell if WIXOSS wants me to confirm that. It’s an odd decision to make a tie-in franchise be so flippant about the product it’s trying to sell, but WIXOSS also seems to be targeted at a very different audience than something like Yu-Gi-Oh! or Future Card Buddyfight, so the change in focus and tone makes sense in that way. Selector Infected WIXOSS wants to tell a story first and foremost, and the game is just a vehicle to make the plot happen.
One thing all these shows do well is that they make characters feel unique through decks that either play into their personal traits or their fashion sense. These character specific decks show off the series’ diverse gameplay, whether it be variations on offensive and defensive tactics, or alternate win conditions. It also gives the audience a chance to see different card aesthetics available, showing viewers that there’s something for everyone. TCG anime are just as much commercials as they are entertainment, so emphasizing the versatility and diversity of a game is important, and I think each show succeeds in this way.
If we throw out WIXOSS as an outlier, we see similar but distinct ways in which trading card anime handle teaching the viewer their rules. The remaining three shows are labeled as shonen, but that doesn’t mean they’re all intended for the exact same audience. Something for younger audiences, like Future Card Buddyfight, isn’t as interested in the minutiae of the game, like the card statistics, and more interesting in loud colors and dynamic action like a hip-hop demon suplexing a pegasus. The shows that seem more targeted towards the older side of shonen, like Cardfight!! Vanguard and Yu-Gi-Oh!, focus more on story and dramatics and therefore put more work into keeping the turn-by-turn action and field state parseable and intense. However they handle it, these anime work to engage their viewer and get them interested in the product they’re selling. The easier a person is able engage with a game right out of the box, the better chance there is at player retention.
Now if you don’t mind, just thinking about trading cards has made me want to go out and buy a hot handful. Wish me luck on those odds!
Hey, cunts. I’m tryna build a bombass Yu-Gi-Oh! deck, but I’m not sure how. I know about the 2;1;1 ratio, but I don’t know how to choose cards that will work well together. I’m looking to build a dragon deck, but I’m not sure what archetype. Any and all help would be greatly appreciated.
Wow, a new Yu-Gi-Oh book collecting TCG art is coming out soon! The best part is the book’s pun-based title. XD
The Yu-Gi-Oh! TRADING CARD GAME allows kids, teenagers, and adults to
relive the exciting duels that take place in the animated Yu-Gi-Oh!
Yu-Gi-Oh! THE ART OF THE CARDS collects the classic
artwork of every real life playable card featured in the original
Yu-Gi-Oh! DUEL MONSTERS animated series. Featuring over 800 cards, this
prestigious hardcover tome is the ultimate archive of the cards used by
Yugi Muto, Joey Wheeler, Seto Kaiba, Mai Valentine and more in their
battles to prove who truly has “the Heart of the Cards”.