Ok, after something like 14 years of absence I and Graham tried to play a game of MtG, to see how the game was.
We settled on Type 2 (Standard?) which seemed to us to be the mainstream tournament type.
After netdecking for "To beat" decks we fired up Lackey and tried three or so games, to get our feet wet.
Now, as a caveat, my perceptions could be skewed due to multiple reasons (I am not experienced with current Magic, I don't know if the deck we fished were real decks to beat or just local kings of the hill, and, even if they were really good, I didn't know the metagame), but I had the foolowing feelings:
1) In Magic, a deck live or dies to the manabase, in Cthulhu resourcing is much more lenient of mistakes or bad fate. Most of games ended when one of us could not playe one or more cards due to color mismatchings or too few lands. I had never the feeling of being using the deck to its fullest potential, but I felt constrained by the resources available. A lot.
As a sidenote, as soon as I started fooling around with the manabase composition to adapt it to my playstyle (and thus probably turning a fine tuned deck into a mishmash pile of random cards
), the pieces of the puzzle seemed to come together with less effort.
2) Magic games we played feeled slow motion, compared to Cthulhu: most meaningful action came from turn 4 onward, before most of turns were either empty or minor skirmishes. In Cthulhu most games I played in the last year or so were done by turn 5, and many were decided on turn 2 or 3, with a t4 closure. the three free resources Cthulhu "gifts" any player really do help getting into the thick of action fast.
3) Combo felt extremely late game, whereas in Cthulhu combo needs to be an early game aggression. I could fit "my" deck main combo by turn 5 the soonest and it would have required an amazing draw or overextention by Graham. I can understand why many MtG players seem appaled by Cthulhu turbocharged combo.
4) On the average Magic card design was a full head above CoC (pre-Nate CoC, comparing it to Grzbowski just hurts too much). There are interesting rules (multiple color cards, choose one between cards, pay either color) and sweeping effects. Turn structure and resourcing, however are much more primitive in Magic: essentially the game forces you to waste time and slots with a build-up phase which Cthulhu almost avoid completely. Since I am an action-movie-junkie two-minutes-attention-span-lenght dude, the quicker pace of Cthulhu feels better to me.