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{{Infobox_Game|
{{Infobox_Game | subject_name= Magic: The Gathering
subject_name= Magic: The Gathering |
| image_link= [[Image:Magic the gathering-card back.jpg|200px|Magic: The Gathering card back]]
| image_caption= The distinctive card back design has remained unchanged since the game's introduction in 1993.
image_link= [[Image:Magic the gathering-card back.jpg|200px|Magic: The Gathering card back]] |
| players= 2<sup>1</sup>
image_caption= The distinctive card back design has remained unchanged since the game's introduction in 1993. |
| ages= 9 and up
players= 2<sup>1</sup> |
ages= 9 and up |
| setup_time= < 5 minutes
setup_time= < 5 minutes |
| playing_time= < 30 minutes
| complexity= Medium
playing_time= < 30 minutes |
complexity= Medium |
| strategy= High
strategy= High |
| random_chance= Some
| skills= [[Collectible card game|Card playing]]<br>[[Mathematics|Simple math]]
random_chance= Some |
| footnotes= <sup>1</sup> Some casual [[#Variant rules|rules]] allow more players.
skills= [[Collectible card game|Card playing]]<br>[[Mathematics|Simple math]] |
footnotes= <sup>1</sup> Some casual [[#Variant rules|rules]] allow more players.
}}
}}
'''''Magic: The Gathering''''' (colloquially "'''''Magic'''''" or "'''''MTG'''''"), is a [[collectible card game]] created by [[Richard Garfield|Richard Garfield, Ph.D.]] and introduced by [[Wizards of the Coast]] in [[1993]]. ''Magic'' inspired an entirely new [[game]] genre, and continues to endure with an estimated six million [[player]]s in over seventy countries worldwide and on the [[Internet]]{{fn|1}}. The game plays as a [[strategy]] contest not unlike [[chess]], but like most standard [[card game]]s, there is an element of [[luck]] due to the [[probability|random distribution]] of cards during [[shuffling]].
'''''Magic: The Gathering''''' (colloquially "'''''Magic'''''" or "'''''MTG'''''"), is a [[collectible card game]] created by [[Richard Garfield|Richard Garfield, Ph.D.]] and introduced by [[Wizards of the Coast]] in [[1993]]. ''Magic'' inspired an entirely new [[game]] genre, and continues to endure with an estimated six million [[player]]s in over seventy countries worldwide and on the [[Internet]]{{fn|1}}. The game plays as a [[strategy]] contest not unlike [[chess]], but like most standard [[card game]]s, there is an element of [[luck]] due to the [[probability|random distribution]] of cards during [[shuffling]].
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One of the keys to the success of Magic has been the creation of a [[Pro Tour (Magic: The Gathering)|Pro Tour]]. The makers of the game established a circuit of tournaments where players can compete for top prizes in excess of US$30,000 for a single weekend-long tournament, at which the total purse is over US$200,000. Run by the [[Duelists' Convocation International]] (DCI), an arm of Wizards of the Coast, the popular series of tournaments adds an element of prestige and weight to the game by virtue of the large payouts and media coverage from within the community. The system as a a whole is similar to the ones used in golf, tennis and other professional sports. The company goes out of its way to tout good players who win frequently to create a "star" system, examples for other players to follow and aspire to. For further details, see [[Duelists' Convocation International]].
One of the keys to the success of Magic has been the creation of a [[Pro Tour (Magic: The Gathering)|Pro Tour]]. The makers of the game established a circuit of tournaments where players can compete for top prizes in excess of US$30,000 for a single weekend-long tournament, at which the total purse is over US$200,000. Run by the [[Duelists' Convocation International]] (DCI), an arm of Wizards of the Coast, the popular series of tournaments adds an element of prestige and weight to the game by virtue of the large payouts and media coverage from within the community. The system as a a whole is similar to the ones used in golf, tennis and other professional sports. The company goes out of its way to tout good players who win frequently to create a "star" system, examples for other players to follow and aspire to. For further details, see [[Duelists' Convocation International]].


Another development that the game has further pioneered was the creation of an official online version of the game, '''[http://www.wizards.com/default.asp?x=magic/magiconline Magic Online]'''. While players previously had access to homebrewed online versions, [[Magic Online]] (sometimes abbreviated MTGO) was the first to capitalise on the interest with a sanctioned version from the producing company and featured all of the art, text and other propriety content lacking from other implementations. The online version, featuring virtual cards that can be exchanged for physical cards if a full set is collected, has been a runaway success for the company and has been imitated by its peers.
Another development that the game has further pioneered was the creation of an official online version of the game. While players previously had access to homebrewed online versions, [[Magic: The Gathering Online]] (sometimes abbreviated MTGO) was the first to capitalise on the interest with a sanctioned version from the producing company and featured all of the art, text and other propriety content lacking from other implementations. The online version, featuring virtual cards that can be exchanged for physical cards if a full set is collected, has been a runaway success for the company and has been imitated by its peers.


=== Awards ===
=== Awards ===
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* '''Alternate deck contruction''' &mdash; Like chess, many variant forms of playing the game abound. In one system, players are allowed to use only one of each card instead of the usual limit of four &ndash; this is called "Singleton" or "Highlander" ("[[Highlander (film)|There can be only one]]"). In the [http://www.wizards.com/default.asp?x=mtgcom/daily/jm67 "Pauper's Deck"] or [http://www.wizards.com/default.asp?x=mtgcom/feature/58 "Peasant Magic"] variants, the more powerful rare cards are not allowed, and players must construct decks using only the more commonly available cards as a way of balancing the games away from players who have access to more resources. In [http://www.5-color.com "5-Color"] or [http://www.wizards.com/default.asp?x=magic/magiconline/prismaticprimer "Prismatic Magic"], players must build very large decks (at least 250 cards) and accommodate a minimum number (about 20) cards of each color. In order to alleviate problems with the mana resource system, some play variants include rules for building decks without lands. These often include other compensating controls, such as restricting players to one spell per turn or in using spell cards themselves to be played as lands and produce matching colored mana. In [http://www.wizards.com/default.asp?x=mtgcom/feature/132 "Mental Magic"], a common stack of random cards is used as decks for each player. Play is as normal except that the cards in their hand can be played as any card in the game with the same mana cost, but each such card can only be named once per game.
* '''Alternate deck contruction''' &mdash; Like chess, many variant forms of playing the game abound. In one system, players are allowed to use only one of each card instead of the usual limit of four &ndash; this is called "Singleton" or "Highlander" ("[[Highlander (film)|There can be only one]]"). In the [http://www.wizards.com/default.asp?x=mtgcom/daily/jm67 "Pauper's Deck"] or [http://www.wizards.com/default.asp?x=mtgcom/feature/58 "Peasant Magic"] variants, the more powerful rare cards are not allowed, and players must construct decks using only the more commonly available cards as a way of balancing the games away from players who have access to more resources. In [http://www.5-color.com "5-Color"] or [http://www.wizards.com/default.asp?x=magic/magiconline/prismaticprimer "Prismatic Magic"], players must build very large decks (at least 250 cards) and accommodate a minimum number (about 20) cards of each color. In order to alleviate problems with the mana resource system, some play variants include rules for building decks without lands. These often include other compensating controls, such as restricting players to one spell per turn or in using spell cards themselves to be played as lands and produce matching colored mana. In [http://www.wizards.com/default.asp?x=mtgcom/feature/132 "Mental Magic"], a common stack of random cards is used as decks for each player. Play is as normal except that the cards in their hand can be played as any card in the game with the same mana cost, but each such card can only be named once per game.

===Playing ''Magic'' on the Internet===
*'''[http://www.wizards.com/default.asp?x=magic/magiconline Magic Online]''' &mdash; The official Internet-based version of Magic. Provides for play against other people connected to the Internet. It recreates ''Magic: The Gathering'' gameplay closely, enforcing an extensive and actively updated knowledge of the game rules, provisions for social and card trading interactions, visual presentation of the same card art as the physical cards, and near-parallel release of new card sets both as physical and online cards. Magic Online does not charge for time online or per game played. Instead, the online cards must be purchased. Prices for online cards are comparable to prices for physical cards, at least in the [[United States]]. Each player's purchased cards "reside" on game servers.
*'''[http://www.magic-league.com Magic-League.com]''' &mdash; Magic can be played online free of charge through Magic-League. The software used are freeware programs called "Apprentice" and "NetDraft". Magic-League has its own ranking system and player base.
*'''[http://gccg.sourceforge.net/ Generic Collectible Card Game]''' (in [[beta testing]] [[As of 2003|as of October 2004]]) &mdash; GCCG is a program intended to support online play of multiple collectible card card games. It is a free [[open source]] program running on [[Linux]], [[Mac OS]] and [[Microsoft Windows]]. Every player starts with the same amount of money (not real money), that can be used to buy closed card sets or cards from other players. Players create decks with these cards and then play against other players for money, cards or fun.
*'''[http://www.magicworkstation.com/ Magic Workstation]''' &mdash; This shareware program (not affiliated with DCI or Wizards of the Coast) is a powerful tool that enables users to build decks and compete in online play.
*'''[http://www.cardfloppers.com/ OCTGN]''' (pronounced Octagon) &mdash; is short for: Online Card and Tabletop Games Network. Allows you to play Magic and other games with up to 10 or more other players. It includes a deck editor and allows you to play with actual card images. OCTGN 1.0 is [[open source]] and currently being maintained and imporoved. OCTGN 2.0 is under development and promises an open protocol and clients for many operating systems, among other improvements.
*'''[http://mindless.sourceforge.net/ Mindless Automaton]''' &mdash; Mindless Automaton is compatible with the "Apprentice" protocol and can be used to play against that program on operating systems such as [[Linux]] and [[Mac OS]]. It is licensed under the [[GNU GPL]].


==Organized play==
==Organized play==
[[Image:Magic Players.jpg|250px|thumb|Officially sanctioned Magic tournaments attract participants of all ages and are held around the world. These players in [[Rostock]], [[Germany]] are competing for an invitation to a professional tournament in [[Nagoya]], [[Japan]].]]
[[Image:Magic Players.jpg|250px|thumb|Officially sanctioned Magic tournaments attract participants of all ages and are held around the world. These players in [[Rostock]], [[Germany]] are competing for an invitation to a professional tournament in [[Nagoya]], [[Japan]].]]
:''Main article: [[Duelists' Convocation International]]''
{{main|Duelists' Convocation International}}
Magic: The Gathering has grown a lot since it was first introduced in 1993, and a large culture has developed around the game. Magic [[tournament]]s are arranged almost every weekend in gaming stores. Larger tournaments with hundreds of competitors from around the globe sponsored by Wizards of the Coast are arranged many times every year. Large sums of money are paid out to those players who place the best in the tournament, and the winner receives sums upward of US$30,000. A number of websites report on tournament news, give complete lists for the most currently popular decks, and feature articles on current issues of debate about the game. The [[Duelists' Convocation International]] (or DCI) is the organizing body for professional Magic events. The DCI is owned and operated by [[Wizards of the Coast]].
Magic: The Gathering has grown a lot since it was first introduced in 1993, and a large culture has developed around the game. Magic [[tournament]]s are arranged almost every weekend in gaming stores. Larger tournaments with hundreds of competitors from around the globe sponsored by Wizards of the Coast are arranged many times every year. Large sums of money are paid out to those players who place the best in the tournament, and the winner receives sums upward of US$30,000. A number of websites report on tournament news, give complete lists for the most currently popular decks, and feature articles on current issues of debate about the game. The [[Duelists' Convocation International]] (or DCI) is the organizing body for professional Magic events. The DCI is owned and operated by [[Wizards of the Coast]].


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==Product information==
==Product information==
: ''Main article: [[Magic: The Gathering sets]]''
{{main|Magic: The Gathering sets}}


''Magic: The Gathering'' cards are produced in much the same way as normal [[playing card]]s. Each ''Magic'' card, 89 by 66 [[millimeter|mm]] in size, has a face, which displays the card's name and rules text, as well as an illustration appropriate to the card's concept, but with no game value. Over 7000 unique cards have been produced for the game, with about 600 new ones added each year. Each player builds a deck of cards, chosen from those which he or she owns (with certain restrictions as discussed below) to be used in a [[duel]] against an opponent.
''Magic: The Gathering'' cards are produced in much the same way as normal [[playing card]]s. Each ''Magic'' card, 89 by 66 [[millimeter|mm]] in size, has a face, which displays the card's name and rules text, as well as an illustration appropriate to the card's concept, but with no game value. Over 7000 unique cards have been produced for the game, with about 600 new ones added each year. Each player builds a deck of cards, chosen from those which he or she owns (with certain restrictions as discussed below) to be used in a [[duel]] against an opponent.
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==Storyline==
==Storyline==
:''Main article: [[Magic: The Gathering storylines]]''
{{main|Magic: The Gathering storylines}}
An intricate storyline underlies the cards released in each expansion and is shown in the art and [[flavor text]] as well as novels and anthologies published by [[HarperPrism]] and [[Wizards of the Coast]]. It takes place in the [[plane of existence|planes]] in the [[multiverse]] of Dominia.
An intricate storyline underlies the cards released in each expansion and is shown in the art and [[flavor text]] as well as novels and anthologies published by [[HarperPrism]] and [[Wizards of the Coast]]. It takes place in the [[plane of existence|planes]] in the [[multiverse]] of Dominia.


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=== Patent ===
=== Patent ===
Magic was the basis for a controversial [[patent]] obtained by [[Wizards of the Coast]], which covers many of the game's mechanics and concepts. See "[[Collectible card game]]" for a full discussion of the patent issue.
Magic was the basis for a controversial [[patent]] obtained by [[Wizards of the Coast]], which covers many of the game's mechanics and concepts.
{{see details|Collectible card game#Patent}}


== Notable players ==
== Notable players ==

Revision as of 14:29, 26 July 2005

Magic: The Gathering
Magic: The Gathering card back
The distinctive card back design has remained unchanged since the game's introduction in 1993.
Players21
Setup time< 5 minutes
Playing time< 30 minutes
ChanceSome
Age range9 and up
SkillsCard playing
Simple math
1 Some casual rules allow more players.

Magic: The Gathering (colloquially "Magic" or "MTG"), is a collectible card game created by Richard Garfield, Ph.D. and introduced by Wizards of the Coast in 1993. Magic inspired an entirely new game genre, and continues to endure with an estimated six million players in over seventy countries worldwide and on the InternetTemplate:Fn. The game plays as a strategy contest not unlike chess, but like most standard card games, there is an element of luck due to the random distribution of cards during shuffling.

In the game's primary fictional setting, each duel represents a battle between very powerful wizards called "planeswalkers", who can travel between different planes of existence. Each wizard draws upon magical spells, items, and fantastic creatures to do battle. Though the original concept of the game drew heavily from the motifs of traditional fantasy role-playing games such as Dungeons & Dragons, Magic bears little resemblance to those pencil-and-paper campaigns.

Magic boasts a thriving official tournament system, in which the game is played for cash and scholarship prizes, but is also known to be very well supported by casual gamers who only play with friends at schools, clubs, or home. The cards themselves also have value, much like other trading cards, but in this case based on both scarcity and game play potential.

History

When Peter Adkinson, then CEO of the fledgling Wizards of the Coast games company, met Richard Garfield, a mathematics professor, it was to discuss Garfield's new board game Roborally. Adkinson was not very keen on the idea, as board games are expensive to produce and difficult to market. He did enjoy Garfield's ideas and mentioned that he was looking for a portable game that could be played in the downtime that frequently occurs at gaming conventions. Garfield returned later with a prototype he had been working with on and off over the last few years under the development name of Mana Clash. Adkinson immediately saw the potential of the game and agreed to produce it.

Role-players were enthusiastic early fans of Magic, but the game achieved much wider popularity among strategy gamers. The commercial success of the game prompted a wave of other collectible card games to flood the market in the mid-1990s. Many of them were poorly designed and failed both commercially and in popularity. Although Magic's gross card sales have been surpassed in recent years, particularly by Japanese import games based on the Pokémon and Yu-Gi-Oh! franchises, Magic's popularity continues to grow steadily.

One of the keys to the success of Magic has been the creation of a Pro Tour. The makers of the game established a circuit of tournaments where players can compete for top prizes in excess of US$30,000 for a single weekend-long tournament, at which the total purse is over US$200,000. Run by the Duelists' Convocation International (DCI), an arm of Wizards of the Coast, the popular series of tournaments adds an element of prestige and weight to the game by virtue of the large payouts and media coverage from within the community. The system as a a whole is similar to the ones used in golf, tennis and other professional sports. The company goes out of its way to tout good players who win frequently to create a "star" system, examples for other players to follow and aspire to. For further details, see Duelists' Convocation International.

Another development that the game has further pioneered was the creation of an official online version of the game. While players previously had access to homebrewed online versions, Magic: The Gathering Online (sometimes abbreviated MTGO) was the first to capitalise on the interest with a sanctioned version from the producing company and featured all of the art, text and other propriety content lacking from other implementations. The online version, featuring virtual cards that can be exchanged for physical cards if a full set is collected, has been a runaway success for the company and has been imitated by its peers.

Awards

  • 1994: Origins Awards for Best Fantasy or Science Fiction Boardgame of 1993 and Best Graphic Presentation of a Boardgame of 1993
  • 1999: Inducted alongside Richard Garfield into the Origins Hall of Fame
  • 2003: GAMES Magazine selected it for its Games Hall of Fame

Game play

File:MagicTheGathering.jpg
Magic: the Gathering cards are designated by various types and colors.

In a game of Magic, two players play the roles of powerful wizards (planeswalkers) engaging in a magical duel to the death. A player starts the game with twenty life and seven cards in their hand. If a player is reduced to zero life, that player loses the game. The object of Magic is to be the last surviving player.

Players fight each other by casting spell cards by drawing upon mana, or magical energy, from Land cards. There are two basic types of spells: those which create a "permanent", which stay on the table once they have been played, and those which affect the game immediately and are then put into their owners' graveyards. The types of cards are:

  • Lands: Are the most basic resource of the game. A player may only play one land per turn, a feature which regulates the speed of the game by limiting the amount of mana available early.
  • Creatures: Summon a magical creature or warrior that can attack the other player or be used for defense.
  • Artifacts: Represent machines, devices, automatons, magical items, armor, and weapons.
  • Enchantments: Modify the game environment or a specific permanent by generating an effect as long as they are in play.
  • Sorceries: Are spells which have a one-time effect on the game. Sorceries can only be played at specific times during the player's own turn, and are typically more powerful than Instants.
  • Instants: Can be used by the player at almost any time. Instants usually have a small effect on the game, but are valued for their versatility.

Each player has a library, or draw pile; a hand containing cards drawn but not yet played; an area on the table for his or her lands, creatures, etc. that are in play (cards in play are referred to as permanents); and a graveyard, or discard pile. Players may never look into the libraries (unless a card's ability allows you to do so) and may see their own hands only, but may normally view all the other cards on the table without restriction.

During each turn, the active player untaps his tapped cards (returns them to their upright state), draws one card, plays at most one land from his or her hand, casts as many spells as he or she wants to and can afford (with mana), and may attack another player with one or more creatures. In order for a creature to be used as an attacker, it must have been in play before the current turn starts. The attacking player taps the creature card by turning it sideways to indicate he or she is attacking with that creature. The defending player may declare some of his or her creatures as blockers. Attacking creatures deal damage to their assigned blockers (equal to their power) and are likewise damaged by them. A creature that amasses in one turn more than a specific amount of damage (its toughness) dies and goes to its owner's graveyard. Unblocked attackers deal damage to the player they attacked, reducing that player's life points. All damage dealt to creatures that did not die is healed at the end of the turn.

The protocol for resolving spell cards and other abilities is known as the stack, or the LIFO (Last In, First Out) rule. The stack works like this: A player may play any number of successive spells or abilities when he or she has priority. However, none of these actions will resolve (that is, take effect) until the player with priority passes it to the other player, and that player passes in return. If the second player adds anything more to the stack, they go "on top" of the actions already there. When both players pass in succession, the top action on the stack resolves. If both players pass when there are no actions on the stack, the game moves on to the next phase.

Some spells have effects that override normal game rules (e.g., allow you to play more than one land per turn). A detailed and thorough rulebook exists to clarify conflicts between cards. The so-called "Golden Rule of Magic" is that if a card's text overrides a game rule, follow the card. Resolving interactions between conflicting spell effects is one of the more difficult aspects of game play.

Deck construction

A player needs a deck ready before he can play a game of Magic. Beginners typically start with only a starter deck, but over time, more cards are added to the player's stock through purchases or trading with other players. Due to the many possibilities, two players seldom play with the same decks.

Normally, decks are required to be at least sixty cards. Players may use no more than four of any named card, with the exception of the "basic land" (staples of Magic). When deciding which cards to include, it is often most beneficial to use the minimum deck size, combined with the maximum number of card copies, so that the most useful cards are drawn more often. Ensuring a proper balance of lands to spells is a fundamental aspect of deck building. A deck must have a large enough number of lands so that they are drawn in a timely manner. The ratio of spells to lands is typically in the range of around 40% land to 60% spells.

Spells come in five colors: white, blue, black, red, and green. Mana comes in the same five colors. To play a spell of one color, mana of the corresponding color is always required. Most Lands only produce one color of mana. It helps to play two or fewer colors in a deck, so that the color of spells drawn will always match the color of mana available. The five colors each have different strengths and weaknesses. For this reason, it helps to play two or more colors in a deck, so that the strengths of one color can compensate for the vulnerabilities of another.

The colors of Magic

The equilibrium among the five colors is one of the defining aspects of the game. The various strengths and weaknesses of each color are attributed to the fact that each color represents a different "style" of magic. Because the trade-offs between the abilities of each color are integral to keeping the game balanced, it is helpful to discuss the various color philosophies.

  • White is the color of equality, order, law, righteousness, and light (although not necessarily "goodness.") Typical white creatures include knights, soldiers, clerics, and angels. Within the game, white's strengths lie in healing damage, launching tactical creature attacks, and imposing additional rules by which all players must abide. White's weaknesses include its difficulty in removing permanents through direct removal, and the fact that many of its most powerful spells affect all players equally.
  • Blue is the color of knowledge, illusion, reason, ingenuity, and trickery. Typical blue creatures include wizards, faeries, and air and water spirits. Blue's cards are best at letting you draw additional cards, giving you control of opposing creatures, sending permanents back to their owner's hands (informally called "bouncing"), and countering (canceling) your opponent's spells as they are being played. Blue's weaknesses lie in that it has by far the weakest creatures of any color and it has only limited ways of dealing with opposing threats once they have entered play.
  • Black is the color of death, darkness, plague, selfishness, and greed (although not necessarily "evil.") Typical black creatures include undead, zombies, demons, and necromancers. Within the game, black cards are best at killing opposing creatures, making your opponent discard cards which are in his or her hand, and raising your own creatures from the dead. Black's weaknesses include its inability to destroy enchantments and artifacts, and the fact that many of its best spells harm the player using them.
  • Red is the color of destruction, war, passion, chaos, and anger. Typical red creatures include goblins, barbarians, dragons, and earth and fire spirits. Red is one of the best colors for destroying opposing permanents, trading long-term resources for short-term power, and for playing spells that reduce the opponent's life points (so-called "burn" or "direct-damage spells"). Red also has the vast majority of cards that involve random chance. Red's weaknesses include its inability to destroy enchantments and the random nature of many of its spells.
  • Green is the color of life, nature, growth, instinct, and interdependence. Typical green creatures include elephants, elves, insects and druids. Green has large, powerful creatures, it is able to produce mana more quickly than any other color, and it has many spells which can give life points back to players . However, green has difficulty removing opposing creatures from play, and has almost no strategies that are not creature-based.

The colors can be seen on the back of the cards, in a circle-like design, figuratively called the "color wheel". Starting from the top, going clockwise, they are: white, blue, black, red, and green. The colors adjacent to each other on the wheel are "allied" and can have similar/complementary abilities or strategic approaches. For example, blue has few efficient, aggressive creatures in general, but does have a relatively large number of flying creatures. White and black, being next to it, also have many flying creatures. Red and green are opposite blue and have very few flyers. The two non-adjacent colors to a particular color are "enemy" colors, and are often thematically opposed. For instance, red is the color of chaos, while white is the color of order.

A series of five articles written by Mark Rosewater describing each color in depth can be found at the game's official site at MagicTheGathering.com: The Great White Way, True Blue, In The Black, Seeing Red, and Its Not Easy Being Green

Variant rules

  • Multiplayer — The core game rules support one-on-one play, but the most popular play variants involve many players. The simplest form is the "melee", where players sit in a circle and combat those around them to be the final surviving player. Some melees involve attacking in one direction or the other (sometimes called "Assassin"), or can be played as a free-for-all. One popular variant called "Rainbow" involves exactly five players, each one playing one of the colors of Magic and trying to defeat the diametrically opposed ones. Team-based play is also extremely popular. Teams of two (often called "Two-Headed Giant" (or "Ogre")) share many resources and have the common goal of defeating the other team. In "Emperor", two teams of three or more players each play to ensure their central player (the emperor) outlasts the other. An official set of multiplayer rules is in the works.
  • Alternate deck contruction — Like chess, many variant forms of playing the game abound. In one system, players are allowed to use only one of each card instead of the usual limit of four – this is called "Singleton" or "Highlander" ("There can be only one"). In the "Pauper's Deck" or "Peasant Magic" variants, the more powerful rare cards are not allowed, and players must construct decks using only the more commonly available cards as a way of balancing the games away from players who have access to more resources. In "5-Color" or "Prismatic Magic", players must build very large decks (at least 250 cards) and accommodate a minimum number (about 20) cards of each color. In order to alleviate problems with the mana resource system, some play variants include rules for building decks without lands. These often include other compensating controls, such as restricting players to one spell per turn or in using spell cards themselves to be played as lands and produce matching colored mana. In "Mental Magic", a common stack of random cards is used as decks for each player. Play is as normal except that the cards in their hand can be played as any card in the game with the same mana cost, but each such card can only be named once per game.

Organized play

Officially sanctioned Magic tournaments attract participants of all ages and are held around the world. These players in Rostock, Germany are competing for an invitation to a professional tournament in Nagoya, Japan.

Magic: The Gathering has grown a lot since it was first introduced in 1993, and a large culture has developed around the game. Magic tournaments are arranged almost every weekend in gaming stores. Larger tournaments with hundreds of competitors from around the globe sponsored by Wizards of the Coast are arranged many times every year. Large sums of money are paid out to those players who place the best in the tournament, and the winner receives sums upward of US$30,000. A number of websites report on tournament news, give complete lists for the most currently popular decks, and feature articles on current issues of debate about the game. The Duelists' Convocation International (or DCI) is the organizing body for professional Magic events. The DCI is owned and operated by Wizards of the Coast.

There are two basic types of organized play, Constructed and Limited.

Constructed

In Constructed tournaments, each player comes with a pre-built deck. Decks must consist of no fewer than 60 cards, and no more than four of any one card (the basic land cards may be used in any quantity), just as in the standard game rules. Various tournament formats exist which define what card sets are allowed to be used, and which specific cards are disallowed.

Additionally, a 15-card sideboard is permitted, from which a player may tweak his or her deck during a match to better deal with their opponent's strategy. Following the first game of a best-of-three match, each player is permitted to replace any number of cards in his or her deck with an equal number of cards from his or her sideboard. The original deck configuration is restored at the conclusion of the match.

Limited

Limited tournaments are based on a pool of cards which the player receives at the time of the event. In sealed deck tournaments, each player has 75 cards from which to build their deck; in drafts, 45 cards. Any number of basic lands may also be added to the deck. The decks in limited tournaments need only be 40 cards; all the unused cards function as the sideboard.

Product information

Magic: The Gathering cards are produced in much the same way as normal playing cards. Each Magic card, 89 by 66 mm in size, has a face, which displays the card's name and rules text, as well as an illustration appropriate to the card's concept, but with no game value. Over 7000 unique cards have been produced for the game, with about 600 new ones added each year. Each player builds a deck of cards, chosen from those which he or she owns (with certain restrictions as discussed below) to be used in a duel against an opponent.

The first Magic cards were printed exclusively in English, but current sets are also printed in Simplified Chinese, French, German, Italian, Japanese, Portuguese and Spanish, and, as of the summer of 2005, Russian.

Magic cards are released in expansion sets and base sets. Expansion sets are released in "blocks", with a new block released each year. Each block consists of three sets: a large expansion of 306 cards, which is released in the fall, and two smaller follow-up expansions, each 165 cards, released in late winter and early summer, respectively. Each block shares an overarching theme in its design, with the smaller sets expanding upon the flavors and game mechanics of the large set. The expansions consist almost entirely of new cards, with few reprints of already-existing cards.

The base sets consist entirely of reprints of existing cards, most of them being fairly simple in function. The purpose of the base set is twofold. Firstly, it is used as a "stepping stone", giving new players a chance to learn and understand the basics of the game without having to deal with the more complicated mechanics often used in the expansions. Secondly, it allows certain staple cards to remain legal within the various tournament formats without the need to reprint them in an expansion. This also makes these staple cards easier to acquire, lowering the barrier to entry for constructed play. The current edition of the base set (currently 8th Edition, though 9th Edition is due to be released Summer 2005) is always called the game's "Core Set."

File:Magic old new border2.jpg
The old and the new card frames

In 2003, the game went through its biggest visual change since its creation--a new card frame layout was developed to allow more rules text and larger art on the cards, while reducing the thick, colored border to a minimum. Contrast and readability were improved by using black type instead of the previous white, a new font, and partitioned areas for the name, card type, and power and toughness.

Secondary market

There is an active secondary market in individual cards among players and game shops. On eBay, for example, there are an estimated 30,000 Magic: The Gathering card auctions running at any one time.

The game cards are published by Wizards of the Coast in varying quantities – a standard booster pack contains eleven common cards, three uncommon cards, and one rare. The prices of individual cards vary accordingly. Common cards rarely sell for more than a few cents. Uncommon cards and weak rares typically cost under US$1. The most expensive cards in Standard tournament play usually cost approximately US$10-20.

The most expensive card is generally considered to be the Black Lotus, with certain rare printings as of 2005 rising above US$1000. A small number of cards of similar age, rarity, and playability, chiefly among them the other cards in the so-called "Power Nine", routinely reach high prices as well. In 2003, after the rotation of the Extended tournament format and in combination with the first Type 1 Championships, the prices for such old, tournament-level cards underwent a large, unexpected increase.

As new sets come out, older cards are occasionally reprinted. If a card has high play value, reprinting will often increase the original version's price, because of the higher demand among players. However, if the card is primarily attractive to collectors, reprinting will often decrease the original version's value. To help protect the collectible value of many old cards, Wizards of the Coast has formulated an official "Reprint Policy", which details certain cards that are unavailable to be printed again. [1]

Artwork

Since its inception, Magic has used exceptionally high-quality art on its cards. Each card has a fantasy-themed picture related to what the card represents. Each picture usually includes elements of the colour of the spell, contains the background of the set it is published in, and relates to the flavor of the spell as given in the flavor text or title. The art proved so popular that Wizards of the Coast released a book titled The Art of Magic: The Gathering (ISBN 0786911786) in 1998.

One set, Fallen Empires, experimented with alternate art for functionally identical cards. This created an unforeseen problem and a lesson learned for the company. Many players learn to recognize a card by its art and, thus, having multiple versions of art caused confusion when players tried to identify a card at a glance. Alternate art is now only used sparingly and mostly for promotional or chase cards.

Most of the artwork created was initally left completely in the hands of the artist. However, after a few years of art being submitted featuring beings with wings on creatures without flying or multiple creatures in the art of what was supposed to be a single creature, the art direction team decided to impose a few constraints so that the artistic vision more closely aligned with the design and development of the cards. Each block of cards now has its own style guide with sketches and descriptions of the various races and places featured in each new setting.

As cards are reprinted over the years, many older cards eventually return with new art. Even older cards with iconic art such as Serra Angel or Wrath of God are not immune to a visual overhaul. All of this artwork becomes property of Wizards of the Coast once a contract is signed. However, the artist is allowed to sell the original piece, and for established and prolific Magic artists, this has become a lucrative source of revenue.

Notable artists who have contributed art for Magic cards include John Avon, Melissa Benson, Brom, John Coulthart, Tony DiTerlizzi, Mike Dringenberg, Dan Frazier, Kaja Foglio, Phil Foglio, Frank Kelly Freas, Rebecca Guay, John Howe, Terese Nielsen, Paolo Parente, Mark Poole, Bill Sienkiewicz, Ron Spencer, Bryan Talbot, Mark Tedin, Christopher Rush, Pete Venters, Kev Walker, Michael Whelan and the Brothers Hildebrandt.

Storyline

An intricate storyline underlies the cards released in each expansion and is shown in the art and flavor text as well as novels and anthologies published by HarperPrism and Wizards of the Coast. It takes place in the planes in the multiverse of Dominia.

The majority of Magic's story is set on the fictional plane called Dominaria, and can be broken down into several distinct time periods each detailed in certain sets.

Recently, Magic has begun to venture out of the Dominaria and into new planes and worlds including Mirrodin, Kamigawa, and, coming soon, Ravnica: City of Guilds.

Controversial aspects

Expense

With three to four new sets appearing each year, many players complain that it requires a substantial investment to maintain a collection that is competitive and/or complete. The principal competitive format, Standard or Type II, uses only cards from the previous two years, forcing players who wish to remain competitive to maintain an updated collection. Other formats, such as Extended, Legacy and Vintage (formerly Type I), allow sets to be played for much longer durations, but many older, hard-to-find, or widely-used cards increase in price dramatically over time because they hold higher competitive value.

Luck vs. skill

Magic, like many other games, combines chance and skill. A common complaint, however, is that there is too much luck involved with the basic resource of the game, land. Too much or too little land, especially early in the game, can ruin a player's chance at victory without the player having made a mistake.

A "mulligan" rule was later introduced into the game, first informally in casual play and then in the official game rules. The "mulligan" allows players to shuffle their hand back into the deck at the start of the game, and draw a new hand. An excellent source for information on the "mulligan" can be found in the article "Starting Over" by Mark Rosewater.

Net decking

The Internet has played an important role in competitive Magic. Strategy discussions and tournament reports frequently include a listing of the exact contents of a deck and descriptions of its performance against others. Known as "net decking", some players will take this information and construct a deck containing the same, or very similar, contents – relying on the expertise and experience of other players. While this strategy is often a good one, it is not a guarantee that the deck will repeat its earlier success. The player may be inexperienced, unfamiliar with the operation of the deck, or they may enter an event where a large number of other players have also "net decked". Many players advocate "Limited" formats of competitive Magic over "Constructed" formats because of this phenomenon.

Demonic themes

For the first few years of its life, Magic: The Gathering featured occasional cards with names or artwork that implied demonic or occultist themes (such as the cards Demonic Tutor and Unholy Strength, which both featured reversed pentagrams in their artwork). For reasons discussed in the article Where Have All The Demons Gone? by Mark Rosewater, these kinds of cards were removed from later sets and there was a long period when all references to demons were carefully avoided. However, the game still received criticism over its occult themes. Believing that the concept of "demons" was becoming less controversial, Wizards of the Coast abandoned this policy and restarted printing demons and cards with "demonic" in their name in 2002.

Although a number of cards have had the theme of demons, Magic: The Gathering boasts over 7,000 different cards, most of which have no relation to demonic themes. The themes most often used in Magic are folklore, classic fantasy and cultures inspired by the real world.

Patent

Magic was the basis for a controversial patent obtained by Wizards of the Coast, which covers many of the game's mechanics and concepts.

Notable players

See Magic: The Gathering World Championship and Pro Tour for lists of more notable players and their accomplishments.

  • Kai Budde – 1999 World Champion, four-time Pro Tour Player of the Year, lifetime winnings leader, and lifetime Pro Points leader.
  • Jon Finkel – 2000 World Champion, 1998 Player of the Year, second in lifetime winnings, and second in lifetime Pro Points. Finkel began his Magic career as part of the Junior Pro Tour.
  • Dave Williams – successful Pro player, later became a 2004 World Series of Poker finalist. He was also banned for a year from playing in sanctioned Magic tournaments after he was disqualified at the World Championships for alleged cheating.

References

See also