Beyond The Deck - Critical Essays On Magic - The Gathering and - Shelly Jones (Editor), Matthew Wilhelm Kapell (Editor) - 2023 - McFarland - 9781476649061 - Anna's Archive
Beyond The Deck - Critical Essays On Magic - The Gathering and - Shelly Jones (Editor), Matthew Wilhelm Kapell (Editor) - 2023 - McFarland - 9781476649061 - Anna's Archive
Studies in Gaming
The Play Versus Story Divide in Game Roleplaying Games in the Digital Age:
Studies: Critical Essays (Matthew Essays on Transmedia Storytelling, Tabletop
Wilhelm Kapell, editor, 2016) RPGs and Fandom (Stephanie Hedge
and Jennifer Grouling, editors, 2020)
Player and Avatar: The Affective Potential
of Videogames (David Owen, 2017) What Is a Game? Essays on the Nature of
Videogames (Gaines S. Hubbell, editor, 2020)
Speedrunning: Interviews with the
Quickest Gamers (David Snyder, 2017) Women and Video Game Modding: Essays
on Gender and the Digital Community
The Minds Behind the Games: Interviews (Bridget Whelan, editor, 2020)
with Cult and Classic Video Game
Developers (Patrick Hickey, Jr., 2018) Being Dragonborn: Critical Essays
on The Elder Scrolls V: Skyrim (Mike
The Postmodern Joy of Role-Playing Games: Piero and Marc A. Ouellette, editors, 2021)
Agency, Ritual and Meaning in the Medium
(René Reinhold Schallegger, 2018) The Minds Behind Shooter Games:
Interviews with Cult and Classic Video
Responding to Call of Duty: Critical Game Developers (Patrick Hickey, Jr., 2021)
Essays on the Game Franchise
(Nate Garrelts, editor, 2018) Playing with the Guys: Masculinity
and Relationships in Video Games
Storytelling in the Modern Board Game: (Marc A. Ouellette, 2021)
Narrative Trends from the Late 1960s
to Today (Marco Arnaudo, 2018) Roleplaying Games in the Digital Age:
Essays on Transmedia Storytelling, Tabletop
Storytelling in Video Games: The Art of the RPGs and Fandom (Stephanie Hedge
Digital Narrative (Amy M. Green, 2018) and Jennifer Grouling, editors, 2021)
Teach Like a Gamer: Adapting the Strictly Fantasy: The Cultural Roots
Instructional Design of Digital Role-Playing of Tabletop Role-Playing Games
Games (Carly Finseth, 2018) (Gerald Nachtwey, 2021)
Video Gaming in Science Fiction: Watch Us Roll: Essays on Actual Play
A Critical Study (Jason Barr, 2018) and Performance in Tabletop Role-Playing
The Composition of Video Games: Games (Shelly Jones, editor, 2021)
Narrative, Aesthetics, Rhetoric and Who’s in the Game? Identity and
Play (Johansen Quijano, 2019) Intersectionality in Classic Board
Forum-Based Role Playing Games as Digital Games (Terri Toles Patkin, 2021)
Storytelling (Csenge Virág Zalka, 2019) The Minds Behind PlayStation Games:
Narrative Design and Authorship Interviews with Creators and Developers
in Bloodborne: An Analysis of the Horror (Patrick Hickey, Jr., 2022)
Videogame (Madelon Hoedt, 2019) The Minds Behind PlayStation 2 Games:
The Pokémon Go Phenomenon: Essays Interviews with Creators and Developers
on Public Play in Contested Spaces (Patrick Hickey, Jr., 2022)
(Jamie Henthorn, Andrew Kulak, Kristopher The Minds Behind Sega Genesis Games:
Purzycki, Stephanie Vie, editors, 2019) Interviews with Creators and Developers
The Minds Behind Adventure Games: (Patrick Hickey, Jr., 2022)
Interviews with Cult and Classic Video Game The Performance of Video Games:
Developers (Patrick Hickey, Jr., 2020) The World of Final Fantasy VII: Essays
The Minds Behind Sports Games: Interviews on the Game and Its Legacy (Jason C.
with Cult and Classic Video Game Cash and Craig T. Olsen, editors, 2022)
Developers (Patrick Hickey, Jr., 2020) Beyond the Deck: Critical Essays
Rerolling Boardgames: Essays on Themes, on Magic: The Gathering and Its
Systems, Experiences and Ideologies Influence (Shelly Jones, editor, 2023)
(Douglas Brown, Esther MacCallum-
Stewart, editors, 2020)
Beyond the Deck
Critical Essays on Magic:
The Gathering and Its Influence
Edited by Shelly Jones
Studies in Gaming
Series Editor Matthew Wilhelm Kapell
vi
Table of Contents
Acknowledgmentsvi
Introduction
Shelly Jones1
Conclusion
Shelly Jones 289
About the Contributors293
Index297
Introduction
Shelly Jones
1
2 Introduction
contexts: the classroom, the local game store, and the larger fandom as a
whole. In their essay, Rachel Guldin and Brandon C. Harris take an ethno-
graphical approach to Friday Night Magic as they interview members of a
local gaming community in order to further understand its access points
and barriers. Based on their observations, Guldin and Harris argue that local
game stores play a large part in establishing and constructing an inclusive
atmosphere that can appeal to both new and established players. Focusing
on the fandom of Magic and paratexts such as Reddit threads, Calvin Liu
looks at the hierarchies and norms established within the player community,
particularly surrounding the Commander multiplayer format of Magic. Liu
examines the friction that can happen in play between the player expecta-
tions and the game’s descriptive norms. Finally, using Magic cards as an edu-
cational tool, Wendi Sierra and Kris Green discuss the pedagogical potential
of the collectible card game in both composition and mathematics curric-
ula. Their game-based learning community integrated Magic as a means to
understand mathematical modeling as well as graphic literacy and design.
The essays in the last section, “Reinterpreting Magic: Narratives
Beyond the Deck,” explore Magic’s epic and fantastical roots as well as its
far-reaching influence in the larger world of gaming. In his essay, Roger
Travis examines Magic as a collaborative storytelling activity, much like
the Homeric tradition of oral recomposition. Focusing on the card “Pac-
ifism,” Travis underscores the collaborative nature of Magic and thus its
epic roots. Next, Aaron Aquilina examines the inclusion of queer narra-
tives in Magic and discusses the transformational representation of the
cards themselves. Further, he argues that the mechanics of Magic provide
for a method of play that he terms “gay play” that embodies the very idea
of queer selfhood. In his essay, Valentino Paccosi explores the integration
of Lovecraftian elements into Magic both in terms of the lore as well as the
mechanics. Focusing on the Eldrazi cards, Paccosi analyzes the destruc-
tive nature of these monsters as faithful to the Lovecraftian gestalt as well
as potentially game-breaking in play. Finally, Jiwon Ohm illustrates the
influential nature of Magic beyond the world of tabletop gaming by analyz-
ing other popular collectible card games such as Hearthstone and the pop-
ular game-within-a-game, Gwent. Gwent, a card game developed for the
video game The Witcher, as Ohm argues, is inspired by Magic, and serves
as a reminder of the far-reaching influence of Magic beyond the deck.
Note
1. Childhood friends who know me now are amazed that I study games as part of my
work, remembering my (vehement) reluctance to play Cranium at the rare party I attended
in high school.
6 Introduction
References
Dodge, A. (2018). Examining Literacy Practices in the Game Magic: The Gathering. Amer-
icanJournal of Play, v10 n2 p 169-192.
Edwards, G. (2020, July 29). Strange Magic. Washington Post. https://www.washingtonpost.
com/magazine/2020/07/29/a fter-nearly-30-years-game-magic-gathering-is-bigger-
than-ever-best-players-may-also-be-teaching-us-about-heroism/
Owens, T, and Helmer, D. (1996). Inside Collectible Card Games. Brookfield, CT: Millbrook
Press.
Rosewater, M. (2013, December 3). Timmy, Johnny, and Spike. Magic: The Gathering.
Retrieved from https://magic.wizards.com/en/articles/archive/m aking-magic/t immy-
johnny-and-spike-2013-12-03.
The Strong Museum of Play. (2019, November 7) 2019 National Toy Hall of Fame Induct-
ees Announced: Matchbox Cars, Magic: The Gathering, Coloring Book [Press release].
Retrieved from https://www.museumofplay.org/press/releases/2019/11/5 690-2019-toy-
hall-of-fame-inductees-announced.
Trammell, A. (2019, March 10). Analog Games and the Digital Economy. Analog Game Studies,
VI(I). Retrieved from https://analoggamestudies.org/2019/03/a nalog-games-and-the-
digital-economy/.
Weninger, C. (2006). Social Events and Roles in Magic. In J.P. Williams, S.Q. Hendricks,
and W.K. Winkler (Eds.), Gaming as Culture: Essays on Reality, Identity and Experience
in Fantasy Games (pp. 57-76). Jefferson, NC: McFarland.
Williams, J.P. (2006). Consumption and Authenticity in the Collectible Strategy Games-
Subculture. In J.P. Williams, S.Q. Hendricks, and W.K. Winkler (Eds.), Gaming as Cul-
ture: Essays on Reality, Identity and Experience in Fantasy Games (pp. 7 7-99).Jefferson,
NC: McFarland.
Magic
Design and Performance
Interview with Mark Rosewater
Aaron Trammell
9
10 Magic
can do that, you identify with it in a way. The ego attachment is so strong
that you’re not just playing a game, you’re playing your game. There are so
many different ways to play Magic. Magic really isn’t a game as much as it’s
a rule system that all connects a lot of games together. Every expansion is
kind of its own game. You can learn it fast because you already know most
of it … you’re just learning the new rules.
Magic speaks to the player in a way where the player feels like it’s
theirs and nobody else’s. It can do this because it is so adaptable. I think
one of the reasons our community is so big is that Magic really speaks to
people this way, and that is super powerful.
Aaron: Tell me a little bit about your background. What did you read and
watch as a kid?
Mark: Well, let me start with my gaming background. My father,
Gene Rosewater, was a lover of games. He was a gamer. My mom would
play party games and stuff. She enjoyed games, but for my mom it was
more social. For my dad, my dad just loved to game. He introduced me
very young to all the games in our house. We played games all the time.
When we had events, when we had parties or people over at the house, we
would pull out games. So we as a group would play games all the time.
I am very much influenced by pop culture. I’m a fan of pop culture
and my original plan for a career was to create more pop culture. I’m a
writer in background. I studied what at the time they called broadcasting
and film—which means TV and movies—in school. The internet wasn’t a
thing yet so we didn’t study it.
Literally on my 10th birthday, May 25 of 1977. I was born May 25, 1967.
I went to the opening of Star Wars as a birthday present. Basically it was
my birthday, and my parents said, “It’s your birthday. What do you want
to do?” And I’m like, “I want to see that movie.” I really love Star Wars. I
got very into Star Trek when I was a kid. I especially liked science fiction.
Interestingly enough, not that I dislike fantasy, but I was really much more
of a science fiction fan than was a fantasy fan. I enjoyed fantasy enough
that I read the Hobbit and had some exposure to fantasy, but science fic-
tion was really the thing that I fell in love with.
It’s funny by the way, people get on my case that I didn’t study
game design in school, that I somehow came to this as an amateur game
designer. I tell them, “25 years ago, there was no studying game design in
school, it wasn’t a thing you did.” In fact, I studied entertainment. I stud-
ied communications and back then it was a relatively new thing. I think
there were four schools that specialized in it when I went to school. My
school was one of four schools that specialized in communications. All
they taught was communications and broadcast, movies, and TV. That’s
12 Magic
what they did. All of the communications stuff and was kind of unique at
the time.
My mom was a psychologist. She really imbued in me this kind of love
of psychology, of caring about why people did things and understanding
that. It is not enough to know what people do, but why do they do it? And
so, for example, I’m intrigued by emotions. I wrote a play in college and
that was all about emotions long before Inside Out came out. I wrote a play
about all these emotions inside someone’s head telling us what the person
should be doing.
The one game I’ve made on my own has never been published. I
made a game called Mood Swings, which is an emotion-based game. All
the cards are emotions and stuff. I love emotions. I like finding the com-
mon bond between people and I think the two common bonds that I have
found, are that people tend to be linked by emotions and by pop culture.
It’s the nature of our brain and how we function. There’s a very universal
quality to what it means to be happy or sad or angry. Pop culture also is a
shared kind of experience, everybody experiences the same thing inside
because we’re human.
And so as a game designer, if you want to get to the heart of what I
care about, it’s how do you make your game connect with the game player
in a way that they feel that it speaks to them. The secret sauce basically has
been psychology and resonance. That’s my secret sauce right there. If you
do those two things, then you will make people connect to and bond with
your game in an emotional way. One of my truisms is, “If everybody likes
your game, but nobody loves it, it will fail.” It has to be, I love this game.
In order to do that, you have to evoke something. And the way you evoke
something is either by tapping into psychology or by tapping into reso-
nance, or usually both.
Aaron: So how would you say that your interest in popular culture influ-
enced the development of Magic?
Mark: So, here’s the story of how I get to Wizards. Magic comes out
in 1993, I started freelancing for Magic in 1994, and I started working full
time for Magic in 1995. So early on, I was a player before I was an employee.
When I first got to Wizards, R&D [Research and Development] was wall
to wall mathematicians and scientists. Everybody in R&D had studied
STEM. I was the first “word person” to walk in R&D. I was all about psy-
chology. My whole attitude was just very different because I wasn’t a sys-
tems person—I wasn’t an analytical person. So the biggest thing I think
I’ve done on some level for R&D is that I created a culture of language
where I just said, “Whenever I find a concept I think it’s important, I’m
just going to name it and give it a word.”
Interview with Mark Rosewater (Trammell) 13
And so a lot of R&D speak came from me just going, we need a name
for this because as a “word person,” I know that if I give a word to it, we’ll
talk about it. There’s a lot of studies about how the existence of a word,
affects how you think about things. If a word doesn’t exist, you can’t really
wrap your brain around it because there’s no word for it. And that I really,
really believe in the power of words. So I came in and just started labeling
everything. I started using words.
Richard had done a little bit of this, but I really ramped it up. And
now there’s an infinite Magic vocabulary, a lot of which I either coined
myself or I that I found and then I popularized.
The other big thing I did was trying to understand the psychology of
our players. In communication school they make you take an advertising
class. So I was taking an advertising class and they gave us this assignment
where, you would pick a product and then you would figure out who you
want to advertise to? One of the tools that you use is what’s called a psy-
chographic. And the idea essentially is, if you want to sell something, you
ask who am I selling to? If you really want to be successful as an advertiser,
well you have to know who you’re selling to.
And so when I got to Wizards I said, “Okay, here’s this tool that I
liked in advertising. I’m just going to sort of, jury rig something and make
my own version of that.” I called them psychographics, borrowing the
term from advertising. I didn’t make them all of them at once, but when I
noticed something, I would name it.
The first psychographic that existed was the tournament player, what
we now call Spike. We didn’t name it at first. It was just, “…like the tourna-
ment player, right?” The second one was Timmy/Tammy. I realized that we
were making cards that were useless in tournaments, but there was some-
body who was excited by it. Who plays this giant creature that you would
never put in a deck because it’s not good enough to play in the tourna-
ment? And then the third one, ironically the last one for me to identify,
was myself—Johnny/Jenny. The player who likes the idea of self-expression
says, “I’ll show you something about me by showing you what I can
do.” I realized as we played that most players kind of fit into these three
groupings.
Now at the time, I hadn’t read Richard Bartle, so I just kind of
made my own system. I just wanted terms so we could talk about play-
ers. So I would identify them, and then I would name them. After some
time I finally realized there were three big, main categories. It just went
from there. A lot of my influence on Magic has been me finding some-
thing I think is important, building a structure, and then letting it organ-
ically grow so that other people can make use of it. When I look back at
my t wenty-five years of Magic, I think my biggest contribution has been
14 Magic
helping advance the structure of it so that other people can then build
upon it.
Aaron: Can you tell me a little more about how you envision the design
structure of Magic?
Mark: There are two major forces that you kind of wrestle with in
game design. One is mechanics and one is flavor. Every game is going
to have some mechanics and some f lavor. Now some games are more
mechanics than flavor and some are more flavor than mechanics, but those
are two components. When you’re designing, you really have to start from
one end and work toward the other end. I call this bottom-up or top-down
design. Either you start with mechanics, and then find flavor for it, or you
start with flavor and find the mechanics for it.
The way we do it now, there’s a lot of back and forth. If we do our job
correctly, you might not know where we start. But you have to start some-
where. Now very early on, we jump back and forth and start making flavor
and mechanics get closer to each other until they sort of overlap. I think there
are people that—kind of in their hearts—the mechanics are what drive them
as a player, and there are people for whom flavor is that which drives them. I
call this the aesthetic value. It isn’t about who you are as a player, it’s not about
the psychology that drives you, it is more about what you appreciate.
One of the things that makes Magic very popular is the association
between the deck and the player. If I play a game of Monopoly, I don’t have
a lot of associations. It’s not like, “Oh, Baltic, that’s my property.” Maybe
you play Monopoly so much that you always buy a certain property and
start associating with it. I only play the race car, so maybe I associate with
race cars. Every game gives you the opportunity to do some bonding. But
in a general sense, when I play Monopoly, it’s Monopoly. It is what it is. Bal-
tic’s Baltic.
The thing that Magic does that that Monopoly doesn’t do to the same
extent is let you make something. When I have a deck, it’s not like, “Oh,
this deck belongs to Magic,” it’s like “This deck belongs to me, I made this
deck.” The amount of association you have plays into this kinds of ego
investment, it just really means something to you. When you win with that
deck that you spent weeks crafting the sense of personal victory to it is so
large because the ego investment is so high. It is an extension of you. I’m a
big believer that the key to success in game design is understanding peo-
ple. All of my game design lessons are pretty much, “Oh, humans do this,”
and “Oh, well, if you do that, then they’ll be happier.”
Aaron: One of your big contributions to Magic has been developing a lan-
guage for the concepts in the game. Can you give me some examples of the
work you’ve done there?
Interview with Mark Rosewater (Trammell) 15
Mark: When you make Magic cards, creatures are a big, big part of
the game. Every creature has a power and a toughness, but some creatures
… that’s all they have. In game design, it’s important that you have a cou-
ple of these very basic creatures, because you don’t want things to get too
complex. So, we didn’t have a name for them, and so I started calling them
vanilla creatures. But that’s not enough … what if I have a vanilla creature,
but it has one ability and it has an evergreen keyword 1 on it? It’s almost as
simple as a vanilla creature, but it has one ability rather than nothing. So I
said, “Okay, those are French vanilla.” It’s like a vanilla just a little fancier,
but it’s close. I started calling them French vanilla … but then sometimes
you have cards that do something on the first turn you play them, but then
for every other turn they don’t do that. So I said, “Okay, well, that’s virtual
vanilla.” On the turn I play it, it does something, but for every other turn
it’s a vanilla creature. And then that led of course to virtual French vanilla,
which does something when you play it, but after the first turn it’s French
vanilla.
I started naming things like that. Once I did that, I gave the rest
of R&D this terminology and as we do things, we make use of it. Now I
should stress, sometimes they come up with the language and other times,
I just recognize somebody who had a word for it, and I popularize the
word. I do a lot of outreach to the audience. I have a weekly column. I have
a weekly podcast. I have a daily blog. I have a daily comic. I do a lot of stuff
right, interact with the public. So not only did I invent this terminology
and share it with R&D, I also shared it with the world.
A whole bunch of people grew up believing that if you’re a game
designer, you’re supposed to write about what you do. I like to believe that
I was the influence. I just love the fact now that so many people are open
and sharing their ideas. The communication of game design is a more open
thing now and that really wasn’t true when you go back many years ago.
Aaron: So you’ve really worked to develop a lexicon both through R&D and
through your more public facing writing. Is that right?
Mark: I wanted to build an infrastructure for the game I was mak-
ing so that all the people I worked with had the same tools and knowledge,
so that we were speaking a common language and that we were building
something together. A lot of my contributions have been words. It’s really
interesting now to watch my terminology show up in other places. For
example, I came up with a concept called lenticular design.
I was trying to solve a problem. The problem was: we have players that
are very inexperienced players and players that are very experienced. Is
there a way to make a card that lets the more experienced player get more
out of it, and it doesn’t confuse the inexperienced player? Lenticular design
16 Magic
was where you hide something—if you hide the strategy, the part that the
beginner can’t see—it seems really simple. And to the advanced player, it
seems very complex. And once I solved this problem, I named it because
that’s what I do. Then I wrote a whole column about it saying, “Hey, here’s
a problem,” and I wrote about it because I have a weekly column. Once I
named lenticular design and I explained it, other people could then take it
to their games.
People write me letters. I have game designers send me letters all
the time. They say, “I have a game coming out,” and “You did this thing
and that really influenced me, and it really made me rethink how we did
things, and I took those lessons and I applied it to my game.” It makes me
happy. So as a communicator who’s now in game design, I’m trying to do
as much as I can do share all my game design tips. Anything I can do to
advance game design and build more structure and terminology so that
people can talk about it and share.
Aaron: This is very different paradigms of game design work, isn’t it? Sort of
like in open source programming where things are open, people and concepts
move around, and information is assumed to be free.
Mark: Gaming is slowly advancing in that direction. I like to believe
I’m one of the pioneers of trying to get people more open. I kind of started
doing it where there was nobody to tell me not to. By the time some-
body asked the question, “Should Mark be doing this?” I had done it long
enough and Magic was successful enough, they felt, “Well, it doesn’t seem
to be hurting things.” And so no one stopped me. Wizards is very good at
is letting people kind of move toward the direction of where their skills lie.
For example, I’m probably the biggest spokesperson for the company as far
as like faces that people recognize. And that came about because I was a
communication guy. I liked writing and I liked talking to people, and so I
just did a lot of outreach.
There are two places where I seem to be recognized. One is Magic,
I’m obviously know by Magic players. So if I go to a Magic convention or
Magic tournament, people recognize me. The other one is GDC (The Game
Developer Conference), partly because Magic is catnip for game designers.
Aaron: I love that you bring social and political philosophy to your design
practice. Can you tell me about this process?
Mark: Well, let me explain it. I’m going to use the rules as a parallel
metaphor here. When Richard made the game he just wanted to make a
game that people would buy, right? He wasn’t trying to make a system that
would last forever. He was just trying to make a game that people would
want. And so he prioritized the cards in a vacuum. Meaning, every deci-
sion he made was, “How do I make this card the best that this card can
Interview with Mark Rosewater (Trammell) 17
be?” This decision took an awesome game and made it an exciting game.
It took off. I think if he hadn’t done that, I don’t know if Alpha would have
become what it would today. The problem is when you shift from, “I’m just
trying to sell the initial game” to, “This is a game system and we are going
to make infinite of these. We’re going to make set after set after set.”
The problem with the card by card system is that it breaks down on a
system level. I’ll take the rules as an example. Well, every card, how does
it work? What is it? Let’s just make the decision that makes sense for the
card. But the problem is when you start applying this, now you have a
whole bunch of cards. It’s really troublesome for a game, if the cards that
mechanically are similar don’t work the same. And so a couple of years
into Magic, we called them “Sixth Edition rules,” but we really revamped
the rule system. It was the game Richard made, but it evolved into some-
thing bigger. Rather than each card, individually, choosing whatever it
needs do, the rules are going to make the same decision. So if you run into
something, it always works the same. That there’s a consistency the way
the game works. And so a lot of time was spent making the rule system
cohesive so that we could build the whole structure. Not just a single game,
but an infinite game.
We made Magic into what it is today. In order to do that, we needed to
build structure into it because without structure, it kind of falls apart. You
can have 300 cards in which every card works differently, but after 600,
900, or 2000, at some point it just falls in on itself. When Richard intro-
duced the concept of the Color Pie, the basic concepts of the Color Pie were
very strong. To this day, the general philosophy has not changed. What
White is, has not fundamentally changed, but if you make a c ard-by-card
decision on the Color Pie, it’s not cohesive anymore.
You have to be consistent. So I did the equivalent of the Sixth Edition
rules to the Color Pie. I said, “Okay, we need to clean this up a little bit and
just make it more cohesive, and then let’s be structured with that.” Early
Magic was like, “Well, I’m going to have Black destroy an artifact because
this is a flavorful thing to do.” Like it’s Black! Don’t do that! [laughs] I said
let’s understand the philosophies, let’s understand what they have in com-
mon. Why they like their allies, why they hate their enemies—let’s figure
it out mechanically.
I did a bunch of shifting. There’s definitely some abilities that changed
colors because I tried to make everything make sense. Today we have a
Council of Colors, which is a whole team of people working that makes
sure the system stays true. I did a lot of work to sort of finesse and just
get the Color Pie into shape so that we could replicate over time. A lot of
that work was like, “Okay what exactly is the White, Black conflict? What
exactly is it?” And not just in a vacuum but like, “How do I define the five
18 Magic
colors in such a way that the Black conflict with White and the Black con-
flict with Green mean something different?”
When you look at the relationships between the colors it all comes
together. What the colors believe and what they do and what they care
about … once you see it, it is just this beautiful thing. I call it the secret
sauce that everything in Magic is built around it. The mechanics are built
around it and the flavor is built around it. Color philosophy is this thing
that sits in the center of Magic and it has this psychological pull. Why does
White do this? Why does Green do this? Why doesn’t Black do this? And it
really gave this gravitas to the Color Pie. It draws you into the game.
As you start bringing to life all these different things, people can con-
nect to it and identify with it. One of the reasons that I think Magic is so
compelling is that it has baked psychology into the Color Pie and it has
resonance baked into the structure—how we make the game and all the
flavor that we add to it. I think that’s what draws people in.
Richard had created this very cool thing and I was just trying to
understand it. I didn’t define White I just said, “What is White?” Then I
started understanding it. One of my exercises was the formula, “This color
represents this ultimate goal through this means.” I’ve been evolving that
formula for years—I’m a word person, right? So finally I did it. White, for
example, is the idea of peace through structure. It’s end goal is to look out
for the whole, everybody. White thinks that we all can be happy if we use
our resources and divide them accordingly. If we think about everybody as
a group, we can live in a world where we can live in peace.
White knows that there’s a lot of reasons people won’t do that, so it
uses a structure as a way to make laws—moral laws and civil laws. It makes
religion to get people to act for the good of the group. Blue is the idea of
perfection through knowledge, Black is power through opportunity, Red
is freedom through action, and Green is growth through acceptance. I did
a podcast from a point of view of each color, so that you could see from
that color’s perspective what they think of the other colors.
When you’re writing every character thinks they’re the hero. That the
best villains don’t think they’re a villain, they’re doing it for their own rea-
sons and they have a reason to do what they’re doing. A good character feels
justified in what they’re doing. No matter how they justify it, they’ve come
up with a justification. When you take the colors and you listen to them in
a vacuum you go, “That sounds pretty good. Yeah, that makes some sense.”
Aaron: How do you stay so creatively engaged after working on the same
game for 25 years?
Mark: My own definition of creativity is that it’s the ability to connect
things that other people didn’t connect. I’m devoted to find connections
Interview with Mark Rosewater (Trammell) 19
between things. A lot of creativity is saying this thing exists and this thing
exists, and there’s a way to connect them and that no one else ever thought
of. I just have been really good at connecting the dots. I’m a big believer
in learning as much as you can about as much as you can. And then when
you’re trying to solve problems, don’t be afraid to go anywhere you need to
go to get that thing. Don’t be afraid to go outside your realm to solve your
problem.
One of the tips I’ll give people is, “If you’re stuck on something just
approach it in a different way.” If I’m designing a card and I’m stuck,
I’ll just come up with a random thing and say, “Okay, we’ll make a card
inspired by a toy.” And that’s a sketch. The way the brain works is that it
solves problems the same way, because it’s better for you to do it that way.
If it solves the problem once, well hey, no reason to figure it out again—it’ll
just take the same path to solve it. And for most part that’s great. If I solve
a problem I don’t want to have to solve it again. But creatively you don’t
want to solve it the same way.
You have to learn how to approach a problem from different ways so
that your brain is thinking of it differently. A lot of what I’ve learned is that
if you just force yourself to approach a problem from a different perspec-
tive you’ll make different things. I have a job where literally I keep making
the same game. I make Magic game after Magic game. I’ve been it doing for
25 years, so how do I make them different? The answer is that I never start
from the same place. The part I do is called vision design and vision design
is making the bullseye.
What’s the goal? As long as every goal is different, you’ll do some-
thing different because you just have a different goal. And a lot of my job
is asking what’s the goal this time? How do I make the goal something
we’ve never done before? I look for resonance, I look for psychology and
ask, “What’s the most resonant thing here?” For example, we came up with
a set called Ikoria that was a monster set. And so let me learn everything
I can about monster tropes. Let me go to TV Tropes and read about every
monster trope I can find. Monsters fighting monsters—that’s a trope!
Growing monsters in your lab—that’s a trope! Raising monsters—that’s a
trope! Just fit it all in. Where in pop culture do all the monsters show up?
In Monsters Inc., in Godzilla. Just grab them from wherever you can. Now I
have this new filter, then all of a sudden I’m making cards I’ve never made
before and making mechanics I’ve never made before. All because I never
started from there before.
Originally when I took my job at Wizards I was like, “Oh my God! I’m
throwing away all my work. I spent years studying communications and
I’m going to throw it all away to be a game designer.” And now I realize
looking back, I threw none of it away! I used all of it. People ask me, “What
20 Magic
Note
1. Evergreen keywords are single word abilities that are commonly used in Magic.
Waiting for Player
Michael Nixon
21
22 Magic
account of what it’s like to play MTG competitively on these different dig-
ital platforms.
limits for matches, and digital recreations of the game have added a variety
of timers in order to maintain a reasonable pace of play. These limits are
used both for practical reasons and to make the game more skill-testing so
that players don’t have an indefinite period of time to consider their next
move. Players are therefore rewarded for studying the likely strategies that
their opponents will use in response to their own, their likely responses to
the original responses, as so on; just as in Chess, players learn a large vari-
ety of gambits and counterplays. MTG is already a considerably complex
game with an ever-changing set of playable cards, so this becomes a matter
of some tension, particularly as the stakes rise and prizes are on the line.
This is even the case even in relatively casual play, since boosters and other
assorted prizes are often paid out to winners.
within the dictated time restraints. They watch the clock to make sure they
have enough time to find food before playing another game, in the case of
tournament play with back-to-back games. While the hours pass unno-
ticed for the immersed players, they are nonetheless deeply aware of the
passage of time in each individual match.
Time is an essential component of games, particularly competitive
ones, although it often goes unnoticed. As a baseline, game designers are
advised to “avoid dead periods that create boredom among the players”
(Vernes, 1965, p. 38). At the physical level, this includes those created by
unnecessarily long operational activities such as fetching an errant ten-
nis ball or counting out banknotes, tasks which are often moved from
the responsibility of the player to a person specifically designated for this
task, thus eliminating the break in gameplay. At the strategic level, this
includes planning moves and countermoves, using simultaneous think-
ing (planning while the opponent takes their action) as the best strate-
gic response (Vernes, 1965, p. 39). Ultimately, designers typically strive to
minimize operational activities and strategic pauses that detract from a
player’s emotional engagement with the ongoing action. This has been a
strong trend in the design of MTG cards; for example, card designers now
remove the concept of “searching one’s library for a card” whenever possi-
ble. Naturally, digital play provides an alternative solution where there are
no operational activities such as shuffling after a search.
MTG also provides an example of the division between what Juul
calls play time and event time (Juul, 2004, p. 1). He helpfully defines game-
play as player interaction that changes the “game state” using their play
time. Under his categorization, MTG is a t urn-based abstract game, where
changes to the game state only result from specified moves in allotted peri-
ods. In this style of game, Juul indicates that overall play time limits are
left to tournament rules and social pressure (Juul, 2004, p. 3). Gameplay
correlates to event time and is itself is distinct from play time—a spell cast
in three seconds works the same as one cast in ten seconds, and moves
the game forward equivalently—but contextually, play time limits make
major changes to how these quanta of gameplay proceed. In analog MTG
play, players can take a lot of play time thinking about their strategy before
advancing event time only a little. Alternatively, they can quickly verbal-
ize a long sequence of gameplay that will advance event time considerably.
Throughout this essay I will examine how both operations and strate-
gic considerations affect MTG. Both consume play time without advancing
the game state, so keeping them within limits will allow games of MTG to
finish in a reasonable time. Indeed, I will examine how players are advised
to minimize the time their operations take, and the differences that mani-
fest between physical and digital play.
26 Magic
types produce the energy required to introduce creatures and cast spells,
so making the most of their mana each turn is critical. Thus, many strong
strategies revolve around the idea of tempo—a term seemingly borrowed
from chess strategy (Fine, 2012, p. 405)—making plays that uses mana effi-
ciently while denying the opponent the use of theirs. Negating an oppo-
nent’s plays, even if only temporarily, provides an important strategic
advantage given that the game is t urn-based. Therefore, it is important to
realize when returning a resource to hand may be as powerful a strategy as
removing it from the game altogether.
The tournament player’s “playing time” (Hitchens, 2006, p. 58) is
strictly limited—fifty minutes shared between the players per round in
paper play or t wenty-five individual minutes in digital play—with reper-
cussions if it is used up. Since players are trying to win their games within
the allotted time, players must therefore select a deck for a tournament
that they can play well both strategically and in a timely fashion. Certain
decks that don’t have deterministic outcomes are implicitly banned by the
slow play rules, e.g., the “Four Horsemen” deck (Elliott, 2012; Sable, 2016),
while more t ime-consuming ones may be explicitly banned. For example,
key cards in the “Eggs” deck were banned due to the time it took to play—
up to 15 minutes per turn (Lauer, 2013). Control decks, such as “Miracles,”
that are powerful but lack the ability to present a win condition and end
the game may be eschewed; “Miracles” had its key card banned due to the
amount of time it took as a result. These considerations lead to variations
in tournament metagames. The metagame is defined as “what everyone
else is playing” by WotC (Cunningham, 2007) , and more formally as “the
player’s consideration of the context of their game (i.e., what cards other
players might be using in their deck)” (Carter et al., 2012). If a deck is rec-
ognized as contributing to frequent match draws, only stubborn or brave
players will pilot them; purposefully playing a deck known the have sig-
nificant and consistent flaws can lead to a breach of etiquette as opponents
can be resentful if they are matched against a deck known for this kind of
outcome.
In digital play, the metagame of deck choices is still affected by time
limits. A distinct positive difference in digital play over paper play is that
shuffling doesn’t take any time, which is otherwise a major time waster.
One of the most powerful sets of land cards in MTG allows players to
search for and “fetch” a land from within their deck, which requires shuf-
fling afterwards. These lands have been controversial for the amount of
time shuffling consumes when performed repeatedly over the course of a
game, and were almost not printed because of this issue (Buehler, 2003) in
spite of their i n-game utility. The significant negative difference in digital
play is that a player must press a button or key to pass priority; whereas this
30 Magic
tend to become well known, reserving cards to attack them is very important.
However, individual players vary their sideboard based on their anticipation
of the metagame as well as personal opinion about card strength. Thus, eval-
uating how long their opponent spends on the process can provide players
with valuable information. As a result, professional players recommend shuf-
fling the entire sideboard together with the main deck and then removing 15
cards in order to hide this information (Da Rosa, 2017). Due to the inconve-
nience, this is rarely seen in practice outside of high-level professional play.
In MTGO, configuring stops takes on a similar role in communicating
information about a player’s capabilities. A turn meter is displayed during
play to indicate what step of the turn it is currently, with small arrows indi-
cating where the player’s stops are set. Setting a stop to occur reminds the
player to take an action and so enabling more stops allows for greater flexi-
bility; however, when the stop is unnecessary for that turn’s play, bypassing
the set actions requires another button press. Thus, a player must balance
the desire for ease of use setting steps as a reminder to act and the impres-
sion this implies to an opponent. During gameplay, when I reduced the
number of stops accidentally and realized too late that I couldn’t act when
I wanted to, I was forced into not playing effectively and missing out on
possible effective actions. Ascertaining where one’s opponent has stops set
allows a player to determine when they could take actions without opposi-
tion and generally what skill level of opponent one faces.
The F6 hotkey is worth special mention due to its role in speeding up
gameplay on MTGO: once pressed, the rest of the turn is passed automat-
ically, and no time is taken off the player’s clock. This makes incorporat-
ing hotkeys into a player’s routine essential to clock management, adding
a physical and technical component to the decision-making process sim-
ilar to chess (Fine, 2012, p. 407). I routinely change my finger positioning
to cover the F2 and F4 hotkeys when I play on MTGO, just as a FPS player
covers the WASD keys for quick movement. Furthermore, if players are
low on clock time, they may start to F6 more often, losing the chance to
react to their opponent in exchange for the likelihood to retain enough
time to win the game on their own turn.
In rare situations where both players are low on time, players may sim-
ply F6 continually, hoping they can do so faster than their opponent. This
degenerates into a cat and mouse situation where if one play switches to
winning conventionally (e.g., attacking with creatures), they may win sur-
prisingly since the other play doesn’t react appropriately (e.g., with a kill
spell or a blocking creature). But they then go back to risk running out of
time. Experienced players will gauge their match-up as early as possible in
order know whether they need to sacrifice some percentage chance of win-
ning in order to play more rapidly. A resulting common gameplay pattern is
32 Magic
for players to pass priority from a first main phase to the second main phase
before casting an important spell to try to gauge the opponent’s setup. This
is conducted early in the game to see what stops the opponent has set ini-
tially and later on, before casting an important spell, to test whether the
opponent has used the F6 hotkey already. This is particularly relevant if the
opponent’s deck has reactive spells that would counter a player’s spells.
Overall, this makes it necessary to play precisely on MTGO in order to
succeed, as is noted by Trammel’s analysis of how players perceive offline
versus online play (Trammell, 2010). MTGO walks players through each
available step so game triggers are less likely to be overlooked or forgot-
ten (a common type of misplay); but on the other hand, players believe that
MTGO also teaches you the nuances of the rules through repetitive action
(Trammell, 2010, p. 18) so that reminders are redundant. Not only do play-
ers repeat turns while MTGO visually reports precise details on its UI and
in its gameplay log, MTGO also required players to customize their stops
in order to take game actions at appropriate times. Thus, MTGO players
must pay attention to details that they could otherwise have glossed over
in analog play, or they will lose games because of it.
In Arena, the game still uses 25-minute chess clocks for each player.
While stops like in MTGO are still present, their role is downgraded to
single-use, and the game passes automatically as much as possible. The
downgraded stop functionality used in conjunction with the “autotapper,”
a feature which automates tapping lands for spells based on the needed
mana cost, speeds up gameplay considerably. However, the autotap-
per’s “guessing” also leads to automatic mistakes where a specific land is
tapped although it is needed for another card and a gameplay opportunity
is missed. For example, the Mystical Dispute counterspell has a reduced
cost against blue spells, but the autotapper algorithm doesn’t try to leave
appropriate mana available to account for that possibility arising. Another
example of not being able to customize the stops as granularly using Arena
arose when an opponent played a Legion Warboss, a card that makes an
extra goblin before combat each turn to attack me. I couldn’t find a way to
correctly time returning their Legion Warboss to hand, and took damage
from the additional attacker; in paper MTG or MTGO, I could have speci-
fied that I wanted to act in their “Beginning of Combat” step to avoid this.
To combat auto-passing, players can activate “full control” mode (by
pressing the Ctrl button by default). This prevents sending a signal to the
opponent that a player has no responses, as well as allowing the player to
act when possible. Players may evaluate their strategic choices at each point
without the additional tell. However, this “full control” strategy requires
many additional clicks and is usually only done temporarily as a result.
Another opportunity arises for this temporal tell to be seen when a
Waiting for Player (Nixon) 33
player runs out of time extensions and is forced to auto-pass the rest of
their turn. In those cases, one can attack into good blockers or play a spell
even if it would normally be futile. While Arena’s use of time banking
keeps gameplay moving, it fails to provide enough time to overcome sys-
tem issues that arise, such as the need to reboot a computer or restart the
program to overcome bugs. MTGO’s 10-minute timeout period is much
better in those instances, although its existence allows frustrated players
to deliberately disconnect as a more significant grieving method.
playing for the duration of the match time to mimic real gameplay, if such
draws were prohibited. To get around these outcomes, the digital versions of
MTG have removed intentional draws or not implemented draws at all.
Unintentional draws are the result of players unfamiliar with the
game or those unable to play their strategy to completion within the time
limits. Players can play slowly in either a mechanical sense (such as the
aforementioned requirement to shuffle decks adequately) or in a strate-
gic sense (a player who is overwhelmed or paralyzed with their options).
Either way, this can lead to i nter-player conflict if a match is about to end
in a draw once time in the round has been called. Players will appeal to
their opponent’s mercy and reason to concede based on the game state and
the predictable winner, or even illegal means such as flipping a coin. In my
early days of tournament play, I faced such a situation where the winner
would advance to the second day of a Grand Prix tournament if they had a
definitive win. Neither of us would concede our position as being inferior,
no generosity was shown by either party, and so we both earned a draw;
our tournament was over and the frustration was palpable.
There are conflicting attitudes in the MTG community regarding
how a player should respond to unintentional draws. First, many compet-
itive players recognize that a draw is typically equivalent to a loss for both
players, so one player should be more sporting and concede in such cir-
cumstances. In this school of thought, players are encouraged to reflect
on their personal pace of play and game state to recognize whether they
are the party that ought to concede. In some circles, such players would
implicitly expect to be rewarded materially after doing so, even though it
is illicit and a disqualifiable offence to make such arrangements ahead of
time. On the other hand, some regard “natural” match results as fair and
equitable, and thus desirable. This school of thought regards intentional
draws as unfair and undesirable as it does not reflect the results of actual
gameplay. Both sides of the argument are often made in public forums
(When to Concede?, 2010). Conflict can therefore arise when two players of
the first school of thought disagree on who should concede, or when two
players from opposing schools of thought are involved.
To combat unwanted draws, the MTR section 5.5, stipulates that slow
play is not permitted.
Players must take their turns in a timely fashion regardless of the complex-
ity of the play situation and adhere to time limits specified for the tourna-
ment. Players must maintain a pace to allow the match to be finished in the
announced time limit. Stalling is not acceptable [MTR, 2020].
Due to the subjectivity in this language, adjudicating slow play is consid-
ered one of the most challenging areas of Magic Judging (Da Rosa, 2015).
Significant training resources are therefore created and distributed to
Waiting for Player (Nixon) 35
prepare judges for recognizing and dealing with slow play (Desprez, 2007;
Ladstätter, 2012). Distinguishing unintentional slow play from its illicit
counterpart, who takes advantage of the time limits of the tournament
to purposefully end in a draw or to coerce their opponent into conceding,
provides a further level of complexity as the judge must interpret the play-
er’s intent—which can be hard to discern without overt indicators.
In MTGO, unintentional draws can’t happen as players lose the match
if their personal clock runs down, and the ability to draw games intention-
ally has been removed by WotC to prevent players from making outside
deals to resolve matches. Nonetheless, players are able to concede by per-
forming a “salty disconnect.” When a player is upset at the turn of events,
they simply close the program, showing a disconnect message in the game-
play log. While internet problems may lead to random disconnections, the
intent becomes more obvious when the player is about to lose. This then
results in a loss for the disconnected player once they exhaust MTGO’s
10-minute t ime-limit for not taking actions. WotC threatens to ban such
players but it remains a prevalent practice due to the difficulty in deter-
mining what happened to cause the disconnection.
Within Arena, there are two main components that touch on etiquette:
the use of emoticons and slow play resulting in roping. Online multiplayer
games are known for their “toxic potential” (Adinolf & Turkay, 2018), which
leads designers to decrease opportunities for deviance to avoid negative
effects on retention (Shores et al., 2014). This is evidently the reason for remov-
ing MTGO’s full chat feature from gameplay and replacing it with a smaller
palette of short phrases, including “Hello!,” “Nice!,” “Your Go.,” “Oops,” and
“Good Game..” Essentially, any available channel of communication (Harper
et al., 1978) within a game can pass messages of varying valence.
Players can use emoticons to communicate with each other by click-
ing on their own avatar and then selecting an option. Starting a match
with “Hello!” and ending with “Good game” follows natural patterns
established in paper MTG. These messages become negatively charged
when they are timed ironically or spammed repeatedly. If a player resolves
a powerful spell that will win the game, or at least dramatically change
the course of the match, they may spam “Oops” or “Good Game.” A pre-
mature “Good Game” is considered unsporting, although it does increase
the satisfaction if one goes on to beat the offending opponent after such an
occurrence. On the other hand, after a match is over, players can’t commu-
nicate unless they’ve “friended” each other, so there’s a narrow window for
a sincere “Good Game” to be communicated before the end of gameplay
removes the possibility of further communication.
The second issue is that of deliberately playing slowly, known as
roping. Since the end result of roping is automatically passing priority
36 Magic
Conclusion
This essay has described how players play with time in MTG. Players
choose decks that work within the time limit. Players optimize the game’s
UI to provide precise control over when they can act. Players are acutely
aware of time, and how it can become a weapon (Fine, 2012, p. 404) used
both for and against them. When frustrated, players are able to waste their
opponent’s time to grief them. This seems to demonstrate that the clock
becomes another challenge to overcome, rather than an aspect of game-
play that can be ignored. It is yet another skill that requires education and
growth, and playing well becomes not solely reliant on the search for the
best possible play but rather one that satisfices the perceived game state
(Horgan, 1987, p. 5) under the given time constraints.
As mentioned, the flow state has been theorized as one of intense
focus, bringing relevant skills to bear on emerging challenges. This com-
bines the properties of immersion and engagement, so players experienc-
ing flow are “in the zone” of the game, somehow apart from the real world.
In MTG, as in many games, the need to constantly be aware of time com-
plicates the understanding of the flow state, as I have described.
MTG is a game that revolves around time and making the best use
of it in different ways. In physical tournaments, players are advised to
sit facing a clock or otherwise ensure they can keep track of time. Play-
ers who play slowly will be rebuked by their opponents or a roving
Magic Judge. The digital versions of MTG heighten this awareness, pre-
senting the player with a literal clock that ticks towards their automatic
loss unless their strategy is efficient in both game time and actual time.
Therefore, even to play fairly, players must attend to the clock as much as
they do the game.
Waiting for Player (Nixon) 37
Note
1. Chess clocks are sometimes recommended for use in physical games of MTG; how-
ever, since priority is technically passed 23 times per turn (if creatures are in play), this
produces too many switches for players to keep track of, and there is increased room for
human error. Additionally, the cost of the devices can be prohibitive (chess clocks range
from US$15–100), and they increase the possibility of strategic t ime-wasting (stalling), so
they have never become a serious alternative to e tiquette-based time sharing (Hayashi,
2009).
38 Magic
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40 Magic
Introduction
The history of success of Magic: The Gathering (MTG) is closely tied
to its diverse gameplay, granting players a vast spectrum of formats and
deck customization options. Gameplay is not, however, the only source
of entertainment for many of its more than 20 million followers (Duffy,
2015). Non-competitive card collection is another major source of enter-
tainment. Collecting cards may arise from a wide range of possible moti-
vations. The MTG Multiverse—namely, the fantasy reality wherein the
histories and events of MTG take place—is represented through the art-
work of more than 400 artists. The cards’ illustrations reflect their con-
cept and provide visual entertainment that, whether linked to each artist’s
style, the card type (creature, land, artifact, etc.), or the lore surrounding
that card (e.g., “spotlight” cards), may as well constitute a reason in itself
for card collection. The collection of vintage cards, characterized by their
distinctive artwork and by their rarity, is perhaps the most common type
of card collecting among “old-school” aficionados. This type of collection
has also a unique financial aspect: in 2019, the famous Black Lotus, consid-
ered the strongest and rarest MTG card ever printed, auctioned for 166,000
USD on eBay (Hall, 2019).
While Black Lotus represents a stand-alone case, the financial world
gravitating around MTG can be easily considered another source of enter-
tainment. The MTG card market (the center of gravity for a constellation
of MTG products) centers around players speculating on the price fluctu-
ation of single cards, and eventually investing in them. This activity has
43
44 Economies and Esports
Methodology
The application of mathematics informs most of today’s approaches
to modeling, understanding, and forecasting the insatiable amount of data
(and money) flowing in and around financial markets. If the MTG trading
zone exhibits similar properties to the world’s stock markets, then readers
might expect a similar mathematically-based analysis to develop guide-
lines for developing MTG trading strategies. However, our selection of
methodology steers away from this choice for two main reasons.
First, we believe our analysis to be complementary to existing math-
ematical research on the MTG market and gaming landscape. Academic
literature on MTG is generally scarce: only very few mathematical analy-
ses exist, some of which do not focus on the financial and trading aspect
of the game but rather on internal characteristics (Bosch, 2000; Chur-
chill et al., 2019; Hau et al., 2015). A master’s thesis study on multi-asset
trading in connection with machine learning for MTG Online (MTGO)
by Di Napoli (2018) offers an interesting quantitative analysis, delineat-
ing a basic terminology for addressing the MTG trading landscape. Other
seminal attempts have been conducted similarly by Pawlicki et al. (2014)
and Perkhounkov et al. (2015) as projects within the Machine Learning
study course at Stanford University. Like Di Napoli, both studies borrow
the financial jargon, finding degrees of similarity between MTG cards and
financial markets. Their selected methods—to our knowledge, not yet cor-
roborated in further research from the authors—are based on machine
learning techniques, through which they attempted to extract an algo-
rithm via modeling some endogenous (card abilities) and exogenous (card
frequency in tournaments) variables from a pool of selected cards. These
are prototypical approaches that could be further developed from a quan-
titative viewpoint but are not further explored in our approach.
Second, we believe ethnographic knowledge of the game—namely,
knowledge of both endogenous (game and card rules, game strategies,
meta-gameplay, etc.) and exogenous (primary and secondary markets, data-
bases, card bans, etc.) variables—largely supersedes any stand-alone math-
ematical analysis in predicting card prices. Our belief is grounded in over
a decade of direct experience in MTG gameplay as well as in the trading
arena from the authors and their MTG community (physical and virtual).
46 Economies and Esports
2008, “mythic rare” was introduced as the highest level of rarity for a card
(included in about one in every five to seven booster packs). Rarity is one
of the most basic variables affecting the price of a card because it generally
reflects supply and card complexity (i.e., a relative parameter for a card’s
strength), and thus overall impact on gameplay (Rosewater, 2018) which
generates higher demand from players. Notably, players often speculate
that some cards with the same rarity level are printed less often than oth-
ers, although no official statement or data from WotC seems to support
this.4
The secondary market is where the price of individual cards is set by
retailers and consumers and is thus unrelated, in principle, to the orig-
inal issuer (WotC). This is in principle because WotC may decide to
reprint certain cards because of their low supply, hence affecting the price
of reprinted cards. While it is intuitive to assume that WotC knows the
secondary market, it is an object of debate whether certain actions are
directly aimed at affecting the secondary market. In market terms, the dif-
ference between the primary and secondary markets can be paraphrased
as the difference between primary offerings and secondary offerings.5 As
recognized by Di Napoli (2017), the most impactful factor in determin-
ing a card’s price is ultimately consumers’ willingness to pay. Being closely
linked to willingness to pay, the law of supply and demand plays a central
role in determining the price of a card.
The vast majority of individual cards are sold for a value of <$1.00
(U.S. dollars). A study at Cornell University from an unspecified author
(2015) shows that out of the 18,000 individual cards printed by the time
the study was conducted, only 2,155 were sold for a value of >$1.00. The
remainder of <$1.00 cards (whose price can be as low as $0.01) are often
sold in “bulk” (Perkhounkov et al., 2015), namely, large quantities of ran-
domly assessed cards that are generally sold for less than the cumulative
value of each. This also means that most MTG cards are financially worth-
less to speculate on: most (though not all) very low-valued cards (e.g., $0.01
cards) are unlikely to experience a steep increase that makes them finan-
cially worth considering or investing in. The challenge, therefore, is being
able to predict which cards will be worth speculating on.
But where exactly are cards sold on the secondary market? What con-
stitutes the MTG trading landscape? Whereas local game stores still main-
tain their role as retailers of individual cards (and most importantly, as
hubs of social interaction), the advent of large scale e-commerce has mas-
sively impacted the overall trading economy of MTG products, possibly
contributing to the game’s increasing popularity and financial success
in recent years. Many online platforms now exist across the world where
consumers can easily and rapidly purchase their desired cards—from
Understanding the Market (Luciano & di Re) 49
the case because other variables, most notably supply, may offset the price
impact of high synergy. This is the case for a card such as “Sol Ring,” a sta-
ple for any Commander deck which has been printed in 36 expansions (as
of April 2022), so that performance is vastly outweighed by the number of
copies available on the market.
Strength assessment is intimately tied with deck performance analysis
because the “strength” of a card is necessarily related to the deck the card
is being played in. That implies that “strength,” and thus possibly market
value, is not an independent parameter. For instance, a seemingly “good”
card may not fit into the current “metadeck” (or simply “meta”) scenario,
namely the most successful decks in sanctioned tournaments in a given for-
mat, during a specific time. The card is “tested” against the extant “meta,”
and this test alone can dramatically influence the price of a card.
Information on card/deck performance can be extrapolated through
deck builders, most of which are freely accessible on the Internet. These
web-based software allow players to create and customize decks while
also gaining quantitative information about them (e.g., the “mana cur-
ve,”9 single card price, overall deck price, mana color distribution, card
type distribution, etc.), and receiving feedback from the users’ commu-
nity. Among the many existing deck builders on the web (and also on
mobile apps), we found TappedOut to be the most practical and resource-
ful pool of information for deck building. The TappedOut intuitive inter-
face provides players with easy visualization of overall statistics of a given
created deck through pie or column charts, from m ana-wise card cost,
land mana, mana curve, to converted mana cost (CMC), and card type
distribution. Additionally, the website provides automatically gener-
ated suggestions for possible cards to introduce to a deck, card and deck
prices (in USD and TIX), a comment section for users, and the possibil-
ity of single-player playtesting. The number of decks uploaded as well as
the visualization and “upvotes” (i.e., likes) received by the most popular
decks on the website suggests that TappedOut is the most popular among
available deck-building software.
Alongside deck builders, additional (online) analysis software allows
players to further focus on individual cards. For instance, EDHREC pro-
vides information on individual cards based on a database of decks built
for the Elder Dragon Highlander (EDH) or Commander format. Depend-
ing on the type of card searched for, information can be extrapolated on
how often that card is played, what percentage of synergy it generates, or
with which other cards it is played. A second example is MTG Deck Ana-
lyzer, where certain cards in a regular deck can be assigned a “strategy,”
and statistics can be extrapolated about the chances that the strategy will
work in a selected amount of turns.
52 Economies and Esports
Once again, these databases and resources alone are not sufficient
to delineate a sound market strategy. Nevertheless, they constitute a
resourceful pool for information gathering based on quantitative statistics
of cards and their performance in decks.
Playtesters
While d eck-building software equips users with useful tools to
analyze and improve MTG decks, deck testing or “playtesting” is often
restricted to simulating drawing an opening hand, or single-player test-
ing—meaning that decks cannot be tested against other players’ decks
simulating a “real” competition. Intuitively, playtesting is a fundamental
step in assessing the strength of decks and cards, hence a crucial moment
of information gathering. Through MTGO, MTG Arena, and MTG Duels of
the Planeswalkers, WotC has enabled players with online gameplay. How-
ever, as explored in other essays in this edited volume, this mediatization
(Švelch, 2019) of MTG often severely limits deck customization because of
limited card databases or i n-game reward systems (i.e., the i n-game cur-
rency to spend for purchasing cards), or it follows a pay-to-win model—all
choices that restrict the possibility of playtesting the wide range of formats
available.
To overcome the financial burden of purchasing what are often
expensive cards, tested cards are usually “proxied” rather than purchased
by either marking substitute cards or printing them. However, different
computer software has been developed allowing players to build and play-
test their decks virtually, escaping the pay-to-win or i n-game currency
models of WotC digital variants. Two examples are Cockatrice and Untap.
These browser-based simulations allow players to create their decks and
compete online against each other while avoiding any form of restriction,
either monetary, format-wise, or in terms of cards availability. This free,
u ser-generated content sparked friction with WotC by rivaling the busi-
ness’s pay-to-win online modeling (Boon et al., 2016).
One of the greatest advantages of these simulators is that cards
revealed during spoilers can be immediately uploaded to the card data-
base and quickly playtested. Since format legality (e.g., what cards can
be played in a specific format) is enforced by players rather than autom-
atized, as in WotC’s online variants, cards that are still technically
“illegal” can instead be played before their official introduction into
sanctioned tournaments and the MTG market. Repeated playtesting
can verify or falsify the strength of a card, hence increasing confidence
that the card will see major gameplay in a given format. In market terms,
this brings to speculation, and thus a rise in market value. Therefore,
Understanding the Market (Luciano & di Re) 53
Price Trackers
As hinted in the introduction to this study, the financial aspect of
MTG has become both a source of financial gain as well as entertainment.
Throughout our experience and encounters with player groups, the pre-
diction of card prices is often a powerful trigger for social interaction as
well as a hub of discussion. As also outlined in the following section, we
find the critical exchange of opinions concerning card speculation to be a
crucial moment of information gathering.
While online trading platforms (Cardmarket, for instance) can pro-
vide price history snapshots, i n-depth market analysis is provided by
“price trackers,” emerging in the wake of a growing general interest among
players in the MTG market landscape. Three examples are MTGPrice,
MTGStocks, and Quiet Speculation. Each of these web resources enables
users to access detailed price charts with degrees of customization. How-
ever, as future price trends are not necessarily reflected in price history,
price graphs only provide visual aids requiring additional information
extractable from articles, podcasts, or additional analytics features pro-
vided by price trackers. For instance, MTGStocks releases “weekly win-
ners” where the top three cards with the highest percentage increase are
analyzed and discussed. This is not just an excellent source of information,
but also a valid source for critically learning and assessing what variables
may affect card prices.
Knowledge Networks
Lastly, a heterogeneous body of virtual platforms constitutes the
final cluster of crucial importance for information gathering. This diver-
sified and scattered body articulates through the vastness of mainstream
social networking available on the web, from YouTube and Twitch, Insta-
gram, Twitter, and Facebook, to forums communities like Reddit, 4chan,
or MTGsalvation.10 All constitute important networks for MTG knowledge
production and sharing.
For instance, a streaming platform such as Twitch allows traders to
hear live or recorded opinions of professional MTG players or experts. This
is a great source of information mostly concerning endogenous variables
because professional players have empirical knowledge enabling them to
provide strong reasons to consider a certain card “good.” During spoilers,
professional players, who are expected to possess expertise and knowledge
of the game, can provide a detailed and contextualized analysis of a card’s
54 Economies and Esports
the market price of individual cards. Unlike limited formats, where decks
are built e x-post from cards drafted from booster packs usually within an
expansion set or a block (i.e., a group of expansions of the same flavor and/
or mechanics), constructed formats require pre-game deck building, thus
the ex-ante purchasing of individual cards. Therefore, constructed formats
(either casual or sanctioned) are generally those formats most affecting the
price trend of individuals cards.
Among constructed formats, some enjoy more popularity than others.
Standard, Modern, and Commander (a very popular official but unsanc-
tioned format) ranked among the top five formats among all MTG formats
in 2018. In the last three years, Commander has become the most popu-
lar format, hence driving a large increase in price among a certain pool
of cards. In the secondary market, popularity translates into increased
demand and thus higher prices for individual cards. The popularity of
Understanding the Market (Luciano & di Re) 57
certain formats also entails higher popularity for certain types of decks
recording h igh-winning percentages in official tournaments. These decks
are often labeled as “metadecks” (or top-tier/t ier-one decks), and they con-
stitute the “metagame,” namely, the most competitive decks assembled
for a given format according to their winning ratio and player base use.
Knowledge of the metagame is necessary for developing a market strategy,
in that it provides essential insight regarding existing trends, card syner-
gies, and strategies in gameplay and deck building. Most importantly, this
knowledge is sensible to the context of cards, thus providing key informa-
tion in forecasting card value. For instance, when a new, seemingly power-
ful card has been printed, it might not gain reasonable market value due to
the “lack of space” in the existing metagame. It is reasonable to believe that
card market value is always “holistically” tested against the existing meta-
decks. Understanding how this holistic network is affected by market vari-
ables is one of the most painstaking tasks in developing a market strategy.
Whereas popularity might translate into increased demand in the
secondary market, in the primary market high popularity may induce the
reprinting of unique cards—that is, a card from a previous set is reprinted
in a new set. Indeed, WotC clearly stated in their reprinting policy that “(a)
the cards we reprint make for enjoyable gameplay, and (b) all Magic play-
ers deserve an opportunity to play with these cards” (WotC, 2016). When
unique cards are reprinted, the available quantity of a unique card (i.e., the
supply) increases, and thus its price decreases.
Our first case study considers the card “Mana Crypt” as emblematic
of popularity and reprinting as market variables (Fig 2). “Mana Crypt” is
often considered one of the strongest MTG “artifacts” (i.e., a card type)
and “ramp-type” (i.e., cards that speed up your game strategy) cards ever
printed, and is the cornerstone of every competitive Commander deck.
Due to its strength, the card is restricted (meaning players can only have
one copy of each in their main deck and sideboard instead of the canoni-
cal four copies) in Vintage and banned in Legacy. Originally printed as a
promo card only available with the purchase of one of the HarperPrism
MTG books released on September 1, 1994, the card saw reprint again
only on June 10, 2016,14 with the release of the set Eternal Masters (Symon,
2020). While its market value remained fairly steady throughout 2016 and
2017, ranging from $59 to $90, the rise in popularity of the Commander
(the only format where the card is legal) since 2018 boosted a “rediscovery”
of this card, generating high demand on a very limited supply that spiked
up to $240 by April 22, 2019. However, by December 7, 2020, the card more
than halved in value, reaching an average price of $95. This can be largely
ascribed to the card’s reprint in the Mystery Booster retail edition, released
on March 13, 2020, and in Double Masters, released on August 7, 2020.
58 Economies and Esports
Fig. 2. Price graph for “Mana Crypt” (Eternal Masters edition) from
MTGstocks.com. The black symbols along the X-axis correspond to the release
of new sets (retrieved on 21 April 2022 from https://www.MTGstocks.com/
prints/30938-mana-crypt).
Understanding the Market (Luciano & di Re) 59
Gilded Drake also confirms that reprints affect card market value
by not having been reprinted due to being part of a Reserved List. The
Reserved List (or Reserved Policy) is a list of cards set by WotC that will
not see reprints in future sets. The goal of this list is to safeguard traders
investing in the secondary market. This policy came about with the release
of Chronicles on March 4, 1996, as a response to complaints from retailers
that saw card prices plummeting in the secondary market after cards such
as “Carrion Ants,” “Killer Bees,” “Mishra’s Factory,” “Erhnam Djinn,” or
the legendary elder dragons were reprinted (Buehler, 2002b). The list was
revised in 2002 and 2010 and has seen much criticism from the MTG com-
munity, which shares the belief that the list no longer functions as origi-
nally intended (Buehler, 2002a). Being part of the Reserved List is a major
factor contributing to cards’ prices. The focus on the Commander format
by WotC, the card’s popularity in Commander, the changes in its text, and
being part of the Reserved List synergized to contribute to the astonishing
increase in the price of “Gilded Drake.”
Rules changes related to cards’ abilities are a crucial exogenous vari-
able in inf luencing cards’ market value (for the better or worse). For
instance, changes to the “legendary rule” for Planeswalkers (“legendary”
is a supertype allowing each of this supertype to only exist as one copy in
the “battlefield”) were leaked before the official announcement with the
release of Ixalan on September 29, 2017. As a consequence, the card “Cap-
tain Sisay” (Fig. 4) spiked from $5 to $35 overnight on June 19, 2017, settling
for an average of $18 in the following days.16 After the official announce-
ment, the card spiked again up to $60 on August 29, 2017, and settled to
a $35 average in the next few days (Johnson, 2017), slowly decreasing and
60 Economies and Esports
Conclusions
Our analysis attempted to combine our personal experience and
expertise in the game with cyber ethnographic research and basic con-
cepts and terminology borrowed from finance and economy to deliver a
preliminary snapshot of the MTG secondary market. Such effort is dif-
ficult to ground on preexisting academic research, as MTG remains a
largely unexplored phenomenon in the research literature. This is neces-
sarily a weak point in terms of the methodological strength of our effort.
However, if considered successful, this study may provide fertile ground
for further research in understanding the MTG financial and trading
landscape.
Notably, translating i n-game knowledge (what we sporadically
defined as “endogenous” variables) is one of the most difficult tasks. That
is because whether MTG players and traders ultimately perceive a card as
strong, and thus as possibly of considerable market value, is dictated by
years or decades of game experience that can hardly be grasped by a schol-
arly study. Yet this form of perception is embedded into a knowledge of
the game that nowadays is cultivated vastly, though not exclusively, in the
digital world. The epistemic clusters outlined in Section 4 provide a raw
translation of how this knowledge articulates through virtual outlets. Our
case studies demonstrate that this knowledge network reveals patterns
that seem necessary to develop any successful market strategy. Without
necessarily promoting one strategy or the other, we articulated what may
constitute a common framework of variables, parameters, and knowledge
resources for understanding the MTG card market, and developing suc-
cessful market strategies. Summarized, these variables are popularity (of a
card or a format), contextual performance, rules changes (of a card’s text or
the game), supply, banning and unbanning, and Reserved List.
We also recognize that further variables should be considered for a
fully comprehensive analysis of the MTG market landscape. As we antici-
pated, our analysis did not include sub-markets related to limited edition
cards, language, card condition, reserved list cards, or other aesthetic (i.e.,
altered, foil, or signed cards) and r arity-related factors that may engen-
der different strategies when approaching these submarkets. Moreover,
a thorough analysis should incorporate exogenous variables relating to
WotC’s business directions (i.e., moving toward digitalization of MTG;
see Schumaker and Nixon in this volume) as well as to events of global
reach that may impact the gaming industry at large. A notable example
is the outbreak of C ovid-19, which caused a pandemics and an enforced
lockdown around the world. It is unclear, and largely underdocumented,
if and how the virus has impacted MTG’s primary and secondary market.
Understanding the Market (Luciano & di Re) 63
Notes
1. The situation with going short is more problematic. Di Napoli (2018) considers it
impossible (at least for MTGO), in that short positions are based on borrowed stocks, and
there is no possibility of selling cards that you do not possess. However, as cards can be
sold on commission, this might still represent a form of shorting in the MTG market.
2. Some of the assumptions behind these estimates could be challenged; for instance,
the fact that all decklists (the share stocks in the market capitalization equation) used for
the analysis have a ‘real’ (viz. ‘paper’) counterpart.
3. Set spoilers are often accompanied by high speculation as new cards are introduced,
old cards are reprinted, and new interaction and potentially new combos (i.e., synergies
among cards generally considered powerful) among cards are discovered that bring about
changes in the existing “metadecks” or “meta” (i.e., the top-tier decks played in sanctioned
tournaments for each format).
4. A Reddit thread on the matter: https://www.reddit.com/r/magicTCG/comments/
54zd5n/are_certain_rares_or_mythics_considered_more_rare/, Accessed 31 March 2022.
5. A clear explanation of the difference between primary and secondary offering is
available at http://thegeneralzone.blogspot.com/2015/02/i n-general-MTG-economics-
part-2.html, Accessed 31 March 2022.
6. https://gatherer.wizards.com/Pages/Default.aspx (Accessed 31 March 2022).
7. User “VidarThor” expressed this criticism on https://www.MTGsalvation.com/
forums/m agic-fundamenta ls/m agic-genera l/7 63594-good-online-search-engines
(Accessed 31 March 2022).
8. User gumgodMTG expressed this criticism on https://www.reddit.com/r/MTGO/
comments/4tt7xg/useful_magic_the_gathering_websites/. Accessed July 16, 2020.
9. The mana curve is the distribution of “mana” cost, one of the basic concepts of the MTG
gameplay. Usually, any playable deck follows a Gaussian-like curve in its mana distribution,
although this is not always the case. Mana is a fundamental aspect of deck building (R. Duke,
2015), hence the reason why many statistics provided by deck analyzers revolve around mana.
10. The website MTGsalvation closed on July 8, 2019, although its material can still be
accessed.
64 Economies and Esports
11. https://www.reddit.com/r/MTGfinance/.
12. Another notable exclusion from our analysis is the s o-called vintage market,
namely, the trading of early and very highly valued MTG cards. This market follows
parameters that are different from most of the newly and relatively recent printed cards.
For more on the topic, see https://www.youtube.com/user/gradedmagiccards.
13. On this distinction, see https://magic.wizards.com/en/game-info/gameplay/r ules-
and-formats/formats.
14. Excluding the DCI 2011 promo and the 2016 “Kaladesh Inventions” editions, both
special editions with overall higher prices due to their rarity and distinctive artwork.
15. Together with Vintage and Legacy, Commander is the only format where the card
is legal. While appearing in sideboards for competitive Legacy decks, the card never saw
top-tier presence in any other format other than Commander, hence why we consider the
latter the format to influence its price the most.
16. Captain Sisay’s ability allows players to search for legendary cards in their decks.
By transforming (by new rules) all Planeswalkers into legendary cards, the ability became
even more significant, luring players especially interested in the Commander format,
where the card sees most of its use.
17. A Reddit thread offers an interesting insight on why the card’s price began to
decrease. Multiple users feared an imminent, multi-format ban (discussed later in the sec-
tion) that could drop the card’s market value. Indeed, the ban occurred first on May 18,
2020, with the banning of the card in Legacy, and almost two years in Modern and Pio-
neer, on March 7, 2022. The thread in question is available at: https://www.reddit.com/r/
MTGfinance/comments/g4woi8/speccing_on_lurrus_of_the_dreamden/.
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Spoiling the Future Metagame
The Promotional Logic and Reception
of Card Previews in Magic: The Gathering
Jan Švelch
The last few weeks leading up to a release of a new Magic: The Gath-
ering (MTG) expansion regularly make up for one of the most exciting
periods in a player’s calendar. As new cards are being revealed day by day,
forums and social media fill with discussions and speculations about the
impact of new cards. In this rare moment when metagames are soon to
be in flux, players use this opportunity to explore new directions before
the competitive scene again settles on a few approved top tier decks. Con-
tent creators also amp up their activity and are sometimes invited by the
publisher Wizards of the Coast (WotC) to participate in card reveals from
the new expansion. The resulting hype that leads up to an eventual launch
can fuel pre-orders and increase viewership and readership numbers for
streamers and websites offering deckbuilding advice.
In this essay, I explore the promotional campaign of Ikoria: Lair of
Behemoths, MTG’s Q2 2020 expansion, focusing on card previews and
their audience reception. I begin by contextualizing the role of expan-
sions within the monetization model of MTG, its many playable formats,
and their respective metagames. Every year, WotC usually puts out around
four major expansions, each containing upwards of 200 cards. This steady
rhythm of releases and the consequent sales of booster packs constitutes
the core economic model of the game. I then show how card previews,
related discussions, and strategy resources can be understood using the
concept of spoiler (Gray & Mittell, 2007; Jenkins, 2006), which I expand to
account for non-narrative (and non-linear) cultural commodities by com-
paring them to walkthroughs and strategy guides (Consalvo, 2007; New-
man, 2016). In the analytical part of the essay, I first analyze the formal
aspects of the promotional campaign, including WotC’s collaboration
66
Spoiling the Future Metagame (Švelch) 67
to be more powerful and therefore also more relevant for competitive play.
Consequently, it can be hypothesized that not all card previews have the
same impact on the discussions about future metagames, nor do they gen-
erate comparable interest among players. Yet, an important exception are
the set-specific Limited formats, such as Booster Sealed or Booster Draft
(see Elias et al., 2012; Švelch, 2019). These game variants, which rely on the
composition of a whole expansion as opposed to the few strongest cards,
see players assembling their decks on the spot from booster packs. In this
context, even otherwise weak cards have their use due to the card pool
limitations.2
Individual cards are thus evaluated based on multiple criteria as they
are situated in multiple formats and so-called metagames at the same time.
The term metagame itself has several meanings, ranging from a general
observation of the social context of play in which individual matches are
treated as a larger series of games (Garfield, 1995) to various player-created
goals and rules (see Boluk & LeMieux, 2017). As terms, metagames and
metagaming emphasize the practices of players and how they transform
games in the sense of cultural commodities into “instruments, equip-
ment, tools, and toys for playing, competing, spectating, cheating, trading,
making, breaking, and ultimately intervening in the sensory and polit-
ical economies of those technologies responsible for the privatization of
play” (Boluk & LeMieux 2017, p. 4). This approach suggests that activi-
ties of players imbue games with new meanings that go beyond what is
inscribed by designers and developers in rules and fiction. In this essay,
I use the term in its vernacular meaning to denote the cards and decks
played on a competitive level of a given format (e.g., Standard, Modern) at
a specific point in time. Metagames evolve over time and can differ signifi-
cantly across formats based on the size of the card pool, special rules, card
bans and restrictions, etc. While these types of metagames are influenced
by game design and political economic aspects of the game, such as arti-
ficial scarcity or pay-to-win monetization strategies, metagames emerge
from the activities and preferences of players.
Any major expansion, including Ikoria, aims to provide new relevant
cards for its respective formats without making the older cards feel obso-
lete. WotC originally introduced formats to MTG to accommodate the
game to the rhythm of new releases (Garfield, 2019 [2003]; see also Švelch,
2019). Even at the cost of fragmenting the player base, formats were sup-
posed to prevent (or at least mitigate) the so-called power creep—a term
used frequently by both players and designers to refer negatively to func-
tionally similar, but stronger new cards (e.g., with improved numerical
stats or lower mana cost). By creating game variants that, for example, only
allow cards from the last two years of expansions, which is how Standard
Spoiling the Future Metagame (Švelch) 69
currently operates, new cards designed for such a format compete within
a smaller card pool (see, for example, Hawley, 2019). This scheduled “rota-
tion” of playable sets in Standard introduces a logic of obsolescence and
the need for constant upgrading (Švelch, 2019), but it does not necessarily
have to be connected to general power creep, which would have implica-
tions for non-rotating formats. While power creep can work as an incen-
tive to obtain new cards, it devaluates players’ prior financial investments
in cards, possibly undermining their trust in the collectible aspect of the
game. Although MTG’s creator Richard Garfield (2019 [2003]) publicly
opposed power creep, WotC has nonetheless implemented it in certain
areas of the game, such as in the increased power and toughness of crea-
tures relative to their mana cost (see also Stoddard, 2013). However, many
of the most powerful cards, even by today’s standards, were printed in the
early days of MTG. For example, the so-called Power Nine (first printed in
1993) are banned or restricted in most official formats. What ultimately
drives the sales of an expansion is the viability of at least some of its cards,
preferably those of higher rarities, for popular formats, although sets like
Ikoria are designed primarily with Standard in mind. As mentioned, the
majority of Ikoria’s cards are unlikely to affect metagames of formats with
large card pools such as Modern or Legacy, but they will be at least tempo-
rarily relevant for Standard and Booster Draft (see Švelch, 2019). The role
of card previews is to hype up the expansion and persuade players that the
new cards will help them stay competitive. In other words, previews are
supposed to motivate players to use the new cards in their decks and thus
include them in competitive metagames, increasing desirability and mon-
etary value of new cards in the process.
Methodology
In this essay, I use a mixed-methods approach consisting of a descrip-
tive quantitative overview of Ikoria’s card previews and a qualitative
analysis of online user discussions and related strategy resources. This
combination of methods aims to cover the formal aspects of Ikoria’s pro-
motional campaign, as well as the audience reception and the themes of
user-generated content related to the card previews.
Regarding the quantitative part, I was tracking individual previews
during the promotional period between April 2–10, 2020, using the official
list provided by WotC on their website (Wizards of the Coast, 2020b) and
the preview aggregator site MythicSpoiler. For each card, I coded its main
formal qualities (rarity, color, and card type), the number of comments
on MythicSpoiler, the media channels that had been used for the preview
(e.g., official website, Twitch, Twitter, YouTube), and whether these chan-
nels were directly affiliated with WotC or not. Similarly to expansions
from 2019 and the following years (see Rasmussen, 2019a, 2019b; Wizards
of the Coast 2022), card previews during Ikoria’s peak promotional period
(April 2–10) were distributed among WotC’s own online channels, con-
tent creators, the specialized press, professional players, card resellers, and
other t hird-party sites. Although it could be possible to more closely dis-
tinguish between the parties involved, these categories in practice often
overlap. For example, players can retire from their professional careers
and start creating strategy resources or streamers can qualify for tour-
naments and focus on becoming semi-professional or professional com-
petitors. Many others juggle multiple roles at once because tournament
earnings are only able to sustain a small group of players (Švelch, 2019), see
also Matthew Knutson’s essay in this book. For the sake of methodological
clarity, I focused on variables that can be identified using objective criteria
and thus constitute technically trivial content analysis coding without the
need to measure intercoder reliability (Krippendorff, 2004). This descrip-
tive overview highlights MTG’s promotional logic and the scheduling and
distribution of individual cards among official WotC-affiliated channels
and third parties.
This dataset also served as a foundation for the sample for a subse-
quent qualitative analysis. As the whole expansion consists of 274 cards
72 Economies and Esports
and each preview can generate online discussions with tens or hundreds
of user comments, it was necessary to limit the breadth of the available
empirical material to make it manageable for qualitative analysis. To con-
struct the sample, I focused on chronology of the previews and card rar-
ity as the two selection criteria. Regarding chronology, I excluded the last
day of previews (April 10), when a bulk of 94 cards (out of them 85 Com-
mons) were all revealed on the official website at the same time, resulting
in less exposure for the respective cards. Out of the remaining 180 cards, I
randomly selected one third (rounded down) of each of the rarities, result-
ing in the following composition of the sample: 5 Mythic Rare, 16 Rare,
25 Uncommon, and 13 Common cards. For these 59 cards, I collected
user comments from MythicSpoiler and the channels that were used for
the preview if they contained persistent user comments discussions (e.g.,
Twitter or YouTube); the latter concerned 35 out of the 59 cards. I chose
MythicSpoiler due to its singular focus on card previews and the high-
est Alexa ranking4 among this type of websites, including a relatively high
audience overlap score with another preview site MagicSpoiler.5
Altogether, these sources added up to 3105 comments (1851 from
MythicSpoiler and 1254 from other sites), which I then manually sampled
using the logic of data saturation (Morse, 2018) by looking for repeating
themes and collecting a series of examples for each of them. For the final
thematic analysis (Ayres, 2008), I considered a sample of 541 user com-
ments (441 from MythicSpoiler and 100 from other sites). Again, the ratio-
nale for the creation of the sample was to construct a dataset suitable for
qualitative analysis as the entirety of 3105 user comments would be too
unwieldy for an i n-depth exploration. The process of the sampling itself
revealed that the themes of the discussions were recurring across the indi-
vidual card previews. While they differed in the specific cards and strat-
egies they discussed, the underlying approaches and stances, such as the
scope of the discussion and criteria for card evaluation, were frequently
identical, suggesting that the sample was sufficiently saturated in terms of
qualitatively unique comments. The themes were identified both deduc-
tively based on the literature review, including various perspectives on
metagames and theorycrafting, but also emerged inductively when read-
ing through the empirical material, for example in terms of how cards
were evaluated in relation to existing cards, card combinations, decks,
and deck archetypes. Following recommendations of fan studies scholars
(Busse & Hellekson, 2012; Dym & Fiesler, 2020) as well as qualitative Inter-
net researchers (Beyer, 2012; Sveningsson, 2009), quotes from user com-
ments are presented anonymously and are slightly paraphrased to protect
the privacy of users and limit the possibility of reverse online search,
which could connect the quotes to individual user profiles.
Spoiling the Future Metagame (Švelch) 73
Coppercoat Outcast). The third, final, Planeswalker card from the expan-
sion was revealed on April 8 (Narset of the Ancient Way; a returning char-
acter). In comparison, many Common cards were left for the final day of
the preview period, suggesting that WotC did not consider them suitable
for promotional purposes. This also applies to reprinted cards—cards that
previously appeared in a different set and were included to influence the
Limited formats and possibly also to return to the Standard format if they
had rotated out. Out of the total 21 reprints of non-land cards,8 only 7 were
previewed before April 10.
Based on the data for all 274 cards from MythicSpoiler, rarity also
seemed to influence the average number of user comments. Mythic Rare
and Rare cards generated much more active discussions with approxi-
mately 72 (SD = 27) and 60 (SD = 35) comments on average, respectively,
than Uncommons (≈22; SD = 15) and Commons (≈10; SD = 12).
Other main formal qualities of cards, i.e., color and card type, did not
exhibit any clear trends regarding the scheduling of previews besides those
that were tied to their rarity. For example, multicolor cards tended to be
revealed earlier in the promotional period, but this can be explained by the
fact that Ikoria’s Commons are all single-colored or colorless. Concern-
ing the card type, two out of three Planeswalker cards, which generally
occupy the Mythic Rare slots in an expansion, were previewed on the first
day. Reprinted Common lands were left for the bulk reveal on April 10.
Other major card types, such as Creature, Instant, Sorcery, Enchantment,
appeared throughout the preview period relatively evenly.
The form of card previews varied across parties and platforms. WotC
itself used several different approaches besides the trailer, reveal video,
and livestreamed episodes of MTG Weekly on Twitch. Some of Ikoria’s
cards were previewed and discussed in articles on WotC’s official website
(e.g., Humpherys, 2020; Rasmussen, 2020; Styborski, 2020). These texts
usually provided extensive context for the previewed card by comparing
it to cards from older expansions or by sharing behind-the-scenes infor-
mation about the design and development process. In contrast to these
relatively long-form written texts, Ikoria’s product page (Ikoria: Lair of
Behemoths, 2020) revealed three cards on April 3, 6, and 8 without any
additional information. The same approach was used for the bulk preview
on April 10 on the card image gallery page (Wizards of the Coast, 2020c).
Additionally, WotC revealed cards on social media platforms, including
Facebook, Instagram, Twitter, YouTube, or Weibo. In this case, the extent
of additional information largely depended on a given platform. In this
area, WotC also mobilized its non–English branches, including Japan,
Korea, and Latin America (e.g., Magic: The Gathering, 2020d; Magic: The
Gathering LATAM, 2020; MTG アリーナ日本公式, 2020).
T hird-party previews made use of similar forms and channels. The
article format was generally preferred by the specialized press, including
GameSpot (Elfring, 2020a, 2020b), IGN (di Alessandro, 2020; Skrebels,
2020), io9 (Whitbrook, 2020), or Kotaku (Walker, 2020), and some strat-
egy sites, such as MTGGoldfish (SaffronOlive, 2020a, 2020b). Twitter was
the platform of choice for many content creators, professional players, and
some card resellers. For example, the former competitor and member of
MTG’s Pro Tour Hall of Fame, Brian Kibler, who in 2020 primarily lives-
treamed the digital card game Hearthstone (Blizzard Entertainment, 2014),
previewed three cards by first photographically recreating their artwork by
posing with his dog. In the same Twitter thread, he then showed the actual
cards (Kibler, 2020). Twitter posts tended to be short and informative or
sometimes humorous (see also Amy the Amazonian, 2020) without much
discussion about a given card’s expected power and utility, although some
previewers offered at least short predictions (e.g., Deathsie, 2020; Wheeler,
2020). In comparison, video content, including both pre-recorded YouTube
videos and Twitch livestreams, offered more depth in terms of theorycraft-
ing (e.g., AliasV, 2020; Good Luck High Five, 2020).
While it is impossible to completely reverse engineer the ratio-
nale behind the allocation of individual preview cards, at least in some
Spoiling the Future Metagame (Švelch) 77
cases the assigned previews seemed to align with the expertise or inter-
ests of a given content creator. For example, Marshall Sutcliffe, a co-host
of the Limited Resources podcast dedicated to Limited formats, revealed
two Common cards, which might be considered underpowered for Con-
structed formats, but are relevant for Booster Draft and Sealed (Sutcliffe,
2020). In this regard, Common cards, which, as I have shown, are generally
dismissed during the preview period, might be interesting for this specific
community of MTG players. This audience might then understandably fol-
low content creators focused on the respective formats. Another example
was the preview by The Vorthos Cast, a podcast about the lore of MTG
(The Vorthos Cast, 2020).9 In this case, another two Common cards
achieved a spot in the promotional campaign despite their low rarity by
depicting two Planeswalkers Lukka and Vivien, who are both central to
Ikoria’s storyline.10 Still, the lower value of Common cards for generating
hype is further supported by the quantitative distribution of these cards
among content creators. Out of 123 cards previewed by third parties, only
27 were Commons. On the other hand, WotC was left with revealing 99
cards of the lowest rarity, most of which were posted on the last day.
A notable aspect of t hird-party previews were expressions of grati-
tude towards WotC, which highlighted that the cards were provided for
free. While this acknowledgment aims to prevent potential legal concerns
about paid promotion from either of the two parties—WotC paying content
creators for advertising the game or creators paying for the opportunity to
reveal a card—these statements emphasize the coordinated nature of the
promotional campaign. It can be assumed that third parties can decide how
they want to approach the preview, for example, whether they post it on
Twitter or show it during a Twitch livestream.11 The assignment of individ-
ual cards and the scheduling is, however, decided or at least negotiated by
WotC in advance before the preview period with the full schedule being
published several days ahead of first card reveals (Wizards of the Coast,
2020b). Players and fans can then use the official resources (Wizards of the
Coast, 2020b) or unofficial aggregators, such as MythicSpoiler to track the
previews. In this sense, WotC curates the spoiler experience by creating a
linear sequence within the expansion. In the next section, I explore how
audiences use the information provided by previews and how they discuss
an upcoming expansion while it is being revealed piece by piece.
Card Evaluations
Given that the empirical material was collected in sites and social
media posts related to individual card previews, card evaluations expect-
edly appeared in large numbers in the analyzed user comments. How-
ever, there are many ways how cards can be assessed, showcasing their
different value in specific metagames and formats. Ikoria as a Standard set
could potentially affect all formats and players considered a wide range,
including the established Standard, Modern, and Booster Draft as well as
the more recently introduced Pioneer, Historic or the casual fan-favorites
Commander (and its variation Brawl) and Cube, and the relatively niche
Pauper. Taking into account the different restrictions of these formats,
players discussed which cards were “playable.” Often used in conjunction
with a specific format, this expression translates to an expectation that
a given card could see play in the respective competitive metagame. The
larger the card pool of a format, the higher the power level such a state-
ment usually implies. For example, the Rare black-white creature Lurrus
of the Dream-Den was by some commenters declared as “Legacy playable”
and even “busted [powerful] in Legacy,” while others were more conser-
vative and predicted that the card could see play in Modern and Pioneer,
which are much smaller formats than Legacy. After Ikoria’s launch, Lur-
rus of the D ream-Den in fact proved to be such a strong card that it was
banned in Legacy and Vintage (Duke, 2020a) and one of its abilities was
later “nerfed” across all formats (Duke, 2020b).13
On the other side of the spectrum of power level are cards that are
evaluated within the constraints of Limited formats. Due to the small
card pools, even arguably inefficient cards that have better alternatives in
Constructed formats can be deemed “bombs” due to the relative power
vacuum. For Ikoria, such Limited bombs included Blood Curdle (a Com-
mon black removal spell) or Primal Empathy (an Uncommon blue-green
enchantment). Conversely, one of the harshest possible criticisms is declar-
ing that a card would not even be played in Booster Draft. For example, the
Uncommon white creature Majestic Auricorn was to a disappointment of
one commenter seen as “barely playable in Limited.”
A special consideration is reserved for Pauper, which only allows
Common cards. This specific constraint creates an additional criterion
for the evaluation of cards that might otherwise seem uninteresting. In
the analyzed sample, the Common black creature Cavern Whisperer and
Common blue sorcery Of One Mind were both noted as potential play-
able cards in Pauper, while one commenter wished that the Uncommon
black-green creature Skull Prophet was instead a Common because it was
“exactly what BG [black-green as a color combination] wants.”
80 Economies and Esports
Deck Building
In general, card previews seemed to provide an incentive for deck
building, whether it was driven by optimization or experimentation. In
this regard, card evaluations organically evolved into discussions about the
application of previewed cards. These can range from card combinations to
decks and deck archetypes. Card combinations or “combos” represent the
Spoiling the Future Metagame (Švelch) 81
Set Predictions
During Ikoria’s promotional campaign, players not only discussed
the previewed cards but also speculated about the ones that were yet to be
revealed. In general, such predictions leverage the information about the
set and previous expansions in terms of quantitative distribution of card
types, colors, and rarities. As a preview period progresses, players can thus
piece together which spots in the set have yet to be filled.
For Ikoria, this was, for example, a batch of five Rare lands, which
WotC saved for the MTG Weekly episode on April 9, near the end of
the preview period. In the comments, players discussed how the new
t hree-colored lands subverted their expectations:
I was certain they’d finish their Amonkhet [Q2 2017 expansion] cycle, but now
we have partial cycles from Battle for Zendikar [Q4 2015 expansion] block,
Shadows over Innistrad [Q2 2016 expansion] block, Amonkhet [Q2 2017 expan-
sion] block, Battlebond [Q2 2018 expansion] lands, Horizon lands, Ikoria lands
[…] I’m really not sure why WotC start cycles without finishing them.
Conclusion
Card previews facilitate the first encounter with a new expansion and
directly tie into MTG’s monetization’s model. With Ikoria: Lair of Behe-
moths, cards of higher rarities were revealed early and dominated the pre-
view period, suggesting a highly curated and deliberately chosen sequence
of revealed cards. The data from the aggregator site MythicSpoiler also
showed that Mythic Rare and Rare cards on average generated more active
user discussions. Considering that many retailers offer pre-orders of
booster packs but also single cards, player discussions and strategy content
about previewed cards can arguably influence the prices on the second-
ary market. WotC itself offers pre-order bonuses on Magic: The Gather-
ing Arena for players willing to buy pricy bundles ahead of time instead
of waiting how the metagame evolves with the release of a new expansion.
Content creators can also benefit from the promotional hype, especially if
they receive preview cards. In that sense, many stakeholders in the MTG
communities might have interest in emphasizing new powerful cards.
In online discussions, players addressed various aspects of the pre-
viewed cards, engaging in card evaluations, deck building, or set predic-
tions. Operating with incomplete information, such type of theorycrafting
is highly tentative, even if some speculations turn out to be true. Several
commenters have, for example, noted the high power level of the Rare
black-white creature Lurrus of the D ream-Den, which was later banned in
Legacy and afterwards nerfed across all formats. The uncertain future of
metagames caused by a new expansion arguably sets the preview season
apart from the regular periods of MTG’s lifecycle. While theorycrafting
with a half-revealed set is bound to be flawed, it affords players the excit-
ing opportunity to explore a newly shaping metagame before it devolves
into netdecking.
Although expansions are organized as databases with no signif-
icant order or linear sequence, various patterns, such as cycles of simi-
lar cards, can be used to predict yet-to-be-revealed cards. In that sense,
early previews can indeed behave as spoilers. However, the entire card is
still hard to guess beforehand. Information inferred from cycles and other
cards often only hints at general qualities of cards, such as card type, color,
or rarity. It can be hypothesized that WotC limits these speculations by
revealing key higher rarity cards in the early stages of the preview period
or by previewing a whole cycle at the same time. If previewed card by card,
players would be easily able to predict the rest of the cycle based on its
design pattern.
As a promotional logic, card previews highlight the deeply medi-
atized nature of MTG (Švelch, 2019; see also Hepp, 2013; Hjarvard, 2013).
Spoiling the Future Metagame (Švelch) 85
On the one hand, the game can be played in several mediated ways, includ-
ing MTGO and Arena. These online platforms became particularly con-
venient during Ikoria’s release due to the ongoing COVID-19 pandemic,
which limited players’ access to local gaming stores. At the same time,
MTG as a whole has been accommodated to the logic of the digital media
environment even if a player prefers the traditional tabletop version. For
Ikoria and many other expansions, card previews were embedded into
social media posts and streaming schedules in an attempt to create a
steady build-up of hype, which eventually culminated on the day before
the digital launch in a livestreamed preview event on Twitch. Here, select
content creators and MTG personalities tried out new cards before and
in front of the general audience. In this sense, card previews are as much
marketing tools as media content in their own right. In this context, the
decision to prioritize i n-person physical play as the first opportunity to
experience Streets of New Capenna (Q2 2022 expansion) and schedule dig-
ital release a week later (Styborski, 2022) feels even more significant and
shows the complexity and opposing forces of the mediatization process.
Notes
1. The few exceptions to this distribution model are pre-constructed decks and various
collector sets (most recently the Secret Lair series) that have fixed contents.
2. In Booster Draft, for example, successful strategies often revolve around Common
and Uncommon cards, which appear in larger numbers in booster packs compared to
higher rarities.
3. In games with linear storylines, strategy guides can inadvertently also spoil the nar-
rative (Consalvo, 2007; Newman, 2016).
4. Alexa ranking is a commercial index that measures a popularity of a website based on
average viewership and other factors.
5. Other websites, such as the strategy site MTGGoldfish or the card search engine Scry-
fall, also aggregate card previews, but have less active user discussions. Another potential
venue could be the relatively active r/MagicTCG subreddit with more than 400,000 mem-
bers. However, its upvoting/downvoting system clearly privileges certain cards over oth-
ers in how they appear to viewers, resulting in a much more skewed representation of card
previews. The additional discussion sites included Twitter, YouTube, and websites with
embedded user discussion functionality.
6. Eternal formats, such as Commander, Legacy, Pauper, or Vintage, allow cards from
all of MTG’s sets (with certain restrictions).
7. Zilortha, Strength Incarnate (alternative name Godzilla, King of the Monsters) is a
B uy-a-Box promo and as such this card does not count among the 274 core cards from
the expansion. It is only available as a reward for purchasing an entire booster box con-
sisting of 36 booster packs. Its collector number is 275. It is also one of the 19 Godzilla
Series cards, a set of alternative versions Ikoria’s creatures inspired by kaiju films (Turian,
2020).
8. Ikoria, like any major expansion, also included reprints of basic lands (with three
unique artworks for each). Furthermore, it also reprinted 10 dual-color Common lands,
the so-called gainlands, which come into play tapped and give the player one life.
9. The term Vorthos refers to one of the ideal player types as conceptualized by MTG’s
86 Economies and Esports
designers (Cavota, 2005; cf. Rosewater, 2007). Vorthos players are believed to care about
the fictional aspects of cards.
10. While these cards might not be considered noteworthy in terms of their mechan-
ics, they might appeal to players interested in story and characters. Ikoria’s narrative is
presented in a t ie-in novel, which was published as a paid e-book by WotC (Wexler, 2020).
11. Occasionally, commenters praised how a content creator had handled the preview
and congratulated them on receiving the free preview card from WotC (e.g., AliasV, 2020).
12. Due to the delay in Ikoria’s tabletop release caused by the COVID-19 pandemic, VS
Live used proxies also for other broadcasts until May 15, 2020.
13. Lurrus of the D ream-Den is one of 10 cards from Ikoria with the new mechanic com-
panion, which was changed on June 1 (Duke, 2020b). The new rules decreased the power
level of all 10 cards, including Lurrus of the D ream-Den.
14. Jeskai usually refers to the color combination of blue, red, and white. The term is
based on a fictional clan, first introduced in the expansion Khans of Tarkir in 2014.
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“Cracking” Players as Packs
Finding Speculative Value in Magic: The Gathering
Through Play on Magic Arena and Twitch
Justin S. Schumaker
play experience emerges through the general users of Magic Arena, pro-
fessional members of the Magic Pro League, and partnered content cre-
ators. Instead of providing a complete mapping of Wizards of the Coast’s
platforms and engagement, I want to examine how Wizards of the Coast
designs Magic Arena as a platform managing players and how their use of
Twitch supports that endeavor. Ultimately, the relationship between Magic
Arena and Twitch may gesture toward a predominantly digital future for
Magic: The Gathering.
First publicly released in September 2018 as an open beta product,
Magic Arena is a digital iteration of the card game designed to be faster
than physical Magic: The Gathering. Magic Arena owes some of its features
to earlier digital versions of Magic: The Gathering, which are discussed later
in this essay. Magic Arena operates more as a contemporary computer game
ref lecting design philosophies and meeting the player expectations set
by games like Blizzard Entertainment’s Hearthstone. While Magic Arena
remains at its core a Magic: The Gathering computer game, it offers more
than adapting the rules engine or offering the game’s various formats to a
new digital environment. For example, to make the game feel alive, many
cards feature animations taking advantage of the game’s digital possibil-
ities; summon a dragon, and one might emerge from the card to breathe
fire at an opponent. These moments aim to make the game more interest-
ing than analog play by emphasizing the digital affordances of Magic Arena
through card specific animation. Part of Magic Arena’s design is to create
a product that is as watchable as it is playable; Magic Arena produces con-
sumable content in multiple ways for various participants. As I examine
Magic Arena and the programs around it, I see Wizards of the Coast driv-
ing users toward Magic Arena hoping to create a contained and sustainable
platform aimed at generating constant revenue and activity.
transaction, and social and cultural practices” (p. 2). Platforms cannot be
extracted from the social relations they reinforce or create, and it would
be ineffective to just understand them as a new economic paradigm. For
them, “platforms do not reflect the social: they produce the social struc-
tures we live in” (Van Dijck et al., 2018, p. 2). Seeing social management
and control made possible will be necessary to having a more complete
understanding of implications platforms have for Magic: The Gathering.
Understanding the platforms of Magic Arena and those emerging around
it requires an examination of the kinds of social relationships Wizards of
the Coast wants Magic: The Gathering to produce.
For Wizards of the Coast, social control and management via plat-
forms occurs through their content creator partnership program and their
professional esports leagues. These programs aim to turn players into
potential sources of continual revenue. These programs seek to support
public and potentially profitable play on streaming websites like Twitch
and YouTube. The work of T.L. Taylor (2012 and 2018) helps frame Wizards
of the Coast’s approach to esports and Twitch. Taylor (2012) shows how
esports have community-centric roots that give way to a professionaliza-
tion of the players and esports. Systemically, esports provides a template to
transform play into a professional activity. While Wizards of the Coast’s
Magic Pro Tour has long been invested in the professionalization of play-
ers and play, Magic Arena affords Wizards of the Coast the opportunity
to intervene in the overtly digital word of esports. In tandem with com-
petitive play, Wizards of the Coast has used Twitch to broadcast through
events and promote streamers central to the Magic Arena brand. For Tay-
lor (2018), “live streams [offer] tremendous grassroots marketing opportu-
nities,” and there is clear “corporate commercial work” embedded into the
design of Twitch (p. 256). As discussed later, Wizards of the Coast’s efforts
on Twitch cultivate a network of unpaid or u nder-paid marketers, and
their process of acquiring them is like their own users opening of booster
packs. It appears random and speculative, just hoping to find excess value.
Turning the public play and labor of users into consistent content and
potential revenue for Wizards of the Coast drives the development of the
programs. Trying to turn fan labor into corporate revenue has its roots in
the early days of computer gaming mod culture. Julian Küchlick (2005)
argues modding, or fan created modifications to a game or new game
modes developed within a games engine, is an “important sources of value
for the game industry” and prolongs the lifespan of a given game. Funda-
mentally, game developers trying to turn fan labor into value is not a new
issue, but what is new is how developers, like Wizards of the Coast, Bliz-
zard Entertainment and Riot Games, have sought to normalize these prac-
tices through partnership programs of paid and unpaid opportunities. In
96 Economies and Esports
tandem with these dreams of profitable play, these programs allow Wiz-
ards of the Coast to influence how they want their game being played.
Instead of being a piece of software like Magic Arena, the social manage-
ment of players exists outside the primary platform and takes the form of
codified esports leagues and formalized content creator partnerships.
Recognizing the expanding ways Wizards of the Coast uses platforms
to manage players to generate profits relies on recognizing the various
restrictions created by Magic Arena. Previous digital iterations of Magic:
The Gathering shift from open economies toward controlled flows of cur-
rency and management, and Magic Arena offers a platform of sustained
engagement with Magic: The Gathering sans the potential speculation
on cardboard by players. Instead, Wizards of the Coast speculates on the
value of digital esports and content creators. The transformation of profes-
sional play made possible by Twitch influences Wizards of the Coast’s pro-
ception of players as potential streaming assets, and Twitch’s dominance
in the streaming marketplace sees Wizards of the Coast develop a net-
work of partnered streams to grow the Magic Arena. These moves toward
a closed platform of play and development of Twitch streamers speculate
on the profitability of the play of Magic Arena beyond the simple act of just
buying digital cards.
which includes all of the game’s various formats, the open card economy
and player-to-player trading. While other essays in this collection explore
the nuances of Magic: The Gathering’s card economy, it is only important
for this essay to recognize that Magic Arena’s development opts against
an open and unmanaged card economy. This decision signifies how Wiz-
ards of the Coast’s approach to platform design has evolved; Magic Are-
na’s designed economy offers more regulations and control than Magic
Online. The shift towards greater restriction on player action emphasizes
how Magic Arena represents a platform of control, creating a more consis-
tent digital Magic experience.
While Magic Online aims for a more authentic simulation of paper
Magic: The Gathering, Magic Arena borrows from other digital products
including Duels of the Planeswalkers and Magic Duels. These digital iter-
ations of Magic: The Gathering embodied a restricted approach to digital
Magic: The Gathering that informed some aspects of Magic Arena. Pub-
lished annually from 2009 to 2014, Duels of the Planeswalker was a video
game franchise allowing for users to play quick games, and these games
served as an introduction to rules. These games sought to limit player
agency and curate a specific experience. As players completed matches,
new cards would be added to existing decks and unlocked additional pre-
constructed decks. As platforms, these games struggled to deliver an expe-
rience that sustained a playerbase, and as sites of data production, they
accrued skewed information failing to accurately reflect a complete under-
standing of Magic: The Gathering due to the dictated experience of play-
ing with preconstructed decks. With Magic Duels, Wizards of the Coast
moved closer to a dedicated platform aimed at sustaining users with a
steady stream of content and generating data.
Released in 2015, Magic Duels became a spiritual sequel to the Duels
of the Planeswalker franchise. As a next step in the development of an
accessible digital Magic: The Gathering platform, Magic Duels featured a
deck editor, consistent content releases, and a contained economy replete
with virtual currency. Like Duels of the Planeswalker, Magic Duels imple-
mented an overly curated play experience by enforcing deck building con-
straints on the player; these restrictions made decks weaker by limiting
the number of rare and powerful cards a player could utilize. Decks found
on Magic Duels did not reflect the decks played on Magic Online or in
paper. Again, these early attempts to develop platforms struggled to reflect
the actual experience of playing Magic: The Gathering as they sought to
influence what users could do within the software. These prior attempts
recognized the potential platforms to manage and control players as sug-
gested by these early attempts to curate a particular experience of Magic:
The Gathering.
98 Economies and Esports
offer users economic agency concerning how they want to consume Magic
Arena. These various “sinks” create opportunities for revenue generation
aside from just purchasing digital cards. The effectiveness of this economic
design relies on Wizards’ ability to restrict access and reduce the number
of participants.
Managed markets restrict the number of agents able to fully par-
ticipate in economic activity and eliminate potential uncertainty. While
Magic Online allows cards to be exchanged for virtual currency amongst
users and external services, Magic Arena relies on restrictions to create
a s elf-sufficient platform with limited entry points into the economy.4
Lehdonvirta and Castronova (2014) suggest the simplest way to regu-
late a developing virtual economy is by restricting the number of active
participants. In Magic Arena, Wizards of the Coast creates a monop-
oly over the economic activity as the only seller of cards and other vir-
tual goods. Monopolistic digital economies dominate the design of virtual
card games, but as other work in this collection discusses, it represents a
departure from Magic: The Gathering as a collectible and tradable product.
Eliminating the number of participants in the economy affords greater
control over the cost of cards. Magic Arena seeks to offer a contained eco-
nomic experience for Magic: The Gathering by isolating the game from
the spheres of finance and speculation outside of Wizards of the Coast’s
purview.
The economy of Magic Arena relies on two currencies in gold and
gems; it is a standard model for many f ree-to-play games and exists sepa-
rate from the economy contained within a game of Magic: The Gathering.
Instead of having to manage resources like mana and cards while play-
ing a game, Magic Arena tasks players with managing a currency econ-
omy outside of the game to acquire cards. Players acquire gold through the
daily quests and as rewards for winning. If playing constantly and meet-
ing all weekly and daily goals, players can average approximately 10,000
gold per week, 5 which equates to ten booster packs or one premier draft
entry fee. Players can exchange gold for most virtual commodities avail-
able in the Magic Arena store, with exceptions being the seasonal pass,
gems, and specific cosmetics. While gems are earned as rewards from cer-
tain events, purchasing them through the store for “real-world”6 currency
is most common. Gems can be purchased in scaling amounts with larger
amounts providing bonus gems. Gems and gold are largely interchange-
able and feature consistent purchasing power between them with 10,000
gold representing 1,500 gems. The presence of the two currencies creates
multiple manageable resources for players designed to retain and engage.
As currency forms, gold and gems represent token money, and “they
obtain [their] value due to the fact that someone pledged to redeem them”
100 Economies and Esports
players only have one opportunity on the second day of an Arena Open.
In terms of prizes, players receive gems until they have six or seven wins
on day two. If they reach that milestone, they will receive $1,000 or $2,000
respectively.9 As a currency “sink,” players can enter the first day of the
event as many times as they want until they qualify for the second day of
the event. Wizards of the Coast creates a tournament structure encourag-
ing multiple entries so that players have an outlet for excess virtual cur-
rency and provide players an opportunity to transform virtual gems and
gold into U.S. dollars. Despite the high barrier for players to profit from
this event, the possibility of earning money from playing Magic Arena
drives revenue through multiple entry fees and reduces the amount of vir-
tual currency players may be accumulating.
Virtual goods and events allow players to spend their currencies in
Magic Arena, but the organization of this economy has a rigid flow of cur-
rency in contrast to Magic: The Gathering’s paper economy. In many ways,
Magic Arena’s economy rejects the financialization of cards emerging
around the collectible aspect of the physical card game and Magic Online
for restrictive token currencies and limited participants. Financialization
sees players understanding the cards as commodities with fluctuating val-
ues. As Randy Martin (2002) suggests, financialization is an “invitation
to live by finance [that] is being extended to players beyond the corporate
world” (p. 3). For Magic: The Gathering, financialization aims to make the
game more about managing value and risk management.10 Magic Arena
appears designed as a rejection of this element of the experience. The era-
sure of a secondary card market reaffirms the platform as self-sustaining
and eliminates potential profits for users and other third parties. Stepha-
nie Boluk and Patrick Lemieux (2017) describe systems like Magic Arena as
“videogame software [that] ceases to operate simply as a game and trans-
forms into service platforms … and online platforms for another type of
play: a massive million-dollar moneygame in which f ree-to-play is actually
a code word for f ree-to-pay” (p. 216). Eventually the sole goal of the system
will involve the constant internalized consumption that only generates
value for Wizards of the Coast. While the game rejects the overt financial-
ization of cardboard found in the paper economy and discussed in other
essays of this collection, the moneygame of Magic Arena remains with the
platform and aims to be infinite and self-sustaining.
These design choices in Magic Arena’s economy construct a model
for how Wizards wants users playing and consuming 21st century Magic:
The Gathering. Players are constrained and trapped within the Magic Are-
na’s economy as there are only entry points. Exiting the platform does not
offer an opportunity to recover sunk costs like time or currency. In effect,
Magic Arena encloses players within the platform’s endless cycle of daily
102 Economies and Esports
quests and sales. The platform encourages this constant pattern of slow
rewards for consistent play like other digital card games like Hearthstone.
However, it signifies a departure from Magic: The Gathering’s analog econ-
omy and Magic Online. In both of those instances, players could purchase
booster packs and open them until they found the cards they need, or they
can purchase or trade for them from other parties or players. This poten-
tial management of economic activity limits the loss of value that occurs
once physical booster packs are opened; this platform exists to prevent
others from extracting value. While it might create opportunities for prof-
itable play on Twitch by being a more visual compelling product, Magic
Arena overtly closes off card acquisition from other markets; the platform
forces players to acquire cards through the economy driven by continual
play. Play on Magic Arena appears profitable by awarding players incre-
mental amounts of virtual currency. However, Wizards of the Coast uses
the platform to speculate on the possibilities of profitable play. In their
speculation on profitable play, Wizards of the Coast expands how they
hope to use platforms to control players.
are not employees (Wizards of the Coast 2018). This document exists to
create consensual systems of control for content creators. While the appli-
cation allows these programs to be optional, Wizards of the Coast is using
this consent required by the application to create systems of invisible con-
trol for their content creators to develop a version of play and streaming
centered on growth and profit generation for their platforms.
While not considered a paying job per the program’s terms and con-
ditions, the Magic: The Gathering Creator program being admitted to
the program provides creators with access to goals and challenges. These
tasks and challenges include streaming for specific periods of time, a
certain number of days or completing i n-game tasks (Yosilewitz, 2020).
These challenges reward streamers for completing certain tasks and hope
to develop varied and interesting content. In a sense, Wizards of the
Coast and Stream Elements suggest how to play Magic Arena. When first
announcing the program, Wizards of the Coast (2020) describes the pro-
gram as a “ f irst-of-its-kind platform giving streamers directed Challenges
to help create engaging content” (para. 5). These challenges provide players
with items that include i n-game rewards, exclusive content, or community
giveaways (Stream Elements, 2020a). This arrangement relies on the logic
of gamified quests on this platform to obscure the potential labor per-
formed by creators. Wizards of the Coast rewards its sanctioned content
creators with i n-game virtual goods and currency; it reinforces the logic
of Magic Arena as a self-contained platform. A creator’s activity with the
platform as part of the program accrues more virtual commodities only
useful within the platform. Wizards of the Coast restricts any possible
exit from the platform and uses creators to attract more users. For Wiz-
ards of the Coast, Twitch represents an instrument of labor; it enables the
transformation of labor into a consumable product through the produced
streams. In exchange for this labor, the partnered content creators receive
virtual goods and occasional promotion from Wizards of the Coast, which
includes a potential spot on their website and the occasional social media
post. Minor promotion makes up the Wizards of the Coast contribution
for a partnered creators’ efforts.
The discussion about how Wizards of the Coast provides exposure
to streamers and content creators has been entwined in their manage-
ment of the community. Michelle Sutterfield, a former influencer mar-
keting and community manager for Wizards of the Coast, describes the
value of small streamers and communities as essential because “they’re
often more invested in your game than a big-time streamer, so much so
they may even (if you’re comfortable with it) be willing to stream it with-
out being paid” (Wavro 2019). Reaffirming Taylor’s (2018) suggestion about
grassroots marketing and streamer management, Sutterfield describes the
108 Economies and Esports
goals of partnered influencers being rooted in growing the game and the
brand; she boasts “We had 400 streamers be part of [a recent early access
event to promote new content], and none of them were paid. They did it
because they love the game, they love the event, and they love the commu-
nity” (Wavro 2019). While she was criticized for this position by streamer
Jeff Hoogland who suggested Wizards of the Coast pay people for their
work (Hoogland, 2019), her defense shows how Wizards of the Coast aims
for other forms of compensation like “community giveaway items, net-
working opportunities, and additional community support” (Sutterfield,
2019). This public position of Wizards of the Coast’s employee reaffirms
their logic of amassing a volume of streamers to support the brand; in
booster pack logic, it is about opening as many packs as possible to find the
valuable card, and from Wizards of the Coast’s perspective, if you do not
have to pay for the booster packs, value is more likely.
With these programs, Wizards of the Coast uses multiple platforms
as mechanisms of control aimed at managing players and attempting to
accrue revenue from the play of its participants. Creating a series of sys-
tems around Magic Arena supports the growth and development of the
communities. They all serve to provide Wizards of the Coast with more
tools to manage their chosen users and determine who they want to ele-
vate with these programs. Wizards of the Coast uses the work of privileged
professional esports competitors and sanctioned members of the creator
program to build interest and engagement with the platform. If Wizards of
the Coast values Magic Arena as a potential future for Magic: The Gather-
ing, they have sought to tie play within the platform to its potential ability
to generate revenue and value. While Magic Arena is designed to control
how its users play, the programs supporting it capitalize on the play of
others.
Arena extracts whatever value its users produce and lurches after poten-
tial profits, Magic: The Gathering will continue to see users through its lens
of endless digital consumption. It may cease to be possible to separate the
consumption so integral to the platform of Magic Arena from the game it
supposedly allows users to play. In the same way that platform cultivates
endless consumption, each new user represents a new potential booster
pack for Wizards of the Coast to open. Players and users represent fresh
opportunities for Wizards of the Coast; they just need to be cracked open
to see if they have the potential to work for free as part of the endless con-
sumption made possible by platforms.
Notes
1. The information about cards in paper tournaments is often a contributing factor in
the price of paper cards. While important for a larger understanding of Magic’s economic
impact, it is not of primary concern to my examination of Magic’s digital platforms rela-
tionship to data.
2. While there are other adaptations of the Magic: The Gathering IP, I am concerned
with examining the development of digital iterations of the card game.
3. Playing in certain game modes on Arena can also serve as a source of i n-game cur-
rency, but the outcome of these events is tied to player performance. They have a closer
relationship to a tournament’s prize payout than a consistent faucet that users can rely on
for currency.
4. Companies, like MTGOTraders and CardHoarder, buy and sell cards on Magic
Online for a profit much like they are the paper commodity, and their currency is event
tickets. For a longer discussion on Magic Online’s Tickets, see Wildcat Currency by E. Cas-
tronova (2014).
5. This calculator is based on always completing the daily and weekly achievements and
having most of the daily quests reward their highest possible gold value.
6. The distinction between “real” and “virtual” currency is potentially meaningless,
but when I say “real-world currency,” I refer to currency not earned via play or purchased
within the confines of Magic Arena’s store.
7. While not robust or prolific, there is a small number of users attempting to sell Magic
Arena accounts on eBay and other websites. These transactions violate the end user license
agreement and can be banned.
8. As of August 2020, there have been two of these events that serve as replacements of
premier i n-person tournaments suspended during the COVID-19 pandemic.
9. These events also have a participation reward. The first event offered card cosmetics
for playing in the event.
10. There is an entire subculture formed around Magic finance. For a more detailed
examination of the paper economy, see the “Understanding the Magic: The Gathering Card
Market” essay in this collection.
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Wasn’t in the Cards
The Proto-Esport of Professional Magic
Matt Knutson
112
Wasn’t in the Cards (Knutson) 113
Fig. 1: The back (left, enlarged) and front (right) of Kai Budde’s Pro Tour Player
Card, released in 2005 (image posted to Ask Wizards, September 2005).
the images of fantastic escapism that the other cards in the pack offered.
Moreover, what did it matter that there were professional players making
money at Magic when the game’s intrinsic appeal for most players presum-
ably had nothing to do with the prospect of professionalization?
Buehler’s explanation for why Magic would promote Pro Tour play-
ers on these cards helps to describe one moment in Wizards of the Coast’s5
support for the professional scene:
We use the Pro Tour to help market the game because of its symbolic value—
it’s much easier to show that Magic is a game where creativity and intelligence
are rewarded when the rewards are measured in dollars. The Pro Tour lifestyle
also shows off how much fun Magic can be, how many friendships it creates,
etc.….
At the end of the day, we are in the business of selling Magic cards and we
thought this was a more useful way to spend our time and money than yet
another ad in Inquest.6
As with many games’ professional scenes, Magic’s Pro Tour was financed
as a means of promoting and advertising the product for an audience of
players to both broaden and deepen engagement: existing players might
get more serious about the game if they know their “creativity and intel-
ligence” could be monetarily rewarded, and new potential players might
notice the media spectacle of high profile events with cash prizes.7 The
exchange between Buehler and forum users also highlights the struggle of
satisfying Magic’s notoriously difficult fanbase8: these cards were included
for free in the packs, they did not displace anything, and still Buhler
implicitly flatters these complaint-prone Magic players as being “creative”
and “intelligent.” As Adam Arvidsson describes, brands motivate their
114 Economies and Esports
had held every opportunity to realize the esports potential of trading card
gaming prior to competitors such as Hearthstone (2014–). When esports
did eventually come to Magic in 2019, what effects did it have on the game’s
established professional scene? Lastly, why did Wizards’ attempts at mold-
ing competitive Magic into an esport fail within two years? To pursue
these lines of inquiry, the essay first interprets the Pro Tour Player Cards
as expressive visual objects; it then analyzes the wider context surround-
ing Magic from 2005 to 2007, and the movement toward esports evident in
other sectors of competitive gaming; it subsequently discusses Magic’s dig-
ital offering at the time, Magic: The Gathering Online (hereafter “MTGO”);
it then examines Wizards’ late (2019) commitment to the esports scene
and its eventual embrace of the esports media paradigm; finally, the essay
offers an esports autopsy to identify causes of death in both the game’s
inherent characteristics as well as execution issues in the running of the
MPL. The essay demonstrates that Wizards’ hesitation in esports owed
in part to the company’s historically limited proficiency with its digital
products, but this delay also resulted, paradoxically, from being ahead of
the curve in certain respects of organized competitive gaming. In mak-
ing its argument, the essay draws on esports scholarship as well as inter-
views with current and former professional players and Magic community
members, including some who were featured on Pro Tour Player Cards
themselves.
The interviews for this piece were conducted in the summer of 2020,
and I first made contact with the interviewees (current and former profes-
sional players and content creators, as well as former Wizards employees13)
through diverse means: messaging them during their Twitch livestreams,
contacting them on social media, and making introductions to new peo-
ple through those I had already interviewed in “snowball” fashion. These
interviews, all of which were qualitative, were mostly conducted on Zoom
as video calls, while others were done by phone (or through solely audio
on Zoom). The socio-political context hanging over these interviews was
the C ovid-19 pandemic, which may have both normalized video calls as
a medium of daily communication and produced a state in which peo-
ple who might have otherwise had busier schedules instead were surpris-
ingly flexible about making time for interviews within a few days after the
request. Along this essay’s path to publication, Wizards announced the
sunsetting of the MPL, which prompted me to follow up with some previ-
ous interviewees and expand my correspondence to others I had wanted
to speak with. The tenor of many of these follow-up interviews was notice-
ably changed: many interviewees were fed up with Wizards’ mismanage-
ment of professional Magic and appeared more candid in their criticisms
of the company. While the esports experiment may be over for Magic,
116 Economies and Esports
competitive events are not, and there may still be opportunities for com-
petitors to make a living playing the game. (At time of writing, Wiz-
ards unveiled details of its new model of Organized Play just one month
ago.) As such, I will not be attributing any of the most scathing criticisms
of Wizards to any specific players; moreover, I will not be providing an
exhaustive list of players who agreed to speak with me.
The vast majority of interviewees were already known to me as a long-
time player of Magic who would occasionally catch coverage of Pro Tours
and Grand Prixs. Moreover, as someone who had casually collected some
of the Pro Tour Player Cards when they were in print, I appreciated the
interviewees’ microcelebrity (to put their fame modestly) status and their
reputations as skillful players of the game. I made no attempt at an exhaus-
tive survey of MPL and Rivals members, nor do I claim that this sampling
of interviewees is necessarily representative of the whole of professional
Magic players. But I did make an effort to speak to people with different
perspectives on competitive Magic, including current MPL members, at
least one current Rivals member,14 a professional Magic content creator,
former professional players, a former contractor for Wizards, and several
former directors at Wizards.15 Lastly, I should acknowledge that, owing to
the current and historical overrepresentation of cisgender men in profes-
sional Magic, interviewees were all male.16
at each Pro Tour event.19 In the 2005 and 2007 series, each player is out-
lined in white against a dark blue (2005) or red (2007) graphic; the 2006
series drops this outline in favor of a sort of corona of light made to look
as if emanating from behind the player. 20 In each photograph, the back-
ground has been edited out of the image, leaving each subject decontex-
tualized from their environment. In the 2006 and 2007 series, a subset of
special “Hall of Fame” cards celebrated the induction of five players each
year into professional Magic’s Hall of Fame. These cards feature a simi-
lar kind of corona with a golden-yellow background; both 2006 and 2007
have this color scheme but with different variations for the two years.
The subjects in the Hall of Fame cards were evidently asked to dress up:
instead of casual outfits, each player dons formal wear, typically a coat
and/or tie. In the case of Hall of Famer Jon Finkel, dressing up formally
for his induction photoshoot was unusual enough in the context of Magic
that he neglected to bring a suit with him to the event in Yokohama, Japan
and had to buy one abroad.21
Across the series, the Pro Tour Player Cards present a scene that one
might have encountered walking into a card shop on a Friday night in
the aughts (2000–2010). Taking just the Americans represented on these
cards, competitive Magic was a space predominantly occupied by white,
cisgender men in their 20s (or, in the case of Dave Humpherys and Gadiel
Szleifer, 30s and teens, respectively). From 2005 to 2007 an increasing
number of international players claimed Pro Tour Player Cards; these play-
ers represented Canada, Great Britain, France, Portugal, Italy, Germany,
Austria, Belgium, The Netherlands, Finland, Sweden, Argentina, Brazil,
Japan, and Malaysia. None of the depicted players represented African,
Caribbean, Central American, Middle Eastern, Oceanic, or Eastern Euro-
pean nations. The Pro Tour had long been an international competition,
but it decidedly skewed towards developed countries; this owes in part to
Wizards’ timeline of translating Magic22 and, to be certain, nations’ rela-
tive access to socioeconomic wealth and English language education. As
Aaron Trammell has described, “Analog games are the products of a neo-
liberal creative economy shared primarily between ‘developed’ nations”;
such is the case with Magic.23 Nations of the Global South are and have
historically been underrepresented in the Magic player base, especially
at the top of competition. Disparities in access to tournaments across
continents are a particularly influential factor. As Paulo Vitor Damo de
Rosa (PVDDR) comments, “I think [Magic is] ‘global’ with an asterisk.”24
PVDDR himself had gained acclaim in competitive Magic from a periph-
eral nation, Brazil, and when he started competing internationally, he was
accused of cheating out of discrimination; when Wizards started covering
airfare, this was a breakthrough for international players like him.25 But
118 Economies and Esports
for members of underrepresented groups who have played near the top of
competitive Magic but never broken into the upper echelon.29 While the
spirit of inclusivity is something that brands can and do get vocal about
within competitive gaming, the scope of that spirit and the terms of the
deal continue to be fraught.
Returning to the cards themselves, unlike the subjects of sports trad-
ing cards that the Pro Tour Player Cards would appear to be modeled after,
the men in these photos overall do not display the objects or parapherna-
lia of their activity. There are no uniforms,30 no mitts, no helmets, no balls
or pucks, no athletic wristbands, no shoulder pads, no mouth guards, no
bleachers, and no stadiums. The front faces of the cards overwhelmingly
do not even depict the Magic cards these players are avowed to be experts
with.31 Without the accoutrement, we are left with what T.L. Taylor refers
to as “geek masculinity.” The research for Taylor’s Raising the Stakes, an
anthropological study of esports communities, took place between 2003
and 2011, encompassing the time during which the Pro Tour Player Cards
were photographed, printed, distributed, and discontinued. In Taylor’s
description:
[Geek masculinity] is not just about gender identity, but often gets con-
structed around a much broader rebuttal of mainstream culture. Geek mas-
culinity often provides a means for opting out of sports and athletic culture.
This refusal is just as often about not wishing to participate in the entire set of
social activities that surround a sport (and athletic subcultures) as it is about
the physical activity of the sport itself. Facilitating an interest in competition
or fraternal relationships but via activities like playing computer games thus
becomes a powerful alternative modality for geek masculinity.32
Reading these images through Taylor makes clear the alterity of compet-
itive tabletop play and its distinction from the sport of more traditional
forms of masculinity. This description applies just as well to tabletop pros
as it does to esports competitors (and of course in Magic’s case these two
would merge significantly). As Taylor goes on to describe:
The guys at these tournaments definitely aren’t, for the most part, conform-
ing to the mainstream athlete/sports star masculine identity. […] There is awk-
wardness, and the ongoing construction of personal narratives as they skill up
as a pro […] You also still find a real diversity of body types at tournaments.
Unlike traditional athletics, which weeds through physicality and segregates
(and excludes), within pro gaming you will find short and tall, skinny and
chubby, fit and not. There is no classic male physique dominating the scene.33
images. The pros of Magic then and now do encompass a broad range of
physiques.34 In most esports, where the m icromovement-focused manual
dexterity in games such as Counter-Strike and StarCraft signifies a sporty
physicality of play (as Emma Witkowski has shown), 35 teams hire sports
psychologists and physical therapists to keep their players healthy. Magic,
by contrast, is a game specifically designed not to test dexterity, so physical
fitness is even less commonly focused on in this context.
The back sides of the cards also evoke the conventions of sports
cards.36 All feature shots of the player at the table, typically in the mid-
dle of a game. In these smaller images we see Magic cards in hand and/
or on the table, expressions of focus, hands in the act of play. Unsurpris-
ingly, players are dressed with equal informality in these candid shots.
Craig Gibson was responsible for these photos as well, 37 which were mostly
taken during Pro Tour matches (aside from a few apparently taken in
between games). Recalling the convention of sports cards’ backs, Pro Tour
Player Cards display statistics about each player, including Pro Tour top 8
appearances, Pro Tour median finishes, highest constructed and limited
ratings, DCI-sanctioned 38 matches played, and winnings in U.S. dollars.
This last statistic attests to the “rewards” that Buehler emphasized in his
defense of the Pro Tour Player Cards: the cards constitute an aspirational
appeal for serious Magic players because of an enticing sum. By making
an appeal to players to play more Magic, the cards differ in tone signifi-
cantly from traditional sports cards, which are neither conceived of nor
funded by their leagues as a marketing device. Moreover, unlike in sports
cards, where statistics are laid out in grid format by year, each statistic on a
Pro Tour Players Card is a cumulative total. In the Pro Tour system, there
was no such thing as a rookie year; players gained Pro Tour invites based
on their performance at recent Grand Prixs and Pro Tour Qualifiers. For
many nonprofessional players this meant that they would qualify for a sin-
gle Pro Tour in a career of competitive Magic, and others would qualify off
and on, attending what they could based on fluctuations in performance.
While professional sports compensate players with contracts, Magic in the
Pro Tour era was a more precarious affair.39 It would not have fit with this
compensation system to keep track of stats by year; nonetheless, the stats
on the back recall the conventions of sports cards.
relative financial stability from 2007 to the Pro Tour’s end in 2019. Play-
ers like Sam Black, Reid Duke, and Luis Scott-Vargas would continue on
to professional careers in the game post–2007, making money through
tournament winnings, Pro Players Club rewards45 for their consistency at
the game, content creation, and jobs in both online and brick-and-mortar
Magic retail. Others such as Gabriel Nassif and Jon Finkel took hiatuses
from the game (for poker, in both their cases) before returning in the
2010s; Nassif would eventually take a spot in the MPL, and Finkel works
for a hedge fund. Raphaël Lévy, the player with the record for the most Pro
Tour appearances (99) and later an MPL member, rose to the top of pro
Magic and has managed to stay there since 1997.46 This sampling of player
experiences illustrates that it was still very much possible to be a Magic pro
between 2007 and 2019; whether the path to professionalization was egali-
tarian or reasonably sustainable is another question.47
Spectatorship
Esports in the aughts initially relied more on replays and videos on
demand than on live broadcasting. As Taylor describes,
Regular competitive titles, including Counter-Strike, Warcraft, and Starcraft
(to name just a few), actually have embedded within them the functionality for
any given match to be recorded, saved, and reviewed.50
These replay functions were central to early esports spectatorship (as well
as speedrunning and machinima, as Lowood 51 and Krapp52 have noted)
because they involved relatively small files suitable for download on com-
paratively limited bandwidth in the aughts. Instead of trying to view a
Wasn’t in the Cards (Knutson) 125
match live, one could download a replay, open it up in the game’s client,
and watch the recorded action using a fraction of the data necessary today
for l ive-streaming. Accompanying these replays, one could download an
audio track from sources such as SHOUTcast to synch it with the replay.
As Marcus “djWHEAT” Graham described at GDC 2018:
These spectator tools were also serving as the cameras to you if you were
watching, so you could connect to HLTV, connect to Quake GTV, and then
you could actually listen to the audio shoutcast, pause it right when it was
about to start, and then unpause it when the spectator client came up.53
Magic even before this time had broadcasted competitive events such as
a few World Championships and Pro Tours on ESPN2 between 1997 and
2000. Chris Galvin, Head of Organized Play (2000–2009) recalled that
“Curiously enough it [Magic’s coverage] stopped airing on ESPN2 shortly
before televised poker became a giant craze. […] Clearly people will sit
around and watch a magazine format television show of people playing a
card game; we just got there too early.”54 The ratings for these events were
not high enough for ESPN or Wizards’ satisfaction, and after the part-
nership stopped Wizards kept producing video for competitive events
but searched for alternative means of distribution. In the late 90s, Wiz-
ards began converting recorded video into RealPlayer’s format and post-
ing downloadable clips to Wizards’ website. For Pro Tour Brussels in 2000,
Wizards undertook its first truly livestream production in collaboration
with RealPlayer.
It was ancient and the quality was terrible. The number of viewers that we had
was usually in the hundreds. And we didn’t do it consistently. So it’s like, we
would do it for one show, and then we’d be like “Well, I mean we’re spending
an awful lot of effort and we got three hundred people to watch, is that really
worth it?”55
Magic streaming had gone “in fits and starts” in this early experimenta-
tion as Wizards attempted new ideas with its stream. But the 2003 World
Championship in Berlin marked two changes: Wizards was able to host
the stream on Wizards.com without routing viewers through RealPlayer,
and from this tournament on, Magic would stream every Pro Tour, World
Championship, and U.S. Nationals event in part or in whole. Magic con-
tinued streaming in this way for years before the advent of Twitch.
Two Pro Tour Player Cards acknowledge the game’s broadcast his-
tory: Osyp Lebedowicz’s 2006 and Gabriel Nassif ’s 2007 cards. Lebedo-
wicz’s bio mentions that “he’s been featured in Magic segments on cable
TV” (emphasis in the original), referring to interviews he gave on Play-
boy TV, NBC, and G4.56 Lebedowicz reflected that at the 2004 Magic Invi-
tational, Wizards “made us go through media training” for hours and that
126 Economies and Esports
he and Justin Gary were the only ones who “passed” this media training,
leading to them giving interviews about Magic. Lebedowicz went on,
[A] lot of that stuff back then, even [Attack of the Show!], they were basically
making fun of us Magic players, […] today it may be a little bit more in the
norm, but back then it was more just like they would poke fun at us for being
gamers and stuff like that because, again, [professional] gaming really wasn’t
like it is today.57
The venues for these appearances, such as Playboy TV, speak to the gen-
dered presentation of pro Magic: pro players connote a geek masculin-
ity in contradistinction to Connell’s concept of hegemonic masculinity,
and as such Lebedowicz recounts a certain tone of fascination and scorn
from these interviewers. Meanwhile, Nassif ’s card states that his “impres-
sive finish [at the 2006 World Championships] led Pro Tour commenta-
tor Randy Buehler to dub him the ‘number three a ll-time’ player in the
game.” (Buehler was implying Jon Finkel and Kai Budde as the first two.)
Buehler, the same person who had responded to the September 2005 Ask
Wizards column announcing the Pro Tour Player Cards, was a frequent
commentator at Pro Tour webcasts and among the most recognizable per-
sonalities from this period in the game’s broadcast history. Most cards do
not explicitly mention the broadcasts, but all Pro Tour players would have
been aware of them.
Professionalization of Play
Perhaps the most famous professional gamer of early North Amer-
ican esports history is Johnathan “Fatal1ty” Wendel, who achieved fame
in twitchy f irst-person shooters of the late 90s and early aughts. As T.L.
Taylor notes: “Fatal1ty was reported to have won $300,000 in total prize
money, $150,000 of that from a single Cyberathlete Professional League
tournament,” as of a 60 Minutes piece that covered his story in 2006. 58
Making h igh-performing players visible to a broader audience has long
been used as a means of promoting a game and inspiring other players to
achieve distinction for themselves through increased engagement with the
game. Even before the beginning of the esports era in the aughts, figures
of competitive arcade game play in the 1980s such as Walter Day partnered
with the game industry to raise the profile of h igh-achieving competitive
players (see, for example, Kocurek’s Coin-Operated Americans).59
The Pro Tour Player Cards illustrate by example Wizards’ history of
commitment to the professional scene and willingness to promote pro play
as one way to market the game. Skaff Elias, former Brand Manager for Magic
and characterized by Sam Black as “the original visionary of the Pro Tour,”60
Wasn’t in the Cards (Knutson) 127
described the promotional media as about “building up stars for the aspi-
rational aspect of the Pro Tour, which we felt was very important. I mean,
from before the Pro Tour ever launched, we felt that was one of the keys.”61
Comparing Fatal1ty’s 60 Minutes profile to Kai Budde’s card from the year
before (see Figure 1), Budde had by 2005 already made more than Fatal1ty in
his competitive career: $349,345. Budde would go on to become part of the
Rivals league for competitive Magic by 2020 after taking a hiatus from the
game for most of the interim between 2004 and 2019. Budde’s grand total
of winnings is exceptional within Magic, and it entailed winning seven Pro
Tours very early on (a record which has stood since his last Pro Tour win in
2003); his closest competitor, Jon Finkel, has won three. Just because Bud-
de’s Magic winnings came to such a great total, that does not mean that pro
Magic was sustainable for many in the aughts. So it is with Fatal1ty’s contem-
poraries; investment in esports increased from the end of the aughts into the
2010s, and with this increased investment came wider opportunities for pro-
fessional play than for just a single-digit number of players. Magic and early
esports share much in common in this regard.
Community-Developer Partnership
At the heart of any new esport is a negotiation between grassroots
community-building and developer support. Early esports such as DotA
and Counter-Strike started as mods before drawing the attention of game
development studios 62 ; up to that point, the stakes of tournaments were
pride, or recognition, or enough money to cover travel expenses. As
chronicled in the community-focused documentary The Smash Brothers,63
Super Smash Bros. Melee spent about ten years of its competitive history
as a grassroots scene without investment from Nintendo. On the contrary,
Nintendo actively suppressed competitive Melee despite a community-led
charity drive leading up to EVO 2013.64 Most developers were not averse to
esports in the way Nintendo chose to be at the time, but many of the most
successful esports proved themselves first as grassroots movements before
developers stepped in to take more direct roles in promoting the competi-
tive scene. In Marcus Graham’s words:
At the start of esports, obviously, publishers/developers were not thinking
about their own leagues. In fact, many of the tasks that were assigned to people
who were just passionate about esports early on, were trying to do everything
you can to get the attention of ID Software, Epic, Valve—whoever it was, like
“This is happening, support it!”65
wasn’t. But I think, sort of, thematically and in terms of what it was getting at,
it was very, very similar. And if they’d chosen a slightly different term than
esport, you know, it’d probably be an easy “yes.” But as it is, maybe it was like a
proto-esport or something else.69
As with Finkel, Lévy, and S cott-Vargas, no interviewee painted compet-
itive Magic as an esport without qualification. Brian D avid-Marshall
offered a term that addresses the question that Finkel raised in suggesting
that Magic may be “something else”: “There’s always this push that it has
to be a video game. I’ve heard people call it “T-sports” for when you turn a
tabletop game […] It does sort of capture the distinction but also the simi-
larities [of the two].”70
Calling Magic an “intellectual sport,” a “T-sport,” or a “proto-esport,” or
another turn of phrase, illustrates that competitive Magic anticipated much
of the development of an esports scene in the 2010s. Before every microce-
lebrity (in and outside of esports) had a verified Twitter account and brand
presence on social media, there were the Pro Tour Player Cards, an analog
showcase of achievement for a principally analog game. Digital Magic, along
with its potential for growth into esports, existed long before 2010, but Mag-
ic’s digital development was significantly limited by MTGO (2002–).
Promoting such a program on the stage of the Pro Tour would pose serious
risks. For one, any crash during a Pro Tour would compromise the integ-
rity of the competition and throw the results of any ongoing matches into
uncertainty: what if it crashes during game seven of the finals and there is
no way to recover the game state to continue play from the moment of the
crash? When tens of thousands of dollars separate first from second place,
any blemish on the game’s integrity may have far-reaching consequences.
Moreover, an eventuality of this kind would be a public embarrassment for
Wizards.
Though the Pro Tour itself did not run on Magic Online, a few of the
Pro Tour Player Cards mention the service. The bio on Terry Soh’s 2005
card, for example, begins by asserting that his “success is a testament to the
power of Magic Online.” A resident of Kuala Lumpur, Soh relied on MTGO
to “draft, play, and chat with anyone and everyone, improving his game
little by little,” a point that fellow international pro Magic player PVDDR
corroborated, emphasizing that MTGO made it possible for people around
the world to compete at a higher level.75 Richard Hoaen’s 2006 card simi-
larly claims that his “rash of recent successes can be attributed to d ie-hard
levels of Magic Online practice.” And Sam Gomersall’s 2006 card describes
his “devotion” to the game: “When Gomersall isn’t logged on to the Magic
Online game, he’s on a plane to some far-off locale to visit friends and play
in another tournament.” Cards such as these assert a smooth flexibility of
MTGO to simulate a tabletop experience anywhere and train players to
be the best in the world. But without question, the tabletop experience of
“paper” Magic remained the lucrative one and the final proving ground of
skill; players are not photographed at a computer on Pro Tour Player Cards
but at tables onsite at Pro Tour events.
Outside of the Pro Tour Players Cards and other forms of commu-
nication from Wizards, MTGO had a spotty reputation. The recipient of
many rants and jokes from players across the game’s history, MTGO was
perhaps not the best foot to put forward in a hypothetical push for esports
had Wizards pursued such a move earlier in the 2010s. Ethan “LordTup-
perware” Saks, a Magic l ive-streamer and cohost of the weekly Lords of
Wasn’t in the Cards (Knutson) 131
When asked what has been lacking and could be improved in MTGO,
Sam Black simply replied “Everything?” Both Saks and Black (as well as
other interviewees) identified Arena as an improvement in many respects,
with Black asserting that “Arena gave [Wizards] a product they could try
to promote and not be embarrassed by, whereas I don’t think that’s how
they felt about Magic Online.” 77
A recurring problem for Wizards in the aughts was that, counterintu-
itively, the company had been a little too far ahead of the game for its own
good. The Pro Tour Player Cards exemplify Wizards’ early commitment to
professional play. Beyond those, Wizards broadcasted on ESPN2 shortly
before poker blew up; it got into T-sports (to borrow David-Marshall’s bor-
rowed term) well before esports had taken off in North America; it pio-
neered l ive-streaming before the available video quality was capable of
making the game legible to anyone but players already familiar with the
cards; and it developed a digital card game before service-oriented archi-
tecture’s widespread use. This last development ended up shackling any
of Wizards’ intended innovation to an already outdated infrastructure
and creating a chasm between Magic and its counterparts in competitive
gaming. As Galvin described, if Wizards had tried to create a new digital
Magic from scratch,
we knew that we probably were not going to be able to transfer people’s exist-
ing collections from Magic Online for a variety of reasons. And that was always
the anchor around our neck, was “Oh man we’ve got thousands and thou-
sands and thousands of players who have spent thousands and thousands and
thousands of dollars, and are we really just going to turn this thing off at some
point?” That is such a screw job.78
Arena and MTGO, and unlike MTGO, Arena is designed not to have a
secondary market for the private buying and selling of cards. While ser-
vices continue for MTGO as it receives inventory updates with the release
of new Magic sets and even some cosmetic upgrades, Arena became the
clear focus for Wizards as it pursued an esports profile for the game. In
S cott-Vargas’s account, when Arena debuted it very rapidly altered the
course of professional Magic towards an esports paradigm.
Arena came out, and everyone was just, like, “Magic Arena, Magic Arena,” and
they’d even said Arena was so successful so quickly that they pivoted and the
MPL was supposed to be a year later than it was. And they kind of had to rush
it out the door.85
As another interviewee noted, while Arena enjoyed great initial success, sales
were declining until the onset of the COVID-19 pandemic, a boom period for
digital games of all kinds. Arena is not the runaway success it may have ini-
tially appeared to be, and overall it has been closer to fine than phenomenal.
To its credit, Arena did offer “a cleaner, more watchable product” for Magic
viewers, as Schumaker’s essay in this collection attests. The new client also
marked a set of competitive consequences; Black, who retired from profes-
sional Magic after the change to Arena, critiqued the new system’s emphasis
on Arena as a necessary component of the professional experience: “Mak-
ing it impossible to play at the highest levels of paper Magic without Arena
is a mistake.”86 In his view, the Pro Tour had established a legacy and legiti-
macy for tabletop Magic that Arena then borrowed from in the new system
to encourage people “to take Arena seriously.” This new direction, along with
sweeping changes to professional compensation and the discontinuation of
Pro Players Club rewards, discouraged many pros and aspiring-pros from
pursuing their professional goals in the game. Moreover, the move to Arena
altered the core brand identity of Magic: returning to Trammell’s phrasing,
the “craft beer” and “conversation” connotation of Magic as a tabletop game
moved suddenly toward the “Mountain Dew” and “headsets” of digital games
and especially esports.87 This change in the game’s brand identity exacerbated
the sudden revisions in prize structure to make Magic suddenly unfamiliar
to some of the game’s most dedicated competitors. Esports arrived in Magic a
few years later than it might have and with far-reaching consequences for the
pros who had been in the game for its twenty-year history.
sole means of playing Magic professionally. Within a year after these inter-
views, however, the MPL and Rivals were sunset in an announcement in
May of 2021, effective at the end of the current season (spring of 2022).
After this announcement, with the end of the MPL and Rivals in sight and
without any specific details about what system(s) might be replacing those
leagues, I followed up with several interviewees and conducted additional
interviews. As this essay has shown, Wizards has at times stumbled over
itself when adapting to, coexisting with, or emulating the esports para-
digm. The professional players, many of whose careers demonstrate a life-
long love for the game, have themselves experienced some of the greatest
frustrations among any players regarding how the competitive scene has
been managed (and mismanaged) since the ejection of the Pro Tour model
and sudden shift into esports. As such, these more recent interviews were
often forcefully worded and direct in their criticism of Wizards. Inter-
viewees offered pointed comments explaining how the MPL failed, and
while such remarks are of course subject to the bias of hindsight (and col-
ored by personal feelings of being burned by Wizards), they nonetheless
have validity. They are, first of all, valid accounts of how a community of
players experienced their livelihoods being suddenly upended; moreover,
as one interviewee noted, the pro players’ expertise as “people whose pro-
fession is to find holes in systems” (competitive environments in Magic)
uniquely qualifies them to articulate the problems of Wizards’ embrace of
the esports paradigm in the MPL and Rivals.
When it first began, the MPL marked a cutoff point between the top
32 performing players and the rest of the competitive community, as mea-
sured by Pro Points at the end of the 2018–2019 season. Up to that point,
professional and s emi-pro Magic players had, through the Pro Players
Club, widely been able to grind out a living with consistently strong per-
formances. In the change to the MPL system, the state of affairs became
“so much money for the few” and “scraps left for the rest,” as one inter-
viewee described it. Moreover, how to get into the MPL was complex to an
opaque degree. As one interviewee described it, Wizards “created a system
that made you feel like you could never be part of it because it was so hard
to get into.” As Magic YouTuber Brian Lewis, creator of Tolarian Commu-
nity College, remarked: “The MPL and Rivals leagues failed because no
one could understand how they worked, and I made a video about how
they worked, and I still didn’t understand.”88 An immediate consequence
from all this change to an opaque system was that the aspirational qual-
ity of pro Magic, which Skaff Elias and Rick Aarons had labored to instill
in the pro scene since the 1990s, was effectively dead. Even longtime pro-
fessional players had at best a remote hope of making the MPL; viewers,
who under the Pro Tour system could imagine themselves sitting across
Wasn’t in the Cards (Knutson) 135
the table from a pro at a Grand Prix, no longer had a plausible aspiration
to professional Magic, and this had secondary negative consequences for
viewership of streamed pro events.
The streaming product Wizards offered at this time exacerbated the
situation. To explain why, as Schumaker notes in this collection, Wizards’
“attempts to reorient professional play around [T]witch and streaming
[was] not immediately successful,” at the start of the MPL, Standard (the
most widely played competitive environment) suffered from the smoth-
ering ubiquity of overpowered cards such as Once Upon a Time and Oko,
Thief of Crowns (both from expansion Throne of Eldraine). Arena, whose
initial success prompted an expedited rollout of the MPL system, was (and
still is at time of writing) incapable of a true spectator mode, unlike many
popular esports such as League of Legends. Since Magic is a game with hid-
den information, spectators necessarily want to see the board state from
both sides, including the contents of each player’s hand. The inelegant
solution to this lack of spectator mode is to splice together two players’
feeds of the game through video call and present them together in a sin-
gle stream. When one player’s connection experiences a hiccup, or when
two players display cards in different languages, the seams of this produc-
tion conspicuously show. Moreover, the tournament schedule frequently
and inexplicably showcased formats that interviewees described as “dead”
or “lame duck.” Because Magic observes regular seasonal releases, formats
change several times per year. But when MPL competitions were sched-
uled shortly before, rather than shortly after, a new set’s release, the com-
petition provided little interest to prospective viewers whose minds were
already on recently spoiled cards from the upcoming set. This scheduling
issue, as several interviewees emphasized, happened repeatedly.
Cedric Phillips, longtime commentator and skilled player in his own
right, described a critical flaw of the MPL and Rivals system as a failing of
making viewers care. “In my opinion, [Wizards] didn’t make the players
relatable at all, they didn’t make the tournaments matter, at all.”89 Describ-
ing the unlikely success of Matias Leveratto in Mythic Championship III
(June 2019), Phillips noted that Leveratto, an as yet unknown player, qual-
ified through Arena events to enter the Championship, there battling his
way to the grand finals to face Brad Nelson, a widely known and respected
pro. Leveratto’s match-saving draw at the end of game two produced an
electric moment for the underdog and scintillating viewing material—
evocative, in Phillips’ view, of Chris Moneymaker’s 2003 win in the World
Series of Poker, with that likewise unknown amateur contributing to the
poker boom of the aughts as a “this could be you” story. Phillips explained:
This is the dream, Leverato should be everywhere now. He should be on
Weekly MTG, he should be on websites writing, when you open Arena, you
136 Economies and Esports
should see a big trophy shot of him, he should be everywhere to the point
where you’re tired of it! “I don’t want to see him anymore!” Right? He was
nowhere. He was nowhere to be found. And that, to me, kind of symbolizes
everything that went wrong with this. Is that you actually, as far as under-
standing what you’re trying to accomplish and what the goals are, right?
Because you actually got giftwrapped a best-case scenario. You couldn’t draw
it up any better. And, if I’m being honest, it was a player from Argentina, not
even a United States player, so it’s like “Hey, we’re global too! You can do it
anywhere,” right? And they didn’t capitalize on it at all. And if you’re not going
to capitalize on that, then what can you capitalize on? And the answer, obvi-
ously, was nothing.
If the Standard environment was lackluster for players and viewers alike,
if the pros were made to play lame duck formats, if the viewing experience
fell short of industry standards, if the larger consequences of a pro match
were opaque, if the viewing experience had lost all its aspirational appeal,
and if Wizards was unable to capitalize on best-case scenarios to present
champions as relatable underdogs in an esport with global reach, then why
indeed should viewers care? Viewership numbers of MPL matches proved
to be underwhelming, often fewer than 10,000 concurrent, and soon the
writing was on the wall that the MPL was failing to meet expectations.
Understandably, the pros were as frustrated as anyone else with the
disappointing performance of the MPL and Rivals. After the announced
sunsetting of the MPL and Rivals leagues, one interviewee offered this
lighthearted comparison:
The whole thing is kind of like that meme where that guy who sticks the stick
in his own wheel in his bike, you know? […] And then he falls, and I feel like
that’s Organized Play. It’s like, “Nothing we could have done, you know? Just
bad luck and it didn’t work out.”
Both capture the exasperation with Wizards and deep doubt that Orga-
nized Play might be restored to what it was in the Pro Tour era. It is, of
course, possible that a number of interviewees will see themselves as pro
Magic players in the near future, but after going through whiplash only to
get burned by the MPL’s wreckage, the pros seem to have little goodwill left
for Wizards.
Wasn’t in the Cards (Knutson) 137
Conclusion
Reexamining the Pro Tour Player Cards with the benefit of hindsight,
these strange objects from Magic’s professional history signify a seemingly
passed era that eventually proved to have anticipated wider trends to come
in esports. We might wonder what competitive Magic would have looked
like had Arena arrived “on time” in the same year as Hearthstone, but the
Pro Tour Player Cards illustrate that games like Magic do not develop lin-
early or with the knowledge of future trends and the potential pitfalls of
missed opportunities. The young men photographed in these cards could
not have known where the game would take them as individuals (some
would stay with the game; others would drop off). But within these objects
is a point of reflection found nowhere else among Magic’s collectible cards:
an inward look at the players and the mundanity of even the game’s fore-
most performers. Their hoodies and T-shirts, their adolescent awkward-
ness, their preposterousness in striking a dominant pose for a collectible
card game, their unkempt hair—these cards tell some brutally honest
truths about who has played the game, and more specifically, who has his-
torically received recognition for playing the game (as well as who has not
been afforded that visibility). Some of the game’s issues then remain today:
u nder-representation of women especially at the game’s top level, an image
problem of being a nerdy hobby for socially challenged players (the flip-
side of Magic’s brand identity as an endeavor for the creative and intel-
ligent), the association of such an audience with poor personal hygiene
with hundreds of players packed into an indoor space, etc. The Pro Tour
Player Cards point away from Magic’s awesome fantasy and instead hail
the person who opened a sealed product only to unexpectedly encounter
a collectible of a different kind. Arriving just slightly too early, the cards
signified a proto-esport with a professional path only partially open—one
that would close off in favor of another after a few years when the game
caught up with itself. And in turn, the MPL and Rivals, too, would close
off, ostensibly for a system more closely resembling the original Pro Tour.
(This system is just beginning at time of writing.)
For about two years, Magic committed its (aspiring-)professional
players to an esports model. These changes were at once too sudden (pull-
ing the rug out from under those trying to earn Pro Players Club tier
rewards m id-season and jumping into Arena ahead of schedule) and
long overdue (establishing a digital product that improves on the online
play experience of its 17-year-old predecessor). For those two years, the
game’s competitive scene embraced esports in all its promise and precar-
ity. The MPL’s execution has been widely criticized, both by the pro players
themselves and by the wider competitive community. But the game also
138 Economies and Esports
Notes
1. Specifically, theme decks, tournament packs, and Fat Packs, but not booster packs. In
subsequent sets, a rules card, product promotion, and/or token card would be inserted as
the sixteenth card to booster packs.
2. This includes the World Championship as part of the Pro Tour series.
3. Personal interviews.
4. Ask Wizards—September, 2005. (n.d.). MAGIC: THE GATHERING. Retrieved July 6,
2020, from https://magic.wizards.com/en/articles/archive/a sk-wizards-september-2005-
2005-09-01.
5. Shortened hereafter to simply “Wizards.”
6. Ask Wizards—September, 2005. (n.d.). MAGIC: THE GATHERING. Retrieved July 6,
2020, from https://magic.wizards.com/en/articles/archive/a sk-wizards-september-2005-
2005-09-01.
7. As will be discussed below, Magic was broadcast on ESPN2 (1997-2000) through
an early l ive-stream through RealPlayer (2 000-2003), on Wizards.com, and eventually
through Twitch.
8. As noted in Aaron Trammell’s interview with Magic’s Head of Design Mark Rose-
water in this collection, Rosewater has responded to over 130,000 questions from Magic
fans. While the project appears to be a labor of love for Rosewater, when one user asked, “In
what ways are Magic fans better and worse than fans of other games,” Rosewater replied
that “They are better in that they play Magic (thus helping feed my family). They are worse
in that the fans of the other games never send me mean letters.” By responding to such an
enormous volume of comments, Rosewater has sustained an up-close dialogue with fans
through every unpopular decision, minor gripe, MSRP adjustment, and inane request; his
cheerful acknowledgment of hate mail denotes certain ambivalence.
Wasn’t in the Cards (Knutson) 139
9. Arvidsson, A. (2006). Brands: Meaning and Value in Media Culture (1st edition).
Routledge, p. 74.
10. Ibid., 8.
11. Trammell, A. (2019). Analog Games and the Digital Economy. Analog Game Studies.
http://analoggamestudies.org/2019/03/a nalog-games-and-the-digital-economy/.
12. Švelch, J. (2019). Mediatization of a card game: Magic: The Gathering, esports, and
streaming. Media, Culture & Society, 0163443719876536. https://doi.org/10.1177/01634437
19876536.
13. I also had some correspondence via email with current Wizards employees to verify
information given by other sources, but no current employees were interviewed.
14. Until recently, the MPL was the most prestigious and lucrative position paid by Wiz-
ards, and Rivals was the league directly beneath the MPL, where players have a chance
to place into the MPL next season, much like other professional esports such as Rocket
League. In Rivals member Luis S cott-Vargas’s view, professional Magic was best thought of
as those two leagues put together, not just the MPL by itself (personal interview).
15. I also contacted the current director of Organized Play, but they declined the inter-
view after receiving my interview questions, stating that the topics I was asking about were
not in their wheelhouse.
16. I did reach out Autumn Burchett, a non-binary trans player in the MPL who won
the world championship in 2019. They declined the interview because their schedule was
already swamped at the time.
17. For a gallery of Pro Tour Player Card images, please see https://www.magiclibrarities.
net/851-rarities-pro-tour-player-cards-english-cards-2005.html.
18. The original concept for the cards was credited to Joe Hauck, former VP of Wizards
Owned TCG Brands (personal interview with Chris Galvin, personal correspondence with
Blake Rasmussen).
19. Personal interview with Brian David-Marshall.
20. Players such as Nassif appeared in multiple series, so the changes in color scheme,
background, and/or outline from one year to the next help to distinguish a given Player
Card from the last year’s version. These aesthetic choices were evidently not coordinated
with major set releases.
21. For the 6’3” American in size 13 shoes, this proved to be a major hassle (personal
interview).
22. Since Core Set M12 (2011), Magic has been printed in 11 languages: English, French,
German, Italian, Chinese Traditional, Japanese, Korean, Portuguese, Spanish, Chinese
Simplified, and Russian. Russian was the last to be added; Chinese Traditional and Korean
were suspended for a number of years before they were re-added to printed Magic. Not all
Magic products are printed in every available language. And there exist special printings
of individual cards in languages such as Latin and Arabic, but only the aforementioned 11
have ever been printed on the scale of full sets.
23. Trammell, A. (2019). Analog Games and the Digital Economy. Analog Game Studies.
http://analoggamestudies.org/2019/03/a nalog-games-and-the-digital-economy/.
24. Personal interview.
25. Ibid.
26. Ibid.
27. Švelch’s emphasis on hegemonic and toxic masculinities in game culture is well
placed. Accounts abound regarding the multiple layers of gatekeeping that discourage
women and nonbinary players from identifying as gamers, question their intentions for
playing, exclude them from social relationships that mentor male players, harass and dis-
criminate against them based on their gender, and threaten their safety for participating.
As two examples of writing on this topic, please see Romine, M. (2019 June 24). Wom-
en’s Esports Competitions: A Path to Equity. Medium. https://medium.com/@rhoulette/
womens-esports-competitions-a-path-to-equity-65edbc7c6b29 and Women in Gaming at
UCI. (2017, February 9). UCI Esports. https://esports.uci.edu/women-in-gaming-at-uci/.
28. As Elaine Chase announced through Wizards’ Magic.gg website, the MPL added
“sixteen discretionary slots to each of the MTG Arena Mythic Championships for the
140 Economies and Esports
44. Rosewater, M. (n.d.). Blogatog. Blogatog. Retrieved July 28, 2020, from https://
markrosewater.tumblr.com/post/170748653133/d o-you-know-why-the-invitational-
stopped-i-assume.
45. The Pro Players Club (2005-2019) was a system designed to reward players’ competi-
tive achievements by compensating them with “appearance fees” for attending major tour-
naments. In this tiered system, players who consistently placed well and attended many
large events would qualify for these rewards. One need not place first overall in a tourna-
ment to earn points; because Magic is a h igh-variance game in which “anyone can miss
their third land drop” (in Luis S cott-Vargas’s phrasing, personal interview), this system
enabled many “grinders'' of professional Magic to keep themselves financially stable. It was
discontinued in 2019 when the MPL was announced.
46. This is not to say that Lévy did not also experience great precarity as a Magic pro.
He failed to make the MPL in its first season because during the qualifying year he “had by
far [his] worst season ever.” Due to the shift to the p ost-Pro Tour system which weighted
professional compensation heavily at the top, for Lévy making the MPL in 2019 meant the
difference between “not making anything from Magic” and “[having] a bright future in
Magic.” He described his path to the MPL as a “rollercoaster” (personal interview).
47. I should also acknowledge that because interviewees were already known for their
successes in professional Magic, any claims about professional stability based on their
experiences alone would be very much subject to survivor’s bias. In Nassif ’s words, “I
always wonder what I would have done if I had failed or if it hadn’t worked out, but it
always worked out, so I never had to worry about anything really. I was making money at
Magic, I was a profitable Magic player and then I was a profitable poker player. I just figured
I’d be fine some way somehow. Just really fortunate I guess” (personal interview).
48. Competitive gaming existed in other forms prior to the late 1990s. Arcade gaming,
for example, had a competitive scene in the 1980s in which winners competed for prizes
such as personal arcade cabinets. For the purpose of this essay, “esports” connotes a set of
practices beyond the act of competition itself, including spectatorship and professionaliza-
tion. In this sense, esports is a t wenty-first century phenomenon.
49. I specify North America here because, as Dal Yong Jin has described in Korea’s
Online Gaming Empire, the development of esports in Korea happened well ahead of the
rest of the world. Magic cards were not even printed in Korean between 1998 and 2011,
much less was Korea a center of competitive Magic during this time; therefore the closer
point of comparison is North American esports.
50. Raising the Stakes, p. 199.
51. Lowood, H. (2006). H igh-performance play: The making of machinima. Journal of
Media Practice, 7, 25–42.
52. Krapp, P. (2011). MACHINIMA AND THE SUSPENSIONS OF ANIMATION. In
Noise Channels: Glitch and Error in Digital Culture (pp. 93-112). University of Minnesota
Press.
53. Graham, M., Romine, M., Smith, S., & Williams, P. (2018). Esports Day: Esports Is
How Old?? Stories and Lessons from Those Who Were There. GDC 2018.
54. Personal interview. As noted above, this essay’s reference point is North American,
rather than Korean, esports. By 2000, OGN in Korea was broadcasting StarCraft matches
on cable, but North American esports did not have this type of media coverage.
55. Personal interview with Chris Galvin.
56. Personal interview with Osyp Lebedowicz.
57. Ibid.
58. Raising the Stakes, p. 267n2.
59. Kocurek, C.A. (2015). C oin-Operated Americans: Rebooting Boyhood at the Video
Game Arcade. University of Minnesota Press.
60. Personal interview.
61. Personal interview.
62. Boluk, S., & LeMieux, P. (2017). The Turn of the Tide: International E-Sports and the
Undercurrency in Dota 2. In Metagaming: Playing, competing, spectating, cheating, trad-
ing, making, and breaking videogames.
142 Economies and Esports
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The Communities of Magic
Ethnography and Education
“Who wouldn’t want to summon
dragons and trolls?”
Constructing Communities at Friday Night Magic
Rachel Guldin and Brandon C. Harris
147
148 The Communities of Magic
entry into the LGS community, the fact that these affinity groups are orga-
nized around a specifically branded product calls for a theoretical per-
spective that centers the relationship between commercial brands and
their fans. According to Muñiz & O’Guinn (2001), a brand community
is a set of social relations that guide, influence, and shape the actions of
brand admirers. These specialized communities are organized around a
commercial product, so for drafters, MTG becomes the focal point around
which the rest of their specialized community is organized. In addition,
brand communities resemble traditional communities in that both “[are]
marked by a shared consciousness, rituals and traditions, and a sense of
moral responsibility. Each of these qualities is, however, situated within a
commercial and mass-mediated ethos, and has its own particular expres-
sion” (Muñiz & O’Guinn, 2001, p. 412). Participation in a brand com-
munity has the potential to create powerful emotional experiences and
connections with a brand itself and with other l ike-minded individuals
(Muñiz & Schau, 2005; Schau et al., 2009; Brodie et al., 2013). Essentially,
brand communities rely on members that exchange their stories and expe-
riences with one another. This reaffirms their social relations with both
each other and the brand. However, marketing narratives are consumed
by community members and woven into their individual and commu-
nal identities, meaning that “consumers also manipulate and hybridize
marketer-created brand narratives and work them into their lives” (Muñiz
& Schau, 2005, p. 738). Since our participants’ community was organized
around a weekly FNM at a single LGS, brand community theory guided
our efforts to answer if and how drafters incorporated the MTG brand into
their identities, and which aspects of the event acted as access and barrier
points.
To enter, players walk up the ramp and through the glass doors.
Immediately, evidence of the LGS as a space for branded communities
becomes clear. Straight ahead are shelves and displays of board games,
CCG accessories, an oversized calendar of all the month’s gaming events,
and years’ worth of photos of players at MTG pre-release events on the
walls. These artifacts, acting as both items for sale and decoration, display
evidence of the role of the MTG brand within the LGS and the LGS’s use of
that brand to attract and retain brand community members.
The sales counter is to the left, and the gameplay room is to the right.
The gameplay room is also filled with accessories, like figurines, deck
boxes, dice, and card sleeves. The room is packed with 10 folding tables
covered in M TG-branded playmats and surrounded by eight or more
chairs at each. MTG promotional materials are prominent decorations,
including cardboard standees on the floor, posters on the walls, decals
of planeswalkers—powerful characters from game—stuck to the win-
dows, and 3 -D cardboard pirate ships on the ceiling. The walls bear elab-
orate dragons, hand painted in the style of MTG artwork and colors. Even
though other CCGs are played here, including Yu-Gi-Oh! Trading Card
Game and Pokémon Trading Card Game, the prominence of MTG-branded
decorations and merchandise in the gameplay area indicates that the MTG
brand community drives the store’s activities and sales.
The atmosphere on Friday nights is “bustling” and filled with “antic-
ipation,” according to Archie. It’s also “a little chaotic” in Billy’s esti-
mation, and it’s sometimes loud enough to trigger Debra’s migraines.
Between the sales area and the gameplay room, players stand around,
catch up, talk cards, and watch MTG tournaments streamed from Twitch
on a wall-mounted flat screen. Every now and again a judge’s voice comes
over the loudspeaker to instruct players which format is moving to which
stage of their tournament. Bryan says the LGS’s “vibe” varies depending
on the number of people and the timing of the card set’s cycle, from loud
and high energy at the start of a cycle to laid back and casual toward the
end. Yet among the noise and movement, Debra says the store is “fairly
welcoming” with its friendly store employees. She has no problem allow-
ing her son to play unsupervised at this LGS because it has a “safe feel-
ing,” a sentiment likely shared by other parents based on the number of
unsupervised middle school boys who scamper around, cracking packs
and fawning over new cards together. In Sam’s words, here players can let
their “nerd flags fly.” Feelings of safety are, however, highly dependent on
individual players’ identity, privilege, and positionality in the community.
At the sales counter, MTG players buy, sell, and trade single cards and
packs, and drafters sign up for the draft and pay their entrance fee. Draft-
ing costs $12 weekly and pays for one’s deck and spot in the tournament;
“Who wouldn’t want...?” (Guldin & Harris) 151
winners receive store credit. While any entry cost for an entertainment
activity can function as a barrier, FNM drafters view the $12 entrance fee
for their tournaments as an access point to enter the MTG community.
Archie, an economist and FNM regular, noted that drafting has a higher
entry fee than the other formats at FNM, but unlike the constructed for-
mats that can require building decks that cost hundreds of dollars to play
competitively and could become obsolete, paying for the draft is ultimately
more economical because it buys new cards that make up a player’s deck,
social activity for three to five hours, and a chance to earn store credit for
the winners. Jeff, a middle-aged drafter, likes drafting because he can show
up with nothing but $12 and participate. Plus, there is always the chance
for players to open a card that is highly valued on the secondary market.
For example, one week, Sam drafted a card worth $15, and Wes, another
regular at FNM, drafted a card valued at $12, the same cost as his entry fee.
Archie has drafted at FNM in multiple LGS across the country and
sees $12 as reasonable compared to other shops, especially considering
the price hasn’t risen in a few years. In his interview, Ethan said he didn’t
want to spend lots of money on building decks to play in other formats
and that drafting puts you on “closer to equal footing with other players.”
Ethan also said after more than four years of drafting, he still never gets
his hopes up because drafting is unpredictable. Jake corroborated Ethan’s
first sentiment, saying that he likes drafting because people are on a level
playing field “so we can all relate.” Brett, another drafter, expressed his
appreciation for a more even playing field because “it’s good to see what
you can do [to build a deck] on the spot.” Acknowledging that needing dis-
posable income for entertainment is a barrier for some, players see draft-
ing’s low entry cost—compared to the sunk costs of constructed decks and
other formats—and the “equal playing field” it creates among players as an
access point for the drafting community.
While FNM participants didn’t always phrase this nerd stigma as a part
of their identity or use the term nerd, many players at this LGS acknowl-
edged the stereotype as a problematic barrier for recruiting new players.
Billy said the MTG player stereotype is a “pretty darn a nti-social” man
who lacks hygiene, spends lots of time inside, and has no social skills or
other interests. Debra echoed this, saying the stereotype is “geeky guys
that don’t have the best hygiene.” Sam added there’s some social awkward-
ness among players because they are “at times, hygienically questionable.
Someone needs to give them the gift of antiperspirant. That’s not where
their focus is. But this isn’t generally true.” Sam’s last statement corrobo-
rates our observations and interviews: generally, drafters at this LGS didn’t
fit the stereotypes ascribed to their local community of players. This sug-
gests these are stereotypes that are held about MTG players and not direct
representations of their community members. Unsurprisingly then, this
stereotype acts as a barrier to the community because the notions of who
and what the community are may be unappealing or intimidating to new
players while not accurately reflecting the players present in the LGS.
While this stereotype was described by most as a stigma, one partic-
ipant proved an exception to the norm within the brand community. Sam
saw the nerd identity as one that creates community, a sense of belong-
ing, and even explains some of the antisocial stereotypes: “It’s hard to
have peers when you’re a screaming nerd.” This feeling isn’t unique to
the local LGS: Brian Lewis, the Professor on Tolarian Community Col-
lege, an MTG-focused YouTube channel, stated, “We’re all freaks here,
and we’re all friends here” (Jahromi, 2018, n.p.). Locally, Steve suggested
that the players may be “misfits,” but “they seem to coexist through their
mutual nerdom.” According to brand community theory, that these par-
ticipants defined their identities through their involvement in a com-
mercially branded game demonstrates their commitment to MTG. This
commitment can be better understood as a form of religiosity (Muñiz
& Schau, 2005), in which marketer-created metanarratives are internal-
ized by brand community members that value and privilege the “nerd”
(Sam), “freaks” (Bryan), or “misfits” (Steve) identity, further increasing
their commitment to the FNM LGS community. That is, brand commu-
nity members leverage the narrative force of the stigma as a way to bond
with others and to understand their identities as MTG players.
Participants failed to form a complete consensus on the stigma asso-
ciated with MTG, but our observations clearly demonstrated that they all
managed their expectations surrounding this “mutual nerdom” before
comfortably taking pleasure from FNM activities. Members of this FNM
brand community developed strategies to manage their understanding of
the nerdish stigma as a part of their identity before being able to enjoy
“Who wouldn’t want...?” (Guldin & Harris) 153
FNM, similar to Dungeons & Dragons players (Ewalt, 2013). For those who
viewed nerdom as an access point, the pleasure from deep knowledge of
MTG becomes a bonding experience. Those who view it as a barrier tended
to discuss the boundaries between their MTG friends and their social
friends. But what they both share is that members of the FNM brand com-
munity incorporate their enjoyment from a stigmatized activity into their
identities.
Questioning Diversity
Issues of diversity among MTG are not new or unique; Salter &
Blodgett (2017) outline similar androcentric norms throughout comic
books, video games, and other traditionally nerdy spaces. However, one
interesting trend emerging from our research found that players in this
LGS tend to comment on how diverse the community is without actu-
ally citing real experiences with diverse people—that is, n on-white,
n on-men—in the community. Ethan described this phenomenon as
“imagined diversity.” This “imagined diversity” reflects a hyperlocal inter-
pretation of diversity that is centered in MTG itself. When asked about
the players and how they can be described, Bryan said MTG players are
diverse not necessarily in their demographics, but in the reasons they play
the game and what they get out of it. That is, diversity reflects aspects of
the game, such as playing style, instead of the more common association
with demographics. Interestingly, players were not necessarily conscious
of this. For example, Billy shared in his interview that FNM has a “a pretty
diverse group,” referring to the few gender non-binary players who are
regulars. Then, he paused a bit and said, “Now I’m not sure how diverse the
group is,” following up that the community is made of three groups of peo-
ple, “kids, hard nerds, and normal people,” and what makes them diverse
is that MTG is just a part of their identity. After more thought, Billy added,
“Maybe it’s not that diverse, speaking in those mechanical [demographic]
terms.”
WotC has made efforts at the global level to make MTG a more inclu-
sive game for more diverse players with statements on bullying and harass-
ment (Chase, 2017), an explicit code of conduct that outlines disciplinary
measures for online and i n-person gameplay (Wizards of the Coast, 2014),
and the removal of racist and sexist cards (Kleinman, 2018; Orsini, 2020).
Brand communities internalize the narratives that brands supply for them
(Muñiz & O’Guinn, 2001). Yet, despite WotC’s efforts to promote a more
inclusive narrative for their brand community, the demographics at the
156 The Communities of Magic
LGS do not reflect those efforts. Especially within the hyperlocal LGS
community, MTG players are overwhelmingly white, cisgender men.
It would be easy to say that diversity is a barrier because of the hetero-
geneity of the players and leave it at that. There are numerous ways for peo-
ple to play MTG in person and online, but the LGS is a space for the FNM
brand community to meet on a weekly basis. That is, while women may
reject male-dominated spaces such as the LGS, they are still a significant
portion of the MTG player base. While the overwhelming male presence
acts as a barrier preventing new members from joining the LGS commu-
nity, our goal was to understand the LGS community, so we didn’t extend
our research to home or online spaces where female MTG players may feel
more comfortable because the barriers of the LGS are removed. Despite
this kind of heterogeneous community, those drafters we observed, spoke
with, and formally interviewed seemed open to engaging with diverse
players, particularly regarding gender and sexual orientation diversity.
This is why the LGS is central: Jenny and Bryan agreed that global efforts
are important, but the LGS sets the tone for inclusivity. And players, like
Lyndsey, feel that. She shared during a tournament, “This community
is a lot more progressive than I expected. A lot.” Thus, while the lack of
diversity embodied in community members presents a potential barrier
to joining, the imagined diversity of the community represents a poten-
tial openness and willingness to have a more diverse group of players in
the drafting pods.
to Archie, regulars know when events fire, what steps need to be taken to
participate in the event, and the mechanics of the event. Wes added that
regulars are fluent in MTG jargon. All of these vary slightly by LGS, so
knowing the local practices for FNM indicates a regular. Finally, regu-
lars are the ones other players know. Their pictures hang on the walls for
attending pre-release events and other LGS tournaments. Players know
who regulars are and, according to Billy, LGS staff are likely to know and
recognize regulars, too. Bryan believes that being a regular at FNM drafts
provides the infrastructure to develop friendships outside of MTG. Thus,
based on player’s insights, regulars are defined as knowledgeable and
recognizable frequent attendees in the FNM drafting community. This
significant intellectual, temporal, and economic investment in MTG ulti-
mately acts as a barrier for newcomers, while potentially offering an access
point for advanced players, such as Archie and Sam, who sought out LGSs
upon moving to new cities to make new friends.
among drafting, moving around to check the pairings, and reseating for
games, the overall structure can make playing feel chaotic and complex.
This complexity is a barrier in and of itself: there is a lot for players to
manage during the tournament. But the complexity adds another barrier:
despite having a roomful of knowledgeable players, FNM is not the place
to learn how to play. With one exception—Sam, who walked into a FNM
tournament in a major city and learned how to play—all the interview-
ees learned to play at home before attending the store. This suggests that
without having an external MTG community to learn from, FNM is not a
learning environment for brand new players. The expectation for attend-
ing is that players already know what they’re doing and understand how
rituals of the tournament function.
Jargon is another barrier to outsiders that simultaneously identi-
fies community membership and informs a player about their competi-
tors. Wills, a drafter who drifts among other formats at FNM, and Sydney
said they can predict a person’s insider status based in part by their mas-
tery of MTG jargon. Some jargon, like milling, scooping, sideboarding, and
topdecking indicates a player’s understanding of the game mechanics,
but being able to engage effectively in that manner also signifies commu-
nity membership. For instance, Sydney and Wills said terms like wombo
combo, mana curve, and pack 1 pick 2 all indicate expertise, ability, and
focus in drafting and playing. Because of the complexity of the game and
its mechanics, players need to be able to articulate their steps and choices
to their opponent. This keeps things organized and reduces disputes, Syd-
ney shared. While successful use of jargon marks community member-
ship, it doesn’t necessarily reflect a player’s skill at the game, meaning that
speaking the language of MTG acts as an access point into the hyperlocal
brand community at the LGS.
Players also establish community membership by discussing their
gameplay when appropriate. Much like halftime recaps during football
games, drafters spend their time between rounds recapitulating and ana-
lyzing what happened during the games they just completed. They use dis-
cussion to learn from each other, asking more knowledgeable players to
recommend deck adjustments and strategies. Talking provides an access
point in this LGS for getting real-time help from other players. Ethan said
that his drafting improved because he consistently gets help from other
players. This benefit of playing at FNM in a LGS community is being able
to get immediate and personalized feedback that might not be available
in the same way in other spaces, such as at home or in the more restrictive
environment of a larger professional or semi-professional tournament.
But conversation can get sticky, especially when it does not seem
authentic, occurs in a competitive environment, or is unsolicited. Sydney
“Who wouldn’t want...?” (Guldin & Harris) 161
said it’s bad form to give advice immediately after winning, and Wills
agreed its best to give advice when asked. Steve said that it can be awkward
to get to know people during the game since some players are strict and
any kind of conversation can be interpreted as a strategy against an oppo-
nent, whereas other players’ banter during FNM is an indicator of commu-
nity membership and belonging. Talking—not only knowing what to say,
but also when to say what and to whom—acts as both a barrier to commu-
nity membership, but also as a marker of community once one is able to do
so adeptly.
If language is an audible indicator of brand community membership,
norms and etiquette are its embodiment. According to Sydney, etiquette
forms around the rules of the game. Etiquette’s function is to maintain
civility, respect, and cordiality throughout the FNM ritual. Some of these
are clearly articulated by WotC, like narrating play. Others, according to
Ethan, are “unspoken rules” and expectations. Sydney noted that breach-
ing etiquette is highly contextual and variable, based on the norms of the
LGS, players’ skill, established interpersonal relationships, and even the
stakes of the tournament. Because of this, the local etiquette acts as an
access point at this LGS, where there is a great deal of flexibility in com-
munity practices. For example, the official standard in WotC tournaments
is to prohibit talking during a draft and limit it to narration during game-
play. This LGS’s norm is more flexible; the etiquette is to keep the talking
minimal during the draft and relatively focused during gameplay, but
sometimes drafting pods will be more or less talkative than others.
Another norm is allowing a redo. Where WotC rules would not sanc-
tion this, the LGS allows it based on an individual player’s willingness to
grant a do-over for their opponent. It is typical to see more casual players
allow this. One Friday, Steve and Sam were competing, and Sam pointed
out an alternate way to keep track of a triggered spell during the upkeep
phase. Steve asked Sam if he could redo to try that method, and Sam
responded, “Sure, this is a friendly game.” Steve replied, “See, this is what
I like, when people are nice.” This flexibility works to establish goodwill in
the community and an access point to the community.
While it may seem as though etiquette and norms are complex, this
LGS’s flexibility and lack of serious repercussions to violations make this
an access point. The shop norm is that some table talk during drafts is
acceptable, so when drafter Allen, a mid–20s man with shaggy hair and
glasses, abruptly asked m id-draft, “Can we keep the table talk to a min-
imum?” the other drafters responded with surprised silence. It was only
after Allen got up to build his deck at another table that Kevin, a drafting
regular, responded to the violation: he was “just kind of annoyed with the
guy next to me. He didn’t want any table talk and was kind of an ass about
162 The Communities of Magic
it.” And that’s where discussion of the violation ended. In another exam-
ple, Lyndsey disrupted the pacing of a draft when she selected a land card
for her deck that someone failed to remove before passing packs. There
was discussion among the table to determine the correct number of cards
for each player, and eventually it worked out that Jeff and Kevin would
come up a card short. Instead of calling a judge for an official ruling, Kevin
assured Lyndsey, “It’s not a big deal,” and they completed the draft. The
remainder went without a hitch.
The LGS brand community distinguishes itself as a subculture within
the greater MTG brand community through their own informal etiquette
system. The LGS is a business, so they restrict players from buying and
selling single cards with each other inside the store, yet this is not strictly
enforced. In a few observations, drafters left the store to sell cards on the
porch, while others indiscreetly sold cards in the store. For example, one
non-drafter entered the store, sold a card for cash to a drafter, and left.
Additionally, the LGS sells snacks and drinks on site; a sign hangs on the
wall prohibiting players from bringing in outside food and drink. How-
ever, during many observations, one or more drafters brought in snacks
or meals. That these violations were not enforced even though they took
place within the LGS demonstrates the cavalier nature of the store and
LGS brand community. This may be due in part to players’ varied interpre-
tations of the flexibility or rigidity of the norms themselves, as we found
in observations and interviews. There were no discernable repercussions
from staff or other drafters for these violations that were far from covert,
creating a relaxed air in an otherwise bustling atmosphere that stands
somewhat in opposition to the store’s reputation as a highly competitive
shop and ultimately demonstrates how the lax environment acts as an
access point into the LGS brand community.
everyone was better than me, so it was something I didn’t do very often.”
Similarly, Ethan shared he was intimidated when he first started attend-
ing; he came alone because his friend who drafted at home did not want
to attend FNM. He sensed the presence of cliques, making it easier to
feel like an outsider. In retrospect, Ethan shared that he most likely felt
self-conscious and feared committing faux pas.
In their interviews, both Bryan and Ethan mention bringing dis-
tractions, like homework or books, to occupy their non-gaming time in
the FNM tournaments early on in their LGS attendance. Archie said hav-
ing someone to commiserate with at FNM is much better than knowing
no one, and that the change between knowing even one person is stark.
Because of this, Archie agrees that not knowing people is a potential bar-
rier. When he first began attending FNM at this LGS, Archie said the shop
wasn’t unfriendly compared to other stores he’s played at, but it is on the
competitive side, which can be intimidating for someone coming alone.
Part of this discomfort in establishing social ties may come from trying to
do so while competing with other players who, like Steve shared, may get
upset or rude if they don’t do well.
But players like Bryan and Ethan developed relationships at FNM.
One of the most significant interpersonal access points was the social
anchor, or as Bryan described it, the people who he was most looking for-
ward to engaging with every week. Social anchors were described dif-
ferently by different participants, but this concept distilled to a friend,
colleague, family member, or romantic partner that invites you into the
LGS community. Anchor friends serve as intermediaries for newcom-
ers and help them integrate into FNM. As mentioned earlier, the level of
investment required to become a regular community member is already
extensive and identified as a barrier by some participants, so having a
companion there who can guide one’s first experiences drafting or facili-
tate introductions with others can make a newcomer feel included.
While the anchor friendship in the LGS is centered primarily around
the draft and tournament, Archie, Sydney, Sam, and Bryan provided exam-
ples of friendships originating at the LGS that moved beyond the FNM
brand community. For example, Sam moved into town before his wife.
While waiting for her to join him, he began attending FNM and met Nate.
Nate became Sam’s anchor friend, and meeting Nate allowed Sam a chance
to make friends in a new city; later their wives also became friends. Not all
anchor friendships blossom into dedicated friendships. Brett, a young pro-
fessional at the draft, described playing MTG as a child but losing touch
with it for almost 20 years until Chad, another young professional and his
wife’s coworker, invited him to a prerelease event. They attend FNM more
regularly now, sometimes together, sometimes separately.
164 The Communities of Magic
Conclusion
At its core, the drafting community at this LGS functions as a brand
community that allows individuals invested in the MTG brand to develop
and share a local culture centered on that brand, but also expanding
beyond it. Community identity is evident but not unified among its mem-
bers. They see themselves in different ways: some as belonging to a global
community, others as belonging to their LGS’ community, or more spe-
cifically to the format community. However, the MTG brand is the central
factor of the shared community identity.
This drafting community, a group of mostly white men, described
their community diverse, basing their notions of diversity not on player
demographics, but on their play style and interests. In supplanting
MTG-related markers over demographic markers of players, the impact
of the brand and its supplied narratives within the community is evident.
Identity was performed through deep knowledge of MTG and metagame,
investment of time and economic resources in playing, drive for competi-
tion, and enjoyment of the complex, cognitive engagement that is MTG’s
hallmark. For an even smaller group, drafting regulars’ identity is situated
in frequent and reliable attendance at the FNM draft, knowledge about the
game and the format, and recognizability among other players in the com-
munity. The role of the brand becomes central to gathering, defining, and
understanding the community.
Our second goal in this research was to understand the barriers and
entry points to this brand community. Findings demonstrated that the
FNM drafting community at this LGS is filled with complex, overlapping
systems and structures. Some barriers shift to access points as a player
spends more time and resources on the game: initially, they may be a bar-
rier but after sufficient investment, they function as access to the commu-
nity. As such, some community characteristics, like paying $12 entry fees,
owning branded artifacts, using jargon, and having deep knowledge act as
both barriers and access points to the hyperlocal FNM community at the
LGS. At $12, the entry fee is a financial barrier for some, but it also pro-
vides an access point for players to engage without deep financial invest-
ment. In another example, owning artifacts requires a financial investment
that initially is a barrier, yet having these artifacts demonstrates investment
in the brand and supports access to community membership. Similarly,
jargon and deep knowledge act as barriers because of the amount of time
required to develop them, yet once acquired, they demonstrate that invest-
ment grants access to the community. Specifically, in these last two exam-
ples, we see a degree of performativity in which others see what one is doing
(or not doing) to demonstrate belongingness within the brand community.
“Who wouldn’t want...?” (Guldin & Harris) 165
There were also pure barriers, such as a lack of racial and gender
diversity and the perceived “nerd” stigma that prevented new members
from joining the FNM community. Lack of diversity serves as arguably
the most visible barrier. While women and people of color do participate
within the shop, their numbers are few and these groups are not repre-
sented at every draft. MTG, as a brand, battles this barrier; in this way, the
LGS as a hyperlocal brand community is connected to the global MTG
brand community. The stereotype of gamers as socially stunted men adds
to this barrier. Conversely, the flexible interpretation of rules and etiquette
norms and the role of the anchor friend were found to be universally ben-
eficial for incorporating new members into the F NM-LGS community.
Overall, many participants formally reference the personal challenges of
entering a tournament without knowing anyone else; the culture of the
community is complex and going into that space alone may be difficult.
Social anchors make entering this community easier, and little push-
back or intervention for violation of local norms and etiquette appears
to encourage comfort within the LGS and support the development of a
hyperlocal culture for the community.
Understanding the barriers and access points to LGS MTG commu-
nities, as well as how these hyperlocal communities define themselves, is
meaningful in a few ways. First, it was evident in our interviews that ste-
reotypes surrounding MTG and its players are rife. This research dispels
some of those stereotypes by painting a more nuanced portrait of MTG
drafters at their LGS. Next, this research contributes to the conversation
on why gaming is important in its attention to community identity and
barriers and access points to community membership. It also gives spe-
cial attention to the impact that the place of play—the LGS—can have on a
gaming community. Lastly, it contributes to the concept of brand commu-
nity by applying this structural framework to analog gaming, specifically
drafting at FNM, an event that creates a brand community in hyperlocal
locations across the globe.
Research about MTG beyond the addictive nature of collectible
card games and rhetorical analyses of cards and card art is limited, so
the opportunity for future work on the lived experiences of MTG com-
munities is ripe. Based on our observations and findings, future studies
should continue to investigate how hyperlocal MTG communities iden-
tify themselves. WotC sets some global parameters, yet as our informants
told us, the LGS has a central role in setting the tone for the community,
which influences its identity and the experiences of the players. Next,
this research was limited by only looking at drafters; our informants
were clear that identities were different among players of the other for-
mats. Thus, similar studies could consider Commander players, Modern
166 The Communities of Magic
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Gathering Understanding
Subcultures, Hierarchies, and Norms
Calvin Liu
Introduction
Fandom studies present lenses to interrogate cultural phenomena
through participatory practices and subcultural understandings (Jenkins,
2013). Through analyzing the ways that fandom practices may incorporate
elements of hegemonic powers and how these hegemonic powers shape
subcultural interactions, we may better understand these processes in
larger contexts (Close, 2016; Chin, 2017; Scott 2019). While there has been
much work done in fandom around media and literary subcultures, there
is room to explore game fandoms (Jenkins, 2006). Studies on games have
traditionally focused on psycho-sociological and human computer inter-
action models (Williams, 2006; Palvas et al., 2010; Shen et al., 2014; Meng
et al., 2015). Furthermore, studies in games have primarily been on video
games, yet there is a ripe corpus of tabletop games that could provide valu-
able insights from a fandom perspective. For this study I engage in a dis-
course analysis of the trading card game Magic: The Gathering (MTG)
and interrogate the how subcultural norms and hierarchies are negotiated
through differential practices and physicality.
168
Gathering Understanding (Liu) 169
engage with Magic their own way and has sanctioned a variety of different
rulesets and styles of play, known as formats (Wizards of the Coast, 2019).
I focus on the Commander format in this study. Commander is currently
one of Magic’s most popular formats (Rosewater, 2019). Commander was
originally named Elder Dragon Highlander (EDH) and was a commu-
nity created format conceived by volunteers at officially sanctioned MTG
events in the early 2000s (David-Marshall, 2016). WotC would officially
sanction the format and rebrand it as Commander a decade later (Rose-
water, 2011).
Commander is a format of interest as it is a community created prac-
tice that was sanctioned by its governing body. Yet, WotC still maintains
a distanced relationship in terms of regulating Commander. Unlike other
formats, the rules of Commander are managed by a group independent
of WotC. This rules committee is composed of the founding members of
the format. When asked why regulation was led by a community body,
lead designer of Magic, Mark Rosewater (2015), stated the following: “It’s
not our format. We didn’t create it and wanted to let it stay in the hands of
the people that made and nurtured it into what it’s become.” Rosewater’s
comments feed into a narrative of Commander being defined by its practi-
tioners. This philosophy is further reflected in the rules committee’s stated
goals for the format. An excerpt from the rules committee’s (2019) philos-
ophy on Commander is as follows:
It is played in a variety of ways, depending on player preference, but a common
vision ties together the global community to help them enjoy a different kind
of magic. That vision is predicated on a social contract: an agreement which
goes beyond these rules to includes a degree of interactivity between players.
Players should aim to interact both during the game and before it begins, dis-
cussing with other players what they expect/want from the game.
The format itself has many unconventional rules compared to the rest of
Magic. Notably, Commander is an a ll-out f ree-for-all, multiplayer format
whereas traditional games of Magic only involve two players competing
head to head. While many formats emphasize defeating your opponent,
the f ree-for-all environment and social nature of this format leads to dif-
fering forms of interactions. Players act in accordance to visible and invis-
ible social contracts, where bargains, alliances, and betrayal are negotiated
through in game actions.
These new social dimensions are balanced with Commander still
being a game of Magic: The Gathering. The rules dictate player victory
by outperforming and eliminating others. The rules encourage certain
courses of action that ensure success. Yet, these rules interactions are
balanced with the social contracts drafted between players. This study
looks at how players of the Commander format negotiate these differing
170 The Communities of Magic
norms and interrogates the roles of hierarchy and physicality within those
negotiations.
which different spectrums of fan habitus are engaged and how the phys-
icality of fan practice may simultaneously encourage unification and
hierarchy.
As a physical game, Magic engages with both Bloom (2002) and Hol-
land et al.’s (1998) lenses. At once, Magic cards represent a shared social
reality embodied by the cards’ practical applications as game pieces. The
physical cards enforce a shared reality about their function through the
game’s rules. Conversely, individual cards evoke varied political and
cultural understandings based on how a player is oriented to the Magic
fandom.
I draw on this varied swath of theory to analyze how Magic engages in
interweaving discourse of fan practices through norms, subcultural hier-
archies, and physicality.
Method
I performed a discourse analysis of the r/EDH subreddit, a subreddit
board dedicated to the Commander format. The subreddit vaguely posi-
tions itself as “Reddit’s #1 source for EDH and Commander content” (r/
EDH, 2019). This subreddit was chosen as it is not connected to WotC or
the Commander rules committee. While the subreddit has its own admin-
istrative oversight, it is not subject to the management of the official gov-
erning bodies of Commander or Magic: The Gathering. Furthermore,
Reddit as a platform encourages a constant refreshing of discourse, as the
structure of the platform constantly pushes old content down and high-
lights newer posts.
However, Reddit’s refreshing of discourse is influenced by the rat-
ing systems, which highlights popular ideas with high amounts of agree-
ment. This system does not necessarily front the most contested ideas
where divisive discourse would take place. To compensate for this, I did
not consider upvotes in my selection of threads and instead focused on the
comment count, analyzing threads that had at least 30 posts. For this dis-
course analysis I performed searches on the terms “casual,” “competitive,”
“fun,” “contract,” and “cedh” (competitive EDH). From the results I chose
threads that engaged in conversations of group rules, the appropriateness
of certain forms of play, and how to define rules between groups and play-
styles. In total, I collected 8 viable threads and analyzed their opening
posts and their responses.
Gathering Understanding (Liu) 173
Results
I don’t mind losing at all. But I come here to play magic, interactive games of
magic where everyone has a chance, and got to do awesome stuff. Losing turn
three 8 games in a row isn’t what I define as playing magic. Same for my play-
group, they just don’t see how unfair it is, and they don’t realize they should
just not let pubstompers join.
Here we are given an interpretation of what it means to “play magic.” It
presents an individualized understanding of the game as centered in inter-
action between players. To the speaker, Magic is “where everyone has a
chance, and [gets] to do awesome stuff.” This figured world becomes
evoked and realized through the speaker’s physical use of their cards, by
choosing to use cards that would be deemed suboptimal from an efficiency
standpoint. When confronted by a player whose own cards represent a dif-
ferent figured world, a different interpretation of what it is to “play magic,”
friction occurs.
This friction is a conflict between injunctive norms that come into
play through descriptive norms. The speaker’s way of enjoying Magic con-
flicts with the agenda of the competitive players. Neither the game rules
of Magic nor the game rules of Commander prohibit interactions where
resource and knowledge gaps are apparent. The rules in fact encourage
such discrepancies as they are more optimal routes towards winning the
game. The rules are thus descriptive norms as they are apparent and sub-
scribe actions that would yield optimal results. Yet, the speaker’s sense of
what it means to “play magic,” their injunctive norms towards the game,
are violated through how the other players performed according to the
descriptive norms.
These dynamics also manifest when individual player strategies meet.
This post notes a player’s experience with playing an “aggro” deck, a strat-
egy that relies on the quick elimination of other players through aggres-
sive play:
I’ve gotten a fair amount of push back in games from players who are the tar-
get of this strategy. They complain that I should spread damage around and/
or that knocking people out of the game is not fun. This complaint seems to
amount to saying I should not play my deck since its only reasonable path to
victory is to be aggressive. The deck is Boros. There is no value engine to sit
back and construct while I wait to combo off on turn 12. Beating down is my
path to victory.
The game interactions encourage eliminating other players as a way of
managing threats. As such, the game prescribes a descriptive norm to
remove other players from the game early. Yet this causes friction with
players’ social experiences, as one response to this post noted:
“My experience has been that knocking a single player out early is a
negative thing because then that player has to sit around for the next 30
Gathering Understanding (Liu) 175
minutes.” By removing a player early, they are removed from the social
experience of the game. This creates an injunctive norm that discourages
strategies that may be effective from a gameplay standpoint but unde-
sirable from a social standpoint. These differing norms create friction as
players navigate their strategies and expressions in gameplay against social
contracts in and outside of the game context.
Power levels refer to a scale from 1 to 10 that rates the efficiency, ability to
win, and power of a deck. This scaling is far from universal, as each num-
ber on the scale refers to a heuristic. Assessment of these levels also relies
on individual judgement and experience. However, this scale represents a
process in which the Commander players codify elements of practice into
a system for regulating injunctive norms between groups. This heuristic
acknowledges the complexities of individual group dynamics. By leverag-
ing the game rules, players have developed this scale to abstract articula-
tion of these dynamics through practices found within the game. Notions
of “what is permissible” are actualized as a mixture of descriptive game
norms and the physicality of the decks. Thus, the features and affordances
of the system become the means through which players enforce relation-
ships between each other (Stanfill, 2015).
These heuristics also manifest through more ephemerally defined
systems, such as the distinction between casual and competitive Com-
mander. The terms casual and competitive are meant to heuristically
define certain injunctive norms. As one player states, “Competitive EDH
is a multiplayer format with the same rules as normal commander, shar-
ing the same ban list. It differs from casual commander in that it does not
have budget, power level, or social contract restrictions on the strategies
it employs.” Here, competitive Commander is positioned as the suspen-
sion of social contracts in favor of pursuing optimum strategies. It is a sus-
pension of injunctive norms and hones on the practices built through the
176 The Communities of Magic
Discussion
This study examines the intersection of fan continuums, physical-
ity, and norms. The implications that system features act as proxies that
articulate community norms through codified practices can be expanded
beyond game contexts. These interactions are indictive of a spectrum of
relationships that users have to systems and institutions. Such relation-
ships may be embodied and enacted through practice and physical arti-
facts. These practices and artifacts negotiate how differing orientations
to communities are articulated. This is readily applicable to political/
social institutions, particularly in comparing systems with varying affor-
dances and rules. For example, social media platforms have differing pol-
icies on what content is acceptable and the means to how that content is
expressed. Users could orient themselves to these systems differently,
based on a variety of experiential differences such as community, class,
race, gender, etc. Each platform and its rules provide a different lens for
how these orientations are expressed through that platform’s particular set
Gathering Understanding (Liu) 179
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180 The Communities of Magic
essay will explore the context of the learning community, the anticipated
and realized benefits of our creative MTG-based project, and the chal-
lenges we faced introducing a complex game to novice players, many of
whom self-reported as non-gamers.
This essay is organized around the phases of playing a turn in MTG.
We begin by “Constructing the Deck” of ideas and themes for our courses
to provide the context for our MTG assignment. The remainder of the
essay discusses our LC experiences. In “Shuffle and Draw Seven” we dis-
cuss our theoretical framework for the LC and the experiences we planned
for the students, drawing on games-based learning principles and peda-
gogy. The events leading to the “Ourselves as Magic Cards” assignment
are laid out in “Untap, Upkeep, Draw.” The assignment itself is detailed in
the “First Main Phase” of the turn. Our “Combat” with the assignment—
reading the papers and reviewing the cards to look for themes that emerge
will lead naturally into “Second Main Phase” where we will discuss the
changes we made to the LC and the assignment in the second iteration.
Then we will wrap it all up with a discussion in the “End Step.”
Colby and Johnson highlight that, like many courses which use popular
texts as course material, courses studying games are sometimes dismissed
as frivolous and shallow fun. This assumption takes for granted that stu-
dents will be innately biased toward a games-based curriculum. While it is
true that, as gamers ourselves, we brought a substantial amount of passion
to these courses, the overwhelming majority of students had not played
MTG. Indeed, the majority had not played any sort of trading card game.
Thus, overcoming both students’ lack of familiarity with MTG and their
general perception of games as frivolous, non-scholarly material was an
important part of our course and the assignments described herein.
186 The Communities of Magic
ideologies, values, beliefs, etc.” (2009, p. 24). Crutcher’s (2017) “Magic the
Gathering a Literary Text” provides a scholarly model of this approach to
MTG specifically. In addition to basic textual analysis, students used visual
rhetoric to examine the interplay between author, audience, and text, to
analyze the intended audience for MTG, and explored how the mechanics
encourage particular forms of player interaction. Indeed, one of the pro-
gram’s learning goals for all LCs includes a requirement that “Students
will approach an issue from multiple perspectives.” Students wrote weekly
journals on their experiences, and some of these included treating MTG
and related ephemera (developer blogs, fan communities, and the written
short stories) as a text through which to explore different perspectives and
audiences.
In many ways, games were also used as a trigger system in both
courses. Klopfer, Osterweil, and Salen describe this approach as using
games “to create an experiential context for understanding around
a topic, issue, or principle that a teacher can build on” (2009, p. 23). In
Sierra’s English course, MTG was a trigger system for particular vocab-
ulary about both rhetoric and games. Students demonstrated mastery of
rhetorical concepts, including ethos, pathos, and logos through material
related to MTG. Students also deployed new game design vocabulary as
they learned about and analyzed MTG, using terms like objectives, pro-
cedures, challenge, and play, to name but a few. Similarly, in Green’s math
course, elements such as randomization and probability were explored in
deck construction.
range of cards and mechanics before the major writing assignment was
due.
Vital to the assignment was applying the modeling tools students
were developing an understanding of. In the first days of the mathemat-
ics course in the Learning Community, students explored the classic card
game War as a system of rules. One of the first journal prompts was to con-
sider why it is called “War” and how the game might be made more like
“Guerrilla War” or “Predators and Prey” through tweaks in the rules. This
experience provided a foundation for thinking about the rules and game
elements (cards, their numerical values, and the symbols on them for the
suits) could provide a model for different elements in the real world related
to the game’s flavor. This became an iterative activity, as students progres-
sively made changes to War, letting the cards represent spells, using the
suit symbols to represent different types of magic with various strengths
and weaknesses (ala rock-paper-scissors), and allowing players choice in
which cards they played. Thus, War became a prototype for MTG, provid-
ing students a foundation for understanding how MTG can be viewed as
a mathematical model. With our exploration of War as low-stakes assign-
ment scaffolding, in their MTG paper students were asked to both delve
deeper into the main aspects of modeling in the context of the game and to
explain these in their paper about the cards they designed. Thus, students
needed to consciously draw upon these modeling elements as they created
the cards and then capture that thinking in the paper. So what would that
look like?
The first step of mathematical modeling is to apply abstraction and
simplification to decide which elements of the real world (or the imag-
ined, fantasy world) are relevant to the model and which can be left out.
There are countless ways that this appears in MTG. To begin with, once
they have been summoned to the battlefield, two of the key elements of a
creature card are the power and toughness. Unlike DnD, the mathemati-
cal model of MTG does not try to represent a creature’s wisdom, charisma,
intelligence, or dexterity, all of which are surely relevant to the real crea-
ture or person, in addition to many more. But none of these matter when
the goal is to give players a simple way to compare two creatures in combat.
Instead, these other elements are often abstracted with qualitative descrip-
tions: a particularly nimble creature might have the keyword “first strike”
or the text “can’t be blocked” added to their card. A particularly intelligent
creature might have other abilities so that they are good for more than
just basic combat, such as allowing their controller to draw an additional
card when they enter the battlefield.1 But the designers do not add keyword
descriptions or text for every aspect of a creature: designers don’t worry
about whether it is furry, whether it is particularly friendly, or if it likes to
190 The Communities of Magic
take long walks on the beach at sunset. For a game like MTG, these charac-
teristics would not, typically, have an impact on the game and would sim-
ply clutter the mechanics of the game with unnecessary details, since all
of these aspects in non-mechanical ways could be captured through the
name of the creature or the flavor text on the card.
One of the key differences between mathematical models and other
models (physical, statistical, or conceptual, for example) is the level of
quantification involved. Putting numbers into the model instantly allows
for comparisons to be made and scales to be created. Two of the obvious
quantities are the power and toughness of the creatures, but the converted
mana cost (total number of mana needed to play the card), the number
of specific colored mana needed to play the card, the number of cards
in a player’s hand, the size of the libraries (the decks of cards), and play-
er’s starting life totals are other key quantities that matter. A more subtle
quantity is the restriction of only having one legendary creature of a par-
ticular type in play at a time per player, which represents the uniqueness of
that creature. Or restricting players to no more than four of each nonbasic
land card in their starting deck.
In typical mathematical modeling, the analysis portion of the proj-
ect is when the modeler puts all of their planning into action by solving the
model equations or running the simulation and collecting data, for exam-
ple. The parallel stage for playing MTG is the point at which a player moves
from adjusting the rules, designing new cards, and building a deck to now
playing the game. As the games unfold using the newly designed elements,
the player/designer can keep data on the interactions and the way every-
thing plays out. Even if a player is not designing new cards or adjusting the
rules, they are still exploring how a particular deck performs in the game.
The final phase in mathematical modeling is the interpretation phase.
For traditional mathematical modeling, this is when the results from the
analysis stage are compared to the original information available and the
outcome desired. In traditional modeling, this outcome is related to how
well the model captures something real and helps you make predictions
or study its behavior, such as when modeling the spread of an epidemic
through a population to make decisions about mitigation approaches.
This is often where the modeler returns to the first stages of the process to
reconsider the simplifications and other choices made, adjusting these and
proceeding through the phases again (and again…) until the model lines
up with what is being modeled to an acceptable degree. For MTG, this
involves looking at both the story of the game (in its narrative context and
how well that worked) as well as interpreting the data with respect to how
well the model of the game worked. One would then refine the model—
change the deck or the cards or the rules—to push the results closer to
Student Creation of Magic (Sierra & Green) 191
the desired outcome. In the game world, there are really two unspoken
hypotheses being tested with the model: That your deck will win and that
the players will have a good time playing the game.
Combat Phase
It should be emphasized here that, because our focus was not the
game itself but rather what students could learn about rhetoric and math-
ematical modeling through MTG, students needed to learn more than
just how to play. In addition to being novice MTG players, students were
learning about themselves, about writing, about college, and about many
other topics in this project. Thus, while we scaffolded game learning as
much as we could, there definitely remained gaps in their knowledge as we
approached the card design assignment. For this reason we endeavored to
provide ample templates and models, both for ideas and for game balance
comparison. As the card errors section will show, the students’ ability to
make use of these ideas and transfer them to their own card designs was
uneven. The idea of “balance” in particular proved to be challenging. Of
course, it should be noted that balance seems challenging for MTG game
designers themselves (Rosewater, 2020).
In this context, game balance encompasses several aspects. Mathe-
matically, a game is balanced or “fair” if neither player has an inherent
advantage over the other. This sense of fairness is critical to helping bal-
ance the experience of the players so that both have an equal chance to
engage in the game and have fun, which is, after all, the goal of playing
a game usually. These two aspects are enacted through both the rules
and through the cards used to play the game; so students had to consider
how to design fair cards that demonstrated both quantitative and qual-
itative aspects of balance. On the quantitative side, a card that is cheap
to cast should have a proportionally small effect on the game (although
the player’s skill at choosing when and how to play it might give it more
impact.) Students needed to use existing cards as models for the cards they
designed in order to set their mana costs in a fair and balanced way. We
also spent time in class gathering data on the cards and their effects to
build a mathematical model to help estimate the appropriate cost of a par-
ticular card. Qualitatively, each color of magic in MTG also has its own
slate of connected effects, such as green’s focus on trampling and ramp-
ing to more mana and blue’s focus on drawing cards and tapping the oppo-
nent’s creatures. Thus, the students needed to balance the effects of their
cards with the qualitative aspects of each color as well.
In addition to collecting the papers and the cards from students, we
192 The Communities of Magic
also solicited their opinions about the cards designed by the rest of the class.
We posted images of all of the class-designed cards, and then asked stu-
dents to complete a survey. We asked students to choose the cards of each
type (sorcery, creature, etc.) they found most interesting as a proxy for fla-
vor and how well the card modeled the intended concept. Other questions
asked them to select the card of each type that seemed the most balanced.
The results of the survey from the Fall 2016 cohort are shown in Appen-
dix B and the selected cards are provided in Appendix C. This survey was
an effective way to close the assessment loop and evaluate the integration
of their skills, since we could observe their ability to understand the vari-
ous concepts, apply these concepts to create new cards, and analyze other
cards using this framework. For the most part, their choices demonstrate
some of the critical reasoning skills we hoped to see. Several of the popu-
lar choices were not ones that we would have chosen as “best balanced” or
as “most interesting” but class discussions brought out rich conversations
about the cards, suggesting that there is more to be gleaned from this kind
of 360-assessment, but we were not able to follow up on this.
One of our favorite cards was “Insulin Pump” (Figure 1). We felt it
had an interesting design that captured the flavor the student wanted to
communicate and also gave insight into the student.
What this student wrote about the card in the accompanying paper
explained how it modeled an important aspect of the student’s life:
I have worn an Insulin pump for 10 years. I only increased the power by one
and the toughness by three because I do not want to change the course of a
game too much. However, I wanted to emphasize the importance of the insu-
lin pump. The condition in the card that exiles a creature when the artifact is
removed from the creature emphasizes the [importance] of the pump. Essen-
tially, that is what would happen if I did not take insulin every day. Thus, I am
abstracting the importance of the insulin pump by demonstrating that with-
out insulin I would not be able to live. The important distinction which makes
this abstraction, partly simplification, and not just making a statement is less
immediately obvious. I did not discuss the eventual change in Ph that would
occur. In fact, there was no direct mention to any physiological process that
would be shut down with a lack of insulin. I simplified the disease itself by only
demonstrating the necessity of insulin. Additionally, quantifying the impor-
tance was necessary to make the object functional in the game world. The arti-
fact adds +3/+3 power and toughness to a creature. This addition can reap
major benefits to a player in combat.
Regarding the student’s work to balance the card against other cards, they
wrote:
To prevent the propagation of unfair combinations with “Insulin Pump”
the card must be internally balanced. Fullerton (2014) states, “Sometimes a
Student Creation of Magic (Sierra & Green) 193
makes it clear that the student wanted the removal of insulin counters
once per turn to continue, even if the equipment were attached to a differ-
ent creature or not attached to any creature. This is likely due to an incom-
plete understanding by the student regarding how equipment works. But
we suspect that the wording to deal with that case would have been chal-
lenging even for experienced card designers.2
It’s worth observing that while the term legendary has become a syn-
onym for the greatest, strongest, or best in other games, this is not the case
in MTG. In World of Warcraft, player gear is ranked common, uncommon,
rare, epic, and legendary, with legendary being both the best and the most
rare. In League of Legends, a player can become legendary by making six
kills in a row without being killed themselves. Thus, in other games the
association with the term legendary might lead one to believe that there
is something exceptional about the supertype. However, for creatures in
MTG, the term legendary simply refers to being a particular individual.
Indeed, while many legendaries are powerful cards at mythic rarity (like
Student Creation of Magic (Sierra & Green) 195
Jace, the Mind Sculptor), there are also legendaries that have a much lower
power level and appear at uncommon rarity (like Arvad, the Cursed). Both
of these cards refer to a specific person rather than an undifferentiated
type of person. Sakura-Tribe Elder does not refer to a specific person, but
rather the role of Elder in the Sakura Tribe; however, Arvad, the Cursed
refers to a specific person named Arvad.
It is also interesting to see how the students internalized a generic
fantasy setting and unspoken conventions of naming cards. Table 2 pres-
ents a summary of how the students framed the name of the card that
represented themselves. The standard convention for MTG cards that rep-
resent unique beings (legendaries) in the multiverse is basically of the
form “Name, Title” such as “Muldrotha, the Gravetide.” Although all
card examples students had were from sets that were in standard rota-
tion in 2015–2017 (so that they followed the current design philosophy
and naming conventions) this was not explicitly discussed in class. None-
theless, students picked up on these genre-specific elements and incor-
porated them into their cards either directly (10 out of 45, 22 percent) or
very closely with a reverse ordering (15 out of 45, 33 percent). However,
their design literacy proved somewhat incomplete, as students frequently
demonstrated naming mismatches. Generic, non-legendary creatures
were frequently given specific names that would suggest uniqueness (i.e.,
“Pudge” rather than “Hiding Hound”) or vice versa. This demonstrates
an interesting tension as students internalized the naming convention,
demonstrating one kind of literacy, but did not seem to possess enough
game knowledge to apply it accurately.
what they wanted to say about themselves at that time, or whether it was
perceived as simpler to make it mono-color, or even if the choice was moti-
vated by impressions of which colors were “stronger.” What we can say is
that the choices were not entirely random. If the choice of color were ran-
dom, then among 45 cards we would expect to see about 9 cards of each
color in mono-colored cards. But students shied away from White and
Black in their choices, leaning more toward the other colors. Students did
journal about color identity before designing their cards, using Rosewa-
ter (2017) as a starting point to understand the colors and what they are all
about. In retrospect, it seems obvious that this reading is focused entirely
on the mechanical ways in which the color identities are built and rein-
forced through the card design. The results might have been considerably
different if the students started with a more holistic and descriptive expla-
nation of the “color pie,” such as Sabien (2018), which also provides exam-
ples of fictional characters that exemplify each of the colors.
Limiting ourselves to one and t wo-color cards, there are 15 combi-
nations of one- and t wo-color cards. Thus, we would expect to see almost
three cards of each combination (dropping the t hree-color card leaves
us 44 cards and 44/15 is about 2.93) with about 15 mono-colored cards.
Instead, there are over twice that many. And three of the t wo-color com-
binations do not appear on any cards at all (White/Red, Blue/Red, and
Black/Green). One combination (Blue/Black) appears four times, and the
rest only once or twice. Statistical tests would suggest that these choices
are significant, but without specific additional information, we cannot
speculate as to cause.
Number of Colors 1 2 3
F16 Cohort 17 7 1
F17 Cohort 16 5 0
Total 33 12 1
For example, the color choices frequently included Blue. Many stu-
dents did describe their being impressed with Blue’s association with fly-
ing, which they felt was powerful. This may indicate that they were less
concerned with representing themselves honestly, and more about hav-
ing good, effective cards. It is also possible that the tendency toward
mono-colored cards is attributable to journal prompts that had them think
about their color identity but did not explicitly prompt for combinations
Student Creation of Magic (Sierra & Green) 197
Note that one of the “Instant and Sorcery” pairs in 2017 was actu-
ally submitted as two sorceries, although either one of the two could have
been recast as an instant, and the students were required to create two dif-
ferent types. With 6 combinations here, we expect to see about 7.5 of each
pair overall (45/6 = 7.5). The distribution shown seems quite far from this,
and that deviation is significant, based on a chi-squared test. The p-value
for the overall distribution is 8.1E-4, which is far below the usual 0.05 level
of significance. Thus we can reject the hypothesis that students randomly
chose (with equal weights for all pairings) the types of cards to make. This
significance carries to each cohort as well, with p = 0.0024 for 2016 and p =
0.1173 for 2017.
In particular, the number of instant cards made seems significant:
21/25 made an Instant in 2016, and 16/20 in 2017. Since we would expect
about half to make an instant (3 of the 6 possible combinations include an
instant) if they chose card types randomly, this is significant (p-value for
chi-square gives 6.74E-4 in 2016, 7.29E-3 in 2017, and 1.54E-06 for the com-
bined data). Why were they drawn to the “instant” card type? Is it because
it’s more flexible? Did they perceive it as more powerful? We speculate here
that familiarity with other game systems may have played a role. Early in
the semester we asked students about experience with games in general
and with trading card games specifically. Several students indicated they
had familiarity either with Hearthstone or Pokémon, other popular card
games. In both of these games, players cannot play cards on their oppo-
nents’ turns. If students had already internalized not playing cards on an
opponent’s turn from other games, instants as a card type could be seen
as an exciting addition to strategy and play. Alternatively, students may
have appreciated the flexibility that comes with making a card an instant
(instead of a sorcery), but not realized that this flexibility is often paid for
Student Creation of Magic (Sierra & Green) 199
as part of game balance. In MTG, an instant card with the same effect as
a sorcery will typically either have a weaker card effect or have a higher
mana cost in exchange for the flexibility it provides.
One of the many instants students created, “Crushing Student Loan
Debt,” demonstrated how students often wrote about the choices that they
made, but did not (and were not prompted to) write about the roads not
taken. In writing about why they made “Crushing Student Loan Debt” an
instant, rather than a sorcery, the student wrote:
It is an instant type card to represent my hope for the future. I felt that there
was not better representation of my internal dependence on the hope that
the future promises improvement than my impending debt from my student
loans. Simplifying my student loan debt and what it represents resulted in the
conclusion that, even though there is hope for the future, the present will be
rough. Abstracting this idea into the world of Magic: The Gathering was gen-
erally straight-forward. The promise of improvement from currently poor
circumstances is easily represented in temporary hindrances of abilities of
creatures. This means that the card would need to do something that would
hurt a target creature for the extent of a single turn. A card that I found that
represents this is “Bewilder.” It is an instant card that gives a target creature
-3/-0 until the end of the turn. This could be used to make any creature less
of a threat. This I felt was a fair quantification of crushing student loan debt
since it hurts but it could be worse. For example, the card could be more pow-
erful and have the opponent put the target creature directly into the graveyard
but instead it just deflates it. The casting cost is 3 total mana which was already
appropriate given the other ability that the card has. It also lets the player who
uses the card, draw a card. This could represent that the entities that distrib-
ute student loans are making money, but in an attempt to be less cynical, I am
choosing to describe that extra perk as something that adds value to the card.
Considering the two abilities that the card offers, I felt that a total mana cast-
ing cost of 3 was balanced. Especially since that could be an appropriate cast-
ing cost for a creature with 3/3 power and toughness. 3/3 being the amount of
power and toughness that Crushing Student Loan Debt would be able to neu-
tralize. Following these considerations, I felt that the card was balanced and
ready to crush.
Notice that in this explanation, the student has missed several connec-
tions between the card and the chosen theme: Blue is considered the color
most related to knowledge, so connecting this to getting a college degree
would have been an important link to discuss. The fact that the spell is a
cantrip3 could have been imagined as representing the knowledge gained
from the college degree, as cards are a proxy for knowledge in the general
MTG universe. The student discusses this cantrip effect, but fails to con-
nect the ideas fully, simply viewing this as a good way to add balance to the
card and represent an “extra perk.”
200 The Communities of Magic
that they could see how changes to the game—in this case, creating a deck
on the spot rather than crafting it ahead of time—can change the game
experience. This played into the complex systems theme of the MATH
course.
As we have alluded to in the card errors sections, we found a great
deal of value in the student journals and also observed how topics covered
in journals were reflected in major assignment papers. Thus, we wove in
additional journal prompts throughout that were meant to serve as clearer
preparation for the students in designing their cards and connecting them
to MTG. For example, one of the new journal prompts asked them to gen-
erate a list of ten words/short phrases that represented themselves, and a
later prompt asked them to think about how these might translate into
specific cards or mechanics in MTG. We shifted this paper and card design
project to be the first main project in the LC, and made sure the MTG por-
tion ran in parallel with the project. This made it easier to generate exam-
ples of the course concepts, and it was easier for the students to pair up
and play—especially outside class or while waiting for class to start—than
DnD.
Notice that the scores on the MTG card design paper were stronger in
the second group (see Appendix A). This is in spite of (a) scholarship stu-
dents in the first cohort and (b) the first cohort having more time to adjust
to college and college-level writing (as the paper was assigned later in the
semester in 2016). Note also that the scores for modeling and game bal-
ance were actually lower in the second group (they had less time with these
ideas when the paper was written and did not really revise much about
this in the final version after they had worked with these more extensively)
and the scores on these categories exhibit much more variability from stu-
dent to student. Oddly, though, in many areas there were more of particu-
lar types of errors than in the first group. Although there were two areas in
which the error rate decreased substantially: 1C (missing elements) and 3B
(color pie violations).
End Step
In this second iteration, due to various issues, we were not able to imple-
ment some of the things that we liked from the first pass of the LC. Unfortu-
nately, this included the survey in which students evaluated and ranked each
other’s cards. And in revisiting the LC to write this essay, we have stimulated
a number of additional questions that we are unable to answer.
There is a difference in asking people to design game elements
for playing a game (and presumably for either winning or having more
204 The Communities of Magic
fun) and what we have done. While quite a few of the cards that students
designed would be playable, our focus was more on the rhetorical elements
and self-reflection involved in design. We did not attempt to have them
play with their cards or design cards to enhance their current decks or
make playing more fun. Moreover, we did not approach the card design
holistically as a set of cards intended to have unifying themes and mechan-
ics. This is the way new sets of MTG cards are developed (Rosewater, 2015),
so cards are not designed in isolation and can provide for playable expe-
riences in a variety of formats. None of these considerations underpinned
our motives. Obviously, given more time for this assignment, playtest-
ing and viewing the cards as a set would extend the elements of math-
ematical modeling students were learning about and allow them to put
their game design vocabulary into action. Given another few weeks, this
could even allow for an additional revision activity, as students tested their
cards, revised their cards, and reflected both on the balance and thematic
impacts of the changes. Nonetheless, with the other demands of the course
this would have required too much additional development.
It is not hard to imagine refocusing the courses in a way to make this
type of deeper development possible. Similar to the way the designers and
developers at Wizards of the Coast work, the assignment described above
could be the starting point for generating a large number of cards. Then
the students could work together to develop them into a coherent set—
revising cards to fit the themes or developing new cards to fit into the gaps
as needed. They could have also built a class theme and implemented it
in their own cards—something appropriate to college life—and possibly
introducing new win conditions on cards. (For example, the “level up”
mechanic certainly fits, and one could envision having a land representing
the college that gives a player an automatic win if some specified number
of creatures have fully leveled up. Double-faced transform cards or the flip
cards could also be used to represent a creature graduating to a new ver-
sion of itself.)
We also now recognize many lost opportunities for gathering addi-
tional data, such as which students had which specific starting decks. We
also did not keep a log of who they played or what the outcomes of their
matches were. It is possible that this random selection in both the cards
they received and the cards they played against influenced how they chose
to represent themselves on the cards. But without knowing which decks
they had, or which they played against and won or lost to, we cannot really
explore this connection.
Likewise, we have reflected on the possible power of incorporating a
more meta conversation about learning jargon to play these games (Dodge
2018 makes it clear how rich and jargon-filled they are!) and its similarity
Student Creation of Magic (Sierra & Green) 205
Second, you must, in a paper of 4–5 pages, explain what real world abilities
and aspects of yourself are being represented on your cards within the mathemat-
ical model of the game. Be sure to demonstrate your knowledge and understand-
ing of the process of mathematical modeling, with a focus on the first three steps:
simplification, abstraction, and quantification. Discuss how you checked for game
balance in the cost and ability of the cards. For example, you could use the Gath-
erer database to identify similar cards and explain how you used those cards to
benchmark against.
Grading
Grading will be based primarily on the following factors:
• How complete and creative your cards are
• How well you have applied and explained your application of the
modeling ideas of Simplification, Abstraction, and Quantification
• How well you argue for the game balance of your cards—this is
essentially your thesis
• Flow and organization of the paper
• Grammar and mechanics
Extra credit may be given for particularly creative cards and mechanics, or
for particularly flavorful cards.
Card design Cards are incomplete Cards are complete Cards are complete
(double or are just copies of and demonstrate and very creative
points) existing cards (0–4) some creativity (5–8) (9–10)
Student Creation of Magic (Sierra & Green) 207
Game Cards are not well Cards are a little Cards are balanced
Balance balanced at all and over- or u nder- and the paper explains
the paper does not powered or they how your cards fit
convince the reader of do not quite fit the into the game system
their fit to the game game system; paper in a balanced way,
system attempts to explain citing specific cards as
the balance but falls examples
short
Flow and Paragraphs are Paper could be better Paper is well
Organization too long or too organized to support organized and reads
short; paper lacks the argument and/ smoothly
transitions; overall or the flow is a little
structure of the paper choppy
is hard to follow
Big Tones
Type: Legendary Creature—Human Beast (Power 4, Toughness 4)
Cost: 2GG
Text: When Big Tones dies as a result of combat, Big Tones deals 5 damage to each
creature that dealt damage to him this combat.
Flavor: A competitor that hates to lose more than he loves to win. Determined
that if he goes down, his opponent will soon follow.
Image: Male in football uniform with helmet off, drinking water
Family
Type: Sorcery
Cost: 2RRR
Text: Target creature gets +3/+3 until end of turn. Put a creature with combined
power and toughness less than 4 onto the battlefield.
Flavor: Family fights for each other and dies for each other.
Image: Group of people gathered to support each other.
Ferocious Hound
Type: Instant
Cost: R
Text: Return target creature to your opponent’s hand.
Flavor: Gracie is loving and sweet but has a hidden side to her.
Image: Small black dog staring out at you.
Foresight
Type: Instant
Cost: BB
Text: Search your opponent’s library for any two cards and remove them from
their deck, then shuffle your deck.
Flavor: He who sees all knows all.
Image: Close up of an owl’s eye
Pudge
Type: Creature—Hound (Power 2, Toughness 2)
Cost: 1G
Text: 5G: Pudge gets +5/+5 until end of turn.
Flavor: A wild Pudge is peaceful and complacent. That is, until he is provoked.
Then there is no stopping him.
Image: Dog looking out from a hiding place under drapes in a living room.
Radioactive Replenishment
Type: Instant
Cost: 1G
Text: Energy has been recharged for player and +3/+3 is added to target creature
until end of turn. Flashback: 2G.
Flavor: Whether on the battlefield or the kitchen table, replenishment is essential
to take on the world.
Image: Collage of food images, the radioactivity symbol, and Blinky the
T hree-eyed Fish from The Simpsons.
Revenge of Finney
Type: Instant—Team
Cost: XBR
Text: Search your library for a creature card to battle your opponent’s creature
that defeated one of yours in a previous turn.
Flavor: If at first you don’t succeed, try, try, try again.
Image: Basketball game.
Swift Feet
Type: Enchantment
Cost: 1U
Text: When Swift Feet enters the battlefield put a +1/+1 counter on a target crea-
ture. 2U: Return target attacking creature to owner’s hand.
Student Creation of Magic (Sierra & Green) 211
Swinger of Fury
Type: Creature (Power 3, Toughness 4)
Cost: 2GR
Text: Intimidate. RR: Until end of turn, swap the power and toughness of one tar-
get creature.
Flavor: She may be small but she will shock.
Image: Female volleyball player in midair about to hit the ball.
Vast Knowledge
Type: Artifact
Cost: 6
Text: 6{tap}: Search your library for a card, then shuffle your library. When Vast
Knowledge leaves the battlefield, target opponent sacrifices a land.
Flavor: None
Image: Shelves of books in a library.
Wonderboy
Type: Artifact
Cost: 4
Text: When a creature holds Wonderboy their attacks cannot be blocked.
Flavor: A swift tool that can change the tide of battle.
Image: A lacrosse stick and ball.
Notes
1. Cards explicitly represent knowledge in the game. This is exemplified by referring to
the players’ decks as their “library” and the various spells with the word “knowledge” in
their title that allow players to draw extra cards or look ahead at the cards in their library.
2. There are equipment cards that do remove the equipped creature from play when
the equipment is destroyed, such as “Oathkeeper, Takeno's Daisho” and “Captain’s Hook”
which have s tory-related reasons for this effect. But this student has added a timer to the
card so that the removal is more certain, creating a unique combination of these effects.
3. Any spell with “Draw a card” added to its effects is referred to as a “cantrip.”
4. We had students use MTG Cardsmith, a browser-based tool at https://MTGcardsmith.
com/.
212 The Communities of Magic
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Reinterpreting Magic
Narratives Beyond the Deck
Pacifism as Epic Recomposition
in Magic: The Gathering
Roger Travis
The idea that a precise and very revealing analogy exists between
systems of certain kinds of narrative v ideo-game mechanics and the
oral-formulaic tradition that gave us the Homeric Iliad and Odyssey has
now attracted some attention in scholarship both in game studies and in
classics. In this essay I outline the equally fascinating analogy between
the narrative performance-mechanics of Magic: The Gathering and that
Homeric system of oral recomposition. The reification and granulariza-
tion of narrative through the medium of the card, whether on the table
or in a digital image, make MTG a fascinatingly different kind of ludic
recompositional epic from a video game like a digital RPG: in brief, I con-
clude in this essay that the emergent epic narrative performed in a game of
MTG emphasizes the player-performers’ virtuosic mastery of the game’s
systems as, paradoxically for a competitive game, a collaboration.
My methodology in this essay, and in particular my definition of
collaboration for the purposes of my discussion, draws on several differ-
ent fields: classical philology, first and foremost, as odd as that may seem,
in scholarship to be introduced immediately in the first section; cultural
anthropology a la Huizinga’s (1998, originally published 1938) and Cail-
lois’ (2001, originally published 1961) seminal works about play and games,
which connect the ancient world to the modern one through comparisons
of play practices; and performance studies, which has begun gradually to
make its influence felt in the loose amalgamation of approaches that goes
by the name of game studies in our current academic context.
I am inspired to develop this methodological approach to games as
performance in particular by Clara Fernández-Vara’s 2009 DiGRA paper,
“Play’s the Thing: A Framework to Study Videogames as Performance.”
She notes the same confluence I note here, among cultural anthropology,
217
218 Reinterpreting Magic
performance studies and game studies, and also that “we still have not yet
fully realised the potential of studying videogames as performance” (2009,
p. 1).
What is true of videogames is lamentably even truer of the study of
other sorts of game, including card games. That circumstance forces the
critic to cobble together their approach, above all when attempting to
bring a potentially contested word like collaboration into a conversation
that has enough complexity already in simply analyzing a single player
game.
By collaboration in this essay, I mean a ludic process analogous to a
theatrical collaboration, of the sort captured by Bickerstaff in his discus-
sion of collaborative theater: “[O]n the level of the creative group, the con-
fluence of individual processes becomes truly synergistic, greater than the
sum of its constituent parts. Likewise, the group too is a part of the broader
field and domain in which it practices, and the field and domain are in turn
part of an influential cultural discourse” (2011, p. 52). I hope in this essay
finally to introduce the idea of c ollaboration-in-creative-performance
as a possible avenue for future studies not only of MTG but of table-
top and videogames more generally. In so doing, perhaps I can further
Fernández-Vara’s cause as well as introducing MTG enthusiasts to a new
way of looking at their game.
Recompositional Epic
Since the late 1930s, we have known, thanks to the work of classicist
Milman Parry (1938), that the Homeric epics, Iliad and Odyssey, originated
in a tradition of oral formulaic poetics. Parry’s student Albert Lord (2000)
carried this work into the comparative study of Homeric poetry with the
analogous oral formulaic poetics of the South Slavic guslars, whose sim-
ilarity to the Homeric bards gave birth to a new school of Homeric criti-
cism (Nagy, 1979), as well as to the comparisons with game-systems that
have begun to emerge.
The neo-analytic critics of Homer, following in Parry’s and Lord’s
footsteps, have uncovered the w ide-reaching effects of the epics’
re-compositional genesis on their cultural impact both in the ancient
world and today. Most importantly, composition by theme, as Lord (2000,
p. 4) called the process by which bards assembled their songs anew on
each performance occasion, allows for compelling direct comparison with
game-mechanics, as Janet Murray (1997, p. 184) recognized.
Simply put, the “interesting choices” that Sid Meier so memorably
made essential to our understanding of games’ basic appeal and meaning
Pacifism as Epic Recomposition (Travis) 219
(Rollings & Morris 2000, p. 38), applied in equal measure to the Homeric
bard. Professionalized from his youth in a system of pre-literate memory
that made the Muses, daughters of Mnemosyne, his inspiring divinities,
he could not have sung the same song twice, just as we cannot play the
same game of MTG twice.
As the player of a game makes decisions within the ruleset of the
game, the Homeric bard sang the original songs upon which the Iliad and
the Odyssey were founded. At some point, through agents unknown to us,
versions of the songs of that living tradition were transcribed, and the idea
of a poet named Homer (the name almost certainly began as a title mean-
ing “the one who puts the song together”) came into being (Nagy, 1996, p.
91–92). The players of MTG might by the same token be called “the ones
who put the game together”—they have the same kinds of choices to make.
Pacifism
One of those choices, for a player running White cards in their deck
at least, is the classic card I have chosen as an example for analysis: Pac-
ifism. The card has appeared in many different versions over the years
since its first appearance in the Mirage block in 1996. Notably (and very
entertainingly), the card’s artwork has featured several inspired depic-
tions of monstrous enemies rendered suddenly peaceful, along with vari-
ous humorous pieces of f lavor-text and the heart of the card—its powerful
mechanic: “Enchant creature. Enchanted creature can’t attack or block.”
I will argue that several key ludic and narrative elements of Pacifism
present strong analogies to the ancient epic tradition known to us most
prominently in the Iliad and the Odyssey. It may seem odd to claim that
a card from a competitive game—as well as the game itself—has such an
essential relationship to a system of narrative performance, but I hope
this essay’s most important contribution will lie in my suggestion of how
natural the connection actually is: on the one hand because recomposi-
tional epic like that of the Homeric bards has always thrived in competi-
tion, singers competing one with another to sing the most pleasing song;
on the other because Pacifism, a paradoxically aggressive card that keeps
an opponent’s creature from attacking (Figure 1), demonstrates in the end
that MTG is in fact a collaborative performance form, in which the play-
ers work together to play out the story of their contest (for collaboration in
performance studies, see Barron [2011]).
Two essential points of comparison between Pacifism and key ele-
ments of Homeric epic performance will lead to a surprising and fairly
grandiose conclusion: (1) c ard-art and f lavor-text as the epic trope called
220 Reinterpreting Magic
Ecphrasis
Homeric epic has as one of its more unexpected building blocks a
trope called ecphrasis. The easiest way to think of ecphrasis is probably as
elaborate description, usually of an object, like a scepter or a shield. “Elab-
orate description” hardly does justice, however, to the importance of ecph-
rasis in the epic tradition or, especially, to the essential function it serves
in the performative mechanics of recompositional epic (Squire, 2013).
The most famous example of ecphrasis in the whole epic tradition is
probably the description of the newly forged shield of Achilles in the eigh-
teenth book of the Iliad. Here’s a sample:
First of all he was making the Shield, huge and massive, fashioning it from
inside out in every direction, and around it he was putting a rim that is radi-
ant, having three folds and radiant. And he [made] a silver sling that was hang-
ing from it. He made the shield in five thicknesses. And he was making many
variegated things with his knowledgeable thinking. In it he fashioned the
earth, in it the sky, in it the sea, and the sun that does not wear out, and the
moon in her fullness, and in it he [fashioned] all the celestial signs—the Pleia-
des, the Hyades, huge Orion, and the Bear, which men also call the Wagon and
which turns round ever in one place, facing Orion; she alone has no share in
the baths of Okeanos.
On it he [= the divine smith Hephaistos] wrought two cities of mortal men.
And there were weddings in one, and feasts. They were leading the brides along
the city from their maiden chambers under the flaring of torches, and the loud
bride song was arising. The young men were dancing in circles, and among
them the pipes and the lyres kept up their clamor as in the meantime the
women, standing each at the door of the courtyard, admired them.
Meanwhile the people were gathered in assembly, and there a quarrel had
arisen, and two men were quarreling about the blood-price for a man who had
died. One of the two claimed that he had the right to pay off the damages in
full, declaring this publicly to the population of the district, and the other of
the two was refusing to accept anything. Both of them were seeking a limit,
in the presence of an arbitrator, and the people took sides, each man shout-
ing for the side he was on; but the heralds kept them back, and the elders sat
on benches of polished stone in a sacred circle, taking hold of scepters that
Pacifism as Epic Recomposition (Travis) 221
the heralds, who lift their voices, put into their hands. Holding these [scep-
ters] they rose and each in his turn gave judgment, and in their midst there
were placed on the ground two measures of gold, to be given to that one among
them who spoke a judgment in the most straight way [Homeric Iliad, 18.478–
508, tr. Butler, rev. Kim et al.].
Though over the centuries scholars have found many compelling thematic
ways to relate the shield (and the many other ecphraseis to be found in
epic) to the overarching plots of their epics, one of the hallmarks of the
trope is that no obvious relationship exists. A bard sang an ecphrasis as
a display of virtuosity, a means of demonstrating his skill and creativity.
Here, the city at peace on the Shield of Achilles provides a perfect
example of the pleasing paradox: the bard suggests that he could tell us all
about the brides and the dancers and the judges, but chooses rather to go
on with his central tale—Achilles’ withdrawal from the fighting at Troy,
and that decision’s tragic aftermath.
Similarly, the versions of Pacifism found in various sets of MTG
demonstrate the virtuosity of their artists and designers, while also sug-
gesting stories untold.
Each of their f lavor-texts provides its own delights, and each serves
an identical function while also providing a pleasant variety that in itself
shows the system’s inherent virtuosity. No f lavor-text for this card, how-
ever, can excel the classic version: “For the first time in his life, Grakk
felt a little warm and fuzzy inside.” To focus on that example, Grakk—
whose sole appearance in the legendarium of Magic: The Gathering, such
as it is, is on this card—represents a moment of ecphrastic diversion in the
onflowing narrative of a game.
Just as the world depicted on Achilles’ shield suggests a narrative just
over the horizon, the untold story of Grakk allows the player-performers of
a game of MTG a kind of fleeting immersion in a tale adjoining the narrative
they themselves enact in their contest (for game-players as performers, see
Fernández-Vara [2009]). The images on the various versions of Pacifism do
the same thing as only a picture can do—there’s good reason that so many
classical ecphrases present descriptions of artistic depiction, as the Shield
of Achilles does. (Other famous examples include the extended descrip-
tion of a bedspread in Catullus 64 and the description of sculpture-adorned
doors in the sixth book of the Aeneid.) From the perspective of literary
and ludic narrative—both of them by nature non-visual—a picture like
the classic image of Grakk with a floral wreath and a floral belt adjoins the
ongoing narrative performance, like a window onto a vista just out of reach.
What heroic planeswalker put those flowers on Grakk? How did the wood-
land creatures arrive? Perhaps above all, when we combine the art with the
f lavor-text, what has happened to Grakk in his villainous life, up to this
222 Reinterpreting Magic
moment—what dark feelings and dark deeds led him to this moment, when
a planeswalker has taken away his martial prowess entirely?
None of those questions, or their possible answers, has anything to do
with the mechanics of the performative contest currently being enacted by
the players through their planeswalker characters. Even if we were to try to
re-tell a game of MTG as if it were a duel of wizards rather than a tabletop
card game, Grakk’s story would not feature as a scene in that tale.
The importance of f lavor-text in particular to the essential experi-
ence of playing MTG, however, should not be underestimated. An article
like “Top 20 Flavor Text” by Adam Lee, posted in 2013, makes clear at least
how seriously the designers of the game take this ecphrastic aspect of their
work. “[F]lavor text,” writes Lee, “is like the mortar that holds the story
together. It’s in the cracks between the other storytelling venues that we
have, and it fills in—bit by bit—story information and planar flavor that
you can’t get anywhere else” (Lee, 2013).
If we may define a game-mechanic as a bundle of rules that controls
the relationship between player-choice and game-state, then the ecphras-
tic dynamics of card-art and f lavor-text like that found on Pacifism do not
seem to partake of the more obvious facets of MTG’s game-mechanics.
If, however, we expand our understanding of the game-state in a perfor-
mative direction, the entire situation begins to look very different. Lee
calls flavor text, in an evocative metaphor, mortar—that is, an essential
building element of the storytelling accomplished by the more obviously
mechanical elements of MTG.
The metaphor helps us observe how the game-state in a given con-
test of MTG means a great deal more than how many hit points each player
has remaining, or how much mana is in front of them. In an MTG con-
test, the game-state always includes that mortar, contributing above all to
the immersion of the players, their identification with their planeswalker
characters and indeed with the mechanics of the duel itself.
The fundamental importance of ecphrasis to classical epic, recog-
nized from the very beginning of Homeric scholarship in the Library of
Alexandria (though the term ecphrasis itself does not appear until later),
should alert us not just to the continuity with literary culture to be found
in this mortar filling the narrative cracks for the past 2500 years but also
to its rather sneaky power. As Lee writes in another rather delightful met-
aphor, “If long-form writing is the awesome dinosaur that rules the liter-
ary wilderness, then these little snippets of flavor text are the hot-blooded
mammals that are kicking ass in the shrubs.”
A recognition both of the value added by ecphrastic art and flavor text
to the overall performative experience of MTG, and of that value’s con-
nection to the tradition of re-compositional epic performance only serves
224 Reinterpreting Magic
Collaborative Competition
The first mechanical fact about Pacifism, which is true of many cards
of various kinds in MTG and most of all of enchantments, is that one
player plays it on a card already played by another player. For example, if
Player 1 has played even a very powerful creature—a Harvester of Souls,
say, with 5/5 power/defense, at a cost of six mana—Player 2 may play Paci-
fism at a cost of two mana and prevent the creature from ever attacking, or
ever blocking to defend Player 1 from damage.
To put it more schematically than is probably necessary, Player 1’s
choice to play Harvester of Souls enlarged their range of choices in the
game’s possibility-space. On the current turn, they could tap the Harvester
to block and, on the next, after the Harvester had recovered from sum-
moning sickness, they could tap it to attack.
Pacifism as Epic Recomposition (Travis) 225
full, declaring this publicly to the population of the district, and the other of
the two was refusing to accept anything. Both of them were seeking a limit,
in the presence of an arbitrator, and the people took sides, each man shout-
ing for the side he was on; but the heralds kept them back, and the elders sat
on benches of polished stone in a sacred circle, taking hold of scepters that the
heralds, who lift their voices, put into their hands. Holding these [scepters]
they rose and each in his turn (amoibēdis) gave judgment, and in their midst
there were placed on the ground two measures of gold, to be given to that one
among them who spoke a judgment in the most straight way [Homeric Iliad,
18.497–508, tr. Butler, rev. Kim et al.]
one with MTG can help us grasp elements of the Homeric tradition that we
might otherwise overlook.
Turn-taking in a competitive game, especially when realized into
a mechanic like that of Pacifism, might be called the essence of the
game’s mechanics. Without the simple notion of handing control of the
game-state from one player to another, the players simply would not have
a game to play. That alternation of control leads, in MTG, to Pacifism’s
ability in the hands of Player 2 to transform a very specific part of the
game-state—the creatures put on the battlefield by Player 1. In Homeric
epic, the t urn-taking so strongly implied by the use of amoibēdis in the
judgment scene on the Shield of Achilles leads to the tension between epic
traditions that gives us both Achilles and Odysseus, both the Iliad and
the Odyssey. To move from the judges on their benches to the internal evi-
dence of the Odyssey itself, at a crucial moment, Odysseus takes turns with
the bard (super-bard, really) Demodocus to begin to tell his story.
King Alkinoos, pre-eminent among all people, this is indeed a beautiful thing,
to listen to a singer such as this one, the kind of singer that he is, compara-
ble to the gods in the way he speaks, for I declare, there is no outcome that
has more pleasurable beauty than the moment when the spirit of festivity pre-
vails throughout the whole community and the people at the feast, through-
out the halls, are listening to the singer as they sit there—you can see one after
the other—and they are sitting at tables that are filled with grain and meat,
while wine from the mixing bowl is drawn by the one who pours the wine and
takes it around, pouring it into their cups. This kind of thing, as I see it in my
way of thinking, is the most beautiful thing in the whole world. Now, however,
since you are inclined to ask the story of my sorrows, and rekindle my own sad
memories in respect of them, I do not know how to begin, nor yet how to con-
tinue and conclude my tale, for the hand of the gods has been laid heavily upon
me. Firstly, then, I will tell you my name that you too may know it, and that
one day, if I outlive this time of sorrow, I may become a g uest-friend to you,
though I live so far away from all of you. I am Odysseus son of Laertes, and I,
with all my acts of trickery, I-am-on-the-minds-of all humans, and my glory
reaches all the way up to the sky [Homeric Odyssey 9.2–21, tr. Butler, rev. Nagy
et al.]
A few moments before, Demodocus had sung the story of the Trojan
horse at Odysseus’ request. The king had caught Odysseus weeping at the
tale, and asked the as-yet-unknown guest to take a turn. The bard of Book
8 of the Odyssey calls attention to this t urn-taking as a collaborative com-
petition and a competitive collaboration. Above all, Odysseus must make
himself known, if he is to win his hosts’ assistance in conveying him home
to Ithaca—and he must (as is demonstrated later in Book 11, when Odys-
seus stops his tale and only continues it when his hosts promise him lavish
gifts) do it in style.
228 Reinterpreting Magic
Meta-epic confrontation
With this admittedly simple idea of t urn-taking as foundational to
the mechanics of recompositional epic, we can move onto its surprisingly
profound ramification in the interplay between the Iliad and the Odyssey.
To make sense of this argument it is necessary to think of the two great
Homeric epics rather counterintuitively to our modern sensibility. In the
recompositional oral formulaic tradition of Homeric poetics, the two epics
developed alongside one another, rather than as would seem natural to us,
with the Iliad preceding the Odyssey. Not only could the bards of the Odys-
sey respond to the bards of the Iliad, but the converse could also occur:
elements of the famous Choice of Achilles in Iliad 9, as it has come down
to us, show clear signs of having developed in tension with the Odyssean
tradition (for the details of the choice, see below). Just as Player 1 can play
another creature once Player 2 has hit their Harvester with Pacifism, the
bards of Iliad 9 have Achilles pointedly condemn lying—Odysseus’ métier
in the Odyssey.
Because of the paucity of our evidence, I have no choice but to make
the next point suggestively rather than concretely. Though the scale of
Pacifism’s mechanic may differ from what the bard of Odyssey 12 does to
the notional Player 1 who sang the Choice of Achilles that has come down
to us as Iliad 9, however, the spirit and the basic amoebēdis nature of the
mechanic are precisely the same.
The Choice of Achilles probably represents the most famous moment
of Homeric epic. (It is perhaps worth noting in a general-interest essay like
this one that its principal competition, the Trojan horse, doesn’t actually
appear as a scene in and of itself: the Iliad’s plot does not even make it that
far.) When Odysseus leads an embassy to Achilles’ tent to ask the absent
warrior, on Agamemnon’s behalf, to return to battle, the most memorable
thing Achilles says is,
My mother Thetis, goddess with silver steps, tells me that I carry the burden
of two different fated ways leading to the final moment of death. If I stay here
and fight at the walls of the city of the Trojans, then my safe homecoming will
be destroyed for me, but I will have a glory that is imperishable. Whereas if I
go back home, returning to the dear land of my forefathers, then it is my glory,
genuine as it is, that will be destroyed for me, but my life force will then last me
a long time, and the final moment of death will not be swift in catching up with
me [Homeric Iliad 9.410–416, tr. Butler, rev. Kim et al.].
Famously, he chooses not to leave. He remains at Troy and, after the death
of Patroclus, returns to battle. In the Odyssey, Odysseus recounts to the
Phaeacians, in the stories introduced at the amoibēdis moment I quoted
above, having met Achilles in the underworld, and hearing from him a
Pacifism as Epic Recomposition (Travis) 229
Yet when we had ransacked the city of Priam he got his handsome share of the
prize wealth and went on board (such is the fortune of war) without a wound
upon him, neither from a thrown spear nor in close combat, for the rage of
Arēs is a matter of great chance.”
When I had told him this, the spirit [psūkhē] of Achilles strode off across a
meadow full of asphodel, exulting over what I had said concerning the prow-
ess of his son.
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demic. 127-139.
Gay Play
The Queer Possibilities of Magic: The Gathering
Aaron Aquilina
Introduction
It goes almost without saying that “fantasy” and “reality” are not as
dichotomous as we might presume them to be; one often shapes the other.
Like all other games that situate themselves on this spectrum, Magic: The
Gathering plays with the real and familiar to offer up the new and fantastic.
This is accomplished through several means, from expansive transmedial
narratives and stimulating visual representations to diverse adaptations,
translations, and promotional materials (video trailers, online articles,
cross-branded marketing, and so on). Crucially, as it shall be argued here,
this transformation of the familiar is also carried out through the game-
play itself.
As a tabletop card game that debuted nearly three decades ago,
Magic’s relation with the familiar has changed over the years. Dragons,
sphinxes, and powerful sorcerers are both ever-present and to be expected;
on the other hand, for instance, the i n-game quotations of the Bible, the
Arabian Nights, and the works of William Shakespeare, Elizabeth Bar-
rett Browning, and Lewis Carroll, among others, are much less expected.1
While Wizards of the Coast (henceforth WotC) has nowadays moved away
from such explicit references, even recent expansion sets have nonethe-
less often remained within the realm of the common literary imaginary,
whether European medieval folktales or Greek and Egyptian myth, allow-
ing for an ease of access and level of familiarity that helps new and veteran
players alike in recognizing the tropes at play.
It is also fair to state, however, that Magic’s incorporation and adap-
tation of the common imaginary transforms as much as it borrows:
S.T. Coleridge’s lines from “Recantation,” for instance, are given novel
233
234 Reinterpreting Magic
interpretations (“Plague Rats” [LEA, 1993]); the tragic and feminine (and
thus, ostensibly, “weak”) figure of Hans Christian Andersen’s mermaid is
turned vengeful and fearsome (“Wishful Merfolk” [ELD, 2019]). In view
of these multifaceted transformations—from the real to the novel and
back again—this essay aims to explore the reconfigurative potentialities of
Magic’s ludo-narratives (including transmedia lore and i n-game mechan-
ics), and this specifically in terms of queer representation and modalities.
The central question here, then, is whether WotC’s inclusion of queer
narratives can be read as one that plunders queer tropes for the sake of
credibility, popularity, and recognition, or whether these narratives
might instead be understood as transformational, expanding the (often
pre-determined) horizons of what it might mean to be queer. This essay
will thus be divided into two parts. The first will look at the issue of gen-
der diversity and queer representation in Magic, chiefly through the cards
themselves but also considering other world-building techniques. The sec-
ond half of the essay shall turn to gameplay, and how the game of Magic
in itself—as a game that is first and foremost played—allows space for the
experiential possibilities and expressions of queer selfhood.
throughout the game’s development in card art, flavor text, and mechan-
ics.13 In Magic, black is the color that is most readily associated with evil,
death, overreaching ambition, and general villainy. While WotC has gone
to some lengths to represent villains in all color identities, and at times
present black-aligned characters as tragic (or even traditional) heroes, it
remains fair to state that what is lacking in the (color) identity of “Kynaois
and Tiro” is any degree of malevolence. This is especially represented in
the card’s functional gameplay, often at the helm of a playstyle termed
“group hug”—where, contrary to other playstyles, it is all players at the
table who benefit (rather than simply the card’s controller).
What does this say of “Kynaois and Tiro”? Their function and identity
may be read as emblematic of the societal benefits—benefits for all—that
comes with the visibility of diversity. Unlike cards that seek to benefit only
their controller while asserting the identity of that player’s deck, cards
like “Kynaois and Tiro” instead subvert this individualistic tendency and
reclaim a more social playing field, so to speak, through highlighting their
own different mode of playing while simultaneously enabling the strate-
gies of other players at the table. As such, when non-normative identities
and capabilities are allowed their spaces and potentials, Magic reveals its
capacity to become a different game entirely, one that reflects not the cap-
italistic and hegemonic self, focused solely on the victorious assertion of
one’s own identity, but rather a more socially-oriented group progression
that comes only when the invisible is allowed to be visible. After all, while
queerness allows for the assertion of all sorts of identities, it is not neces-
sarily the case that hegemony does so in turn. These modalities of queer-
ness, as they intersect with Magic gameplay, shall be further elaborated in
the next section.
On the other hand, though, this particular playstyle encouraged by
“Kynaois and Tiro” may be interpreted in line with a significant change
in the media’s trajectory of queer representation. In, for instance, Western
television programs of the 1960s and ’70s (and, to great degree, the ’80s),
“it was considered taboo for writers and producers to include any con-
tent in their scripts that appeared to condone homosexuality or to present
gay men in positive ways,” a taboo that only generally began to be lifted in
the ’90s (Hart, 2004, p. 243). In its wake, the media of the noughties and
the years following have battled against this negative and flat portrayal of
queer characters, at times going so far as “implicitly suggesting that gay
men are actually superior—rather than inferior—to heterosexuals” (Hart,
2004, p. 246). While Kylo-Patrick Hart writes this in relation to Queer Eye
for the Straight Guy, and in fact celebrates this notion of superiority, this
reversal—where queer representation is and must be always positive—
seems as one-dimensional, and unrepresentative, as the queer portrayal of
Gay Play (Aquilina) 239
2017, p. xiii). Queerness in Magic, therefore, is not just limited to the vis-
ibility of diversity in its art, transmedia narratives, or marketing; rather,
queerness in Magic can be experienced through the very act of playing
the game.
At this point, before moving into further theoretical understanding,
it might be apposite to go over some examples of “gay play.” It is import-
ant that one keep in mind the idea of playing, first and foremost, within
the rules. With this, the wider implications of non-normative play begins
to take some shape (one cannot, for instance, count the act of using Magic
cards to build a house of cards as “playing Magic”). Even within the rules
of the game, however, one finds unexpected mechanics that stress the idea
of deviant play,17 such as throwing a Magic card from a distance in order to
determine i n-game results.18
Such non-normative actions were, however, either discontinued or
moved out of sanctioned Magic and into the s o-called “u n-sets”—that
is, printings that are counted as noncanonical and which emphasize fun
over the typical narrative. Indeed, “u n-sets” (these being Unglued, 1998;
Unhinged, 2004; Unstable, 2017; and Unfinity, upcoming in 2022) are
interesting from the point of view of queer play. The cards within these
sets include references to other games, metafictional elements, self-parody,
whimsical artwork, puns, immersion breaks, and non-canon mechanics
(such as emphasis on watermarks, flavor texts, and contraptions). All this
allows for an experience that is more self-reflexive than the typical game
while also queering the typical. If gay play is understood as an intended
disruption of the failure/success narrative, then “u n-sets” are indeed a site
in which one could locate the acting out of queerness.
It is also true to say, however, that u n-sets are often overlooked or for-
gotten; none of the cards are legal in sanctioned tournaments or online
play (whether on Arena or MTGO), and their existence is limited to four
sets out of the well over a hundred core and expansion sets that have been
printed thus far. It would be more fruitful, then, to interrogate this queer
capacity in more popular avenues of play.
When looking at widely followed and h igh-level events—such as
Pro Tours/Mythic Championships and Grand Prix—one does not find
much variety in the decks that are played, with players favoring, instead,
t ried-and-tested builds. While this sense of competitiveness is under-
standable (significant rewards are associated with winning, and even just
participating), this sameness of decks serves to underline the implicit
emphasis on winning that is involved in Magic gameplay. “Deckbuild-
ing”—that is, the act of building one’s own deck according to one’s style,
preferences, and/or innovative ideas—becomes, in the competitive scene,
merely an act of reiteration lacking in both variety and self-expression, a
Gay Play (Aquilina) 243
means towards a defined goal (winning) that misses out on, and willfully
ignores, any potentialities of difference.
On the other hand, it is this same component of Magic—deck-
building—that begins to truly reveal the game’s queerness, as players
may choose to build a deck that adheres to and is within the rules while
also evidencing a disinterest in winning the game or participating in the
game’s usual narrative. By way of example, one may cite a popular You-
Tube video series, called “Against the Odds,” where the series’ content cre-
ator, Seth (probably better known as Saffron Olive), builds decks around
cards often left unplayed due to their perceived lack of competitive edge. In
one episode, Seth’s opponent plays a card (“Slaughter Games” [RTR, 2012])
in order to remove the underutilized card that Seth built his deck around
(“Warped Devotion” [PLS, 2001]). His reaction is revealing:
Wow! Well, you know you built a good “Against the Odds” deck when your
opponent is Slaughter Gaming your unplayable namesake card. [Laughs]. So
that’s a win. I mean, it might not be a win as far as winning the game … but
forcing our opponent to Slaughter Games a Warped Devotion—that’s a win.
That’s definitely a win [MTGGoldfish, 2019, 22:12–22:34].19
Let us consolidate what these examples have revealed thus far: winning, in
Magic, is considered desirable, and is achievable through a select few cards
that the community discerns as competitive as opposed to janky. How-
ever, Magic allows for another experience that, according to the Johnny
player, amounts to what can be considered as “definitely a win” but which
does not necessarily entail a victory in the typical narratological sense.
244 Reinterpreting Magic
to change what we think, but how we think,” and where the normative and
predictable is shunned in favor of “the ludic and the loopy” (Halberstam,
2017a, pp. 188, 190).
Magic is thus queer in that its structure, loose and free underneath
its multiple formats, sanctions, and rules, allows for such modes of play
that go against the grain of normative gameplay and narrative. As such,
the idea of failing to succeed may be read otherwise, where failure instead
becomes the only means through which one can succeed—not through
some notion of practice, improvement, or tenacity, but rather as a success
at relating to the dialectic of winner and loser in innovative, and liberat-
ing, ways.
Before beginning to play one’s deck, through deckbuilding, the Magic
player is thus perennially invited “to rethink the concept of losing/win-
ning as the point of the […] game altogether” (Halberstam, 2017a, p. 195).
This is a point that Ruberg reiterates (in relation to video games, but none-
theless applicable here): “to play queerly means to play the wrong way
around, to jump our unsuspecting, pixelated avatars into pits instead of
over them,” or to abandon “ hard-fought unsaved games” (Ruberg, 2017,
p. 203). WotC defines a “Johnny” as a player who still likes to win, but
such a characterization fails to take into account the possibility of play-
ing without any desire to win, instead playing only with the will to cre-
ate and experience a narrative of one’s own (such as attaching beneficial
auras to enemy creatures, or never playing a land card, or milling yourself
out with no associated win condition, or to make opponents think about
janky/unplayable cards they would never have seen before). Nowhere is it
more clear that one is deviating from the prescribed narrative as when one
tries, on Magic Arena, to bestow a beneficial enchantment on an oppo-
nent’s creature, or to willfully destroy one of your own; when this happens,
Arena triggers a worried prompt, asking: “Are you sure?”
There is also the possibility of enjoying one’s loss, “to lie down will-
ingly under the blows of our opponents”—a possibility every so often
glimpsed when Magic players do not immediately concede the game at
the likelihood of their loss and instead let the opponent enjoy their vic-
tory (Ruberg, 2017, p. 197). Another option highlighted by Ruberg is that of
“commit[ing] suicide after you’ve already won,” assuming the queer posi-
tion of “both victor and failure”—which, in Magic, might mean casting a
card that drains your last life points away instead of swinging for lethal,
or conceding the match instead of letting your opponent lose after milling
out (Ruberg, 2017, p. 205).
Seeing in failure an alternative, non-normative, and queer enjoyment
of the game—and supporting this modality—would be one way for WotC
to make queerness visible beyond a scattered cast of non-heterosexual
246 Reinterpreting Magic
Conclusion
There are other aspects of queerness that I have not had the space to
present here, such as Magic’s unique level of variance that, at times, itself
precludes you from playing the game at all (such as when a player draws
no mana sources). A game that, randomly, does not allow you to play it is
indeed queer. Even queerer, perhaps, are decks that use this variance to
gain i n-game advantages while eschewing this very foundation of game-
play (mana), such as “Manaless Dredge” (in the Modern, Legacy, and Vin-
tage formats) or “One-Land Spy” (in the Pauper format).
Custom cards made by fans of the game evidence, too, a certain reluc-
tance to participate in the game’s predetermined narrative. Indeed, it is
through fans and players that novel experiential narratives can be forged;
games do nothing by themselves. While this essay did not undertake thor-
ough or sociological research on the Magic community, and nor did it
investigate the experiences of queer gamers or their feelings on Magic’s
Gay Play (Aquilina) 247
Notes
1. See, for instance: “Durkwood Boars” (LEG, 1994); “Ali Baba” (ARN, 1993); “Squall”
(7ED, 2001); “Ball Lightning” (G01, 2001); and “Diminish” (M11, 2010). Henceforth,
in text and footnotes, card details will list card names and provide, in parentheses, the
248 Reinterpreting Magic
conventional code abbreviations for the relevant set name along with the year of print-
ing. In the case of multiple identical printings, only the first edition printing shall be ref-
erenced. All card images and versions are available via the official card database: https://
gatherer.wizards.com/Pages/Advanced.aspx.
2. Several studies have been conducted on the relation between the “real” and the “fan-
tastic” medieval. See, for instance, William Woods (2004) and Nickolas Haydock (2008).
3. In terms of female representation, Magic art has long since refrained from going
down the route of cards like “Earthbind” (LEA, 1993), “Mana Prism” (MIR, 1996), or
“Vitalizing Cascade” (MIR, 1996), among others.
4. See Greg Weisman (2019). While it would be too tangential to dive into a deep anal-
ysis of the novel and these episodes, see, for instance, Aimee Hart (2019). In short, the
character development of Chandra and Nissa—which had, over three years, opened the
possibility for the representation of their queer identities through mutual romantic inter-
est—was cut short, and “retconned,” in Weisman’s work, where Chandra is definitively
self-described as straight and as someone who “had never been into girls.”
5. See “Ral, Izzet Viceroy” (GRN, 2018) and “Tomik, Distinguished Advokist” (WAR,
2019).
6. This includes all cards where Alesha, Oviya, and Hallar are quoted or depicted. See
“Alesha, Who Smiles at Death” (FRF, 15), “Oviya Pashiri, Sage Lifecrafter” (KLD, 2016),
and “Hallar, the Firefletcher” (DOM, 2018). With these, one can include all cards that
depict the Aetherborn, a transient and hedonistic race that prioritize pleasure and trea-
sure. Most use gender-neutral pronouns, but, once again, nothing in the cards themselves
reflect this (with the only exception being, perhaps, the nuanced flavor text of “Rush of
Vitality” [KLD, 2016]).
7. See Kimberly J. Kreines (2016).
8. This essay was written prior to the card “Halana and Alena, Partners” (VOW, 21)
coming out (in multiple senses). This is a fantastic example of queer representation that
would have made for great analysis alongside “Kynaios and Tiro,” with some aspects of the
card—such as its aggressive gameplay—providing interesting contrasts to the group hug
mechanic of “Kynaios and Tiro.” This is a great step on behalf of WotC, and more of this
representation should be given its space.
9. For Alesha, see James Wyatt (2015). For Oviya, see Story/Planes: Kaladesh, “Legend-
ary Creatures”—Panel 5. For Hallar, see Wizards of the Coast [online blog post].
10. For the development of this concept more generally, see Derrida (1997), pp. 95–316.
11. See Wizards of the Coast (2020, p. 15).
12. Another queer character introduced to the multiverse of MTG is Niko Aris, a
non-binary planeswalker. However, since the card has not yet been released at the time of
writing, this cannot be discussed here. See Zambrano (2020).
13. See, for instance, Mark Rosewater (2017).
14. See Blake Rasmussen (2016).
15. See “Lukka, Coppercoat Outcast” (IKO, 2020) and Jirina Kudro (C20, 2020).
16. Emphasis added.
17. The word “deviant” is here rescued and re-appropriated from its negative connota-
tions, following the tradition of queer studies which “borrowed its account of difference
from deviance studies,” where deviant behavior is understood as a political and conscious
resistance to the norm (Love, 2015, p. 75).
18. See “Chaos Orb” (LEA, 1993) and “Falling Star” (LEG, 1994), two official Magic
cards that are banned in every sanctioned format due to dexterity being determined a skill
extraneous to the game. See also “Clay Pigeon” (UGL, 1998) and “Slaying Mantis” (UST,
2017).
19. Emphasis added.
20. Emphasis added.
21. With this notion of enjoyment of the game outside the game, one may also add card
collection, though this is slightly different and is not as unique a factor.
22. Bonnie Ruberg, moderator, “The Arts of Failure: Jack Halberstam in Conversation
with Jesper Juul,” in Queer Game Studies, pp. 201–10, p. 204.
Gay Play (Aquilina) 249
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Hart, A. (2019, November 19). Magic: The Gathering fans are furious over a retcon of a
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magic-the-gathering-fans-are-furious-over-a-retcon-of-a-characters-sexuality/.
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Haydock, N. (2008). Movie Medievalism: The Imaginary Middle Ages. McFarland.
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in-kaldheim.html.
The Call of Eldrazi
The Lovecraftian in Magic: The Gathering
Valentino Paccosi
From the 1970s onward the works of American writer H.P. Love-
craft have been a huge influence over different media. The author’s fic-
tions inspired films such as Alien (Scott, 1979) and Re-Animator (Gordon,
1985); graphic novels such as Lovecraft (Rodionoff et al., 2003) and Provi-
dence (Moore & Burrows, 2017), videogames such as Call of Cthulhu: The
Official Video Game (Cyanide, 2018) and several tabletop games, the most
famous among them being the Arkham Horror (Launius & Wilson, 2018)
board game. These texts are very different, yet they all present elements
that identify them as Lovecraftian texts. The Lovecraftian is in fact highly
versatile and flexible, so much so it is more appropriate to define it as a
mode than a genre. While Science Fiction can be considered a genre, the
Lovecraftian is instead a mode as its flexible nature gives other genres a
very specific flavor. When discussing the nature of modes, Alastair Fowler
explains that “when a modal term is linked with the name of a kind, it
refers to a combined genre, in which the overall form is determined by the
kind alone” (Fowler 1982, p. 107). Fowler uses the term “kind” to describe a
“fixed genre” (Fowler 1982, p. 56). A film such as Alien can then be defined
as a “Lovecraftian Science Fiction” text, where the “kind” is represented by
Science Fiction and the Lovecraftian acts as a mode that enriches the kind
with specific elements.
Fowler also notices that “modes have always an incomplete reper-
toire, a selection only of the corresponding kind’s features, and one from
which overall external structure is absent” (Fowler, 1982, p. 107). What
Fowler means is that a mode cannot exist by itself as it lacks a strong exter-
nal structure, as modes assume the structure of the kind they bond with.
Defining the Lovecraftian as a mode is a way to suggest its extreme versa-
tility and flexibility, as a mode not only is capable of adapting to different
251
252 Reinterpreting Magic
genres, but it can also change them. As I will demonstrate in this chap-
ter, the Lovecraftian mode can combine with the core elements of Magic:
The Gathering (henceforth MTG) and, at the same time, can reshape sev-
eral elements of the game. The Lovecraftian mode possesses a few key ele-
ments, which I will illustrate in the next section, that differentiate it from
other modes. In my essay I will look at how the Lovecraftian mode and the
Lovecraftian monster have been adapted into MTG. My chapter will ana-
lyze how Lovecraft’s creatures can maintain their unsettling and writerly
nature when becoming part of MTG and how they avoid being normalized
and tamed when put into a card frame. Moreover, my analysis will also
demonstrate how the flexible nature of the Lovecraftian mode has been
maintained in MTG thanks to the creation of the Eldrazi and their brood
lines.
and abilities and are an important part of the narrative world of MTG.
In my analysis I will look at how the Eldrazi adapted the writerly nature
of Lovecraftian monsters into MTG. To do so, I will look at the MTG sto-
ryline involving the Eldrazi, at the art depicting the monsters and at the
new game mechanics introduced with this new kind of creatures.
points out that the Eldrazi titans Ulamog and Kozilek are not completely
dead and that they may somehow become a threat again in the future (Lev-
itch et al., 2016). While the physical defeat of the Eldrazi titans reduced the
threat level of the Lovecraftian monsters, the text points out that the mon-
sters’ demise may only be temporary. Even more temporary is the defeat
of the third Eldrazi titan, Emrakul, which is narrated in the online story
of EMN (Eldritch Moon Story, 2016). The third Eldrazi titan manages to
escape to Innistrad, a plane inspired by Gothic Horror texts.2 After several
fruitless battles, the Gatewatch manages to seal Emrakul into the magi-
cal moon of Innistrad. The monster is then not defeated, but only momen-
tarily incapacitated. Moreover, the online chapter titled The Promised End
reveals that the Gatewatch is successful in trapping Emrakul only because
the Eldrazi titan decides to temporarily surrender: “I just no longer want
to play” (Troop, 2016), she says to Jace Beleren, one of the members of the
Gatewatch.3 Emrakul then, more than the other two Eldrazi titans, avoids
being normalized as she cannot be permanently defeated. “It is not my
time. Not yet” (Troop, 2016), Emrakul says, implying that she will come
back at some point in the future.
Jeffrey Jerome Cohen points out that one of the most important char-
acteristics of the monster is that “The Monster Always Escapes”: after
bringing havoc, it vanishes only to reappear later, thus being intrinsically
uncontainable (Cohen, 1996, p.4). While Emrakul can be temporarily con-
tained by the heroes of the Gatewatch, the moon-prison will not be capa-
ble of holding the Eldrazi titan forever. The temporary disappearance and
imprisonment of Emrakul is similar to that of Cthulhu: at the end of “The
Call of Cthulhu” the monster, hit by a speeding boat, explodes only to
immediately start recomposing its appearance. Yet the mysterious island
from where Cthulhu emerged sinks again into the Ocean, leaving no trace
of the monster. However, in the last paragraph, the narrator warns the
reader that “Cthulhu still lives, too, I suppose, again in that chasm of stone
which has shielded him since the sun was young” (Lovecraft, 2011, p. 379).
Certain aspects of Emrakul in the MTG story may reduce the mon-
strousness and writerly nature of the Eldrazi titan—for example the fact
that Emrakul can telepathically speak with Jace—yet this monster is far
from being incorporated into safe limits as suggested by Botting. The
fact that Emrakul, like Cthulhu, is “intrinsically uncontainable” (Cohen,
1996, p.4) and bound to reappear again denies Botting’s idea of the com-
plete normalization of the monster. Emrakul is still a threat for the heroes
of MTG, as her imprisonment was voluntary, almost a truce offered for
unknown—and possibly unknowable—reasons. The Eldrazi titan cannot
be defeated and will likely reappear in future MTG storylines and, pos-
sibly, even be physically re-released again on new MTG cards. Emrakul
The Call of Eldrazi (Paccosi) 257
then is the most Lovecraftian among the Eldrazi creatures, as this monster
refuses to be defeated and normalized, thus remaining a constant threat
looming over the worlds and Planes of MTG.
anthropomorphic. In his web article Joey DiZoglio notices how similar the
illustration of the card “Forerunner of Slaughter” (BFZ, 2015) is to the ana-
tomical image of the musculatory system drawn by seventeenth-century
artist Andreas Vesalius (Vesalius, 1543) (see Figures 1 and 2).
Fig. 2, drawing of the musculatory system drawn by seventeenth-century artist
Andreas Vesalius (1543).
260 Reinterpreting Magic
Despite the monster’s extra set of arms and complete lack of facial
features, the resemblance between the two illustrations is quite striking.
Both figures have their muscles exposed and depicted in minute details.
DiZoglio notices that the artists working on the BFZ set “clearly wanted to
access the idea of eldritch horror but they achieve visual dread by depict-
ing the human interior instead of the alien Other. While Lovecraft’s horror
can never truly be pinned down, the Eldrazi creatures represent animated
autopsies parading in the light of day” (DiZoglio, 2016). I agree with DiZo-
glio’s idea that Ulamog’s brood lineage closely resembles animated autop-
sies. However, I disagree with his claim that these living autopsies cannot
represent Lovecraftian monsters.
The Eldrazi creature “Forerunner of Slaughter” is not a writerly mon-
ster, as we get a good idea of its overall appearance. Nevertheless, this mon-
ster possesses another key feature of monstrousness described by Cohen,
as it is “The Harbinger of Category Crisis” (Cohen, 1996, p. 6). “Forerunner
of Slaughter” and the Eldrazi in Ulamong’s brood lineage “are disturbing
hybrids whose externally incoherent bodies resist attempts to include them
in any systematic structuration” (Cohen, 1996, p. 6). These Eldrazi possess
incoherent bodies that look like i nside-out human bodies. The illustration
by Andreas Vesalius has a clear pedagogical purpose, as it shows an aspect
of the human body that can only be seen when performing an autopsy.
Instead, “Forerunner of Slaughter” is a monstrous hybrid as it is a living
being that looks like a skinless human being. This Eldrazi titan and its lin-
eage then defy any human category system, as they are, at the same time,
dead and alive. In Lovecraft’s fictions there are several examples of mon-
sters being the harbingers of category crisis. For example, the inhabitants of
Innsmouth from The Shadow Over Innsmouth possess incoherent bodies,
as they are grotesque human-fish hybrids. The protagonist of the novella is
disgusted by their appearance, as the inhabitants of Innsmouth are a per-
version of the human race as they defy any category system. It is import-
ant to point out that in Lovecraft’s fictions creatures such as the human-fish
hybrids of Innsmouth are the product of the author’s fear of miscegenation
and overt racism. The horror evoked by Ulamog’s brood lineage is instead
provoked by the monstrous incoherence of these Eldrazi, whose grotesque
but powerful bodies resemble butchered human corpses.
Kozilek and its brood lineage present a slightly different kind of inco-
herent bodies. Kozilek is depicted in the cards “Kozilek, Butcher of Truth”
(ROE, 2010) (see Figure 3) and “Kozilek, the Great Distortion” (OGW,
2016). Once again, the illustrations on the two cards are very similar:
Kozilek presents a bulky body with a c arapace-like upper torso, a set of
humanoid arms and a small dome where the head should be. Like Ulamog,
Kozilek has huge tentacles instead of legs. Kozilek’s aspect is similar to
The Call of Eldrazi (Paccosi) 261
Fig. 4, “Emrakul, the Aeons Torn” (ROE, © Wizards of the Coast, 2010).
The Call of Eldrazi (Paccosi) 265
It does not come as a surprise that, among the five most played
Eldrazi cards are three of the six cards depicting the legendary Eldrazi
titans. Those cards are “Ulamog, The Ceaseless Hunger,” “Emrakul, the
Aeons Torn” and “Emrakul, the Promised End.” These three cards are
extremely powerful when compared to the parameters of the average MTG
creature cards. “Ulamog, The Ceaseless Hunger” is a huge indestructible
creature that allows the player to exile two permanents of their choice. It
is significant that the exile effect does not trigger when the Eldrazi crea-
ture enters the battlefield, but when it is cast: even if the dreadful Ulamog
is countered and put into the graveyard (or even exiled), the opponent has
to lose two precious cards sitting on their side of the table. The abilities
on “Ulamog, The Ceaseless Hunger” are an interesting way to depict the
m ind-shattering qualities of the monster: as soon as the card is cast the
player facing the creature loses important resources, without being given
any chance to avoid the effect. Moreover, when this indestructible crea-
ture attacks, the opponent permanently loses the top twenty cards of their
library—which is one third of the initial number of cards in a player’s
library. Once again, the Eldrazi titan does not have to deal damage to a
player, but simply attack in order to cause a severe loss of resources for the
opponent. While the abilities on “Ulamog, The Ceaseless Hunger” may not
be representative of the creature’s writerly nature, they manage to com-
municate in MTG’s gameplay not only the physical power of the monster
but also the destructive effect the monster has on those who witness its
appearance.
The game mechanics on the two cards representing Emrakul are
instead more representative of the creature’s writerly and Unnamable
nature. “Emrakul, the Aeons Torn” is not only the Eldrazi card with the
highest converted mana cost, but also one of the biggest creatures in all
MTG history. The text box of the card is also one of the longest, as this
creature comes with a plethora of abilities. The most straightforward
among those is that Emrakul cannot be countered, meaning that when
the creature’s mana cost is paid, the opponent has no means to stop any
of the card’s effects. The card’s ability to take away from the opponent the
possibility of preventing the monster’s enter-the-battlefield abilities is a
clever way to translate Emrakul’s writerly nature into a game mechanic.
Moreover, as soon as the Eldrazi titan is cast, the player can take an addi-
tional turn. The opponent is then temporarily incapacitated and put into
a position similar to that of the characters in Lovecraft’s fictions that have
the misfortune of facing Unnamable creatures: “In that second look Wil-
lett saw such an outline or entity, for during the next few instants he was
undoubtedly as stark mad as any inmate of Dr. Waite’s private hospital”
(Lovecraft 2011, 571–572).
268 Reinterpreting Magic
way as Lovecraft’s readers are required to read and at the same time write
the Unnamable monster.
Surprisingly, the most played Eldrazi creature is not one of the leg-
endary titans. “ T hought-Knot Seer” (OGW, 2016), an Eldrazi creature
from the Kozilek’s brood line, may appear unassuming at first, yet it is
a very efficient creature. While the creature’s power and toughness are
much lower than that of the three titans, so is its mana cost, which means
“ T hought-Knot Seer” can be played early in the game. The Eldrazi crea-
ture comes with a powerful disruptive ability, as it allows the player to
look at the opponent’s hand and exile one card. It is almost inconsequen-
tial that the opponent gets to draw a card if “ T hought-Knot Seer” dies, as
the player casting this creature has already permanently removed the most
powerful card from the opponent’s hand. This Eldrazi creature is not as
powerful as the three titans and is less writerly than the previously men-
tioned cards. Nevertheless, “T hought-Knot Seer” deprives the opponent of
their resources and disrupts their strategy, an ability that is similar to the
shock and confusion provoked by the appearance of the Unnamable mon-
ster. Moreover, this creature necessitates the player to spend three generic
mana and one “Wastes” to be cast. Wastes, which appear only in OGW,
are lands that produce colorless mana and represent a land that has been
drained of its color identity.
Wastes are writerly lands as, while they may be considered MTG’s
sixth color, they are also a non-color. Moreover, while the mana they pro-
duce is identical to the one of other colorless artifact lands in the game,
Eldrazi such as “ T hought-Knot Seer” require the specific mana produced
by Wastes to be played. Therefore, “ T hought-Knot Seer” forces play-
ers to include Wastes in decks that play this creature, introducing a sixth
non-color and altering the mana system of the game. “ T hought-Knot Seer”
then manages to bring into MTG an element such as the “Wastes” that,
similar to the alien color in Lovecraft’s “The Colour Out of Space,” is pro-
foundly alien and impossible to understand.
The Lovecraftian monsters are contained in the card frame and become
objects we can own, collect and play with. However, the flexibility of the
Lovecraftian mode allows the Eldrazi to present various degrees of “writ-
erlyness,” while still being a functional part of a collectable card game that
needs to have clear rules and mechanics.
In MTG’s story, art and gameplay, the Eldrazi simultaneously appear
as titanic beasts, writerly creatures and abhuman bodies. Instead of focus-
ing on one depiction of the Lovecraftian monster, the Eldrazi present
different readings of the Lovecraftian which are compatible among them-
selves. The flexible nature of the Lovecraftian mode is reflected in the var-
iegated nature of the three blood lines of the Eldrazi, which present unique
readings of the Unnamable monster. While Emrakul is a writerly monster
that is closer to the ones found in Lovecraft’s fictions, Ulamog’s brood line
and the mutated Eldrazi found in EMN present a different kind of writerly
that confuses categories and disturbs the order of nature. Despite being
game pieces of a collectable card game, the Eldrazi are not normalized and
their threat level can never be erased. Moreover, while the Eldrazi do not
have the power to “threaten the security of the home,” they surely threat-
ened that of MTG tournaments.
The period between the weekend of February 5, 2016, and April 4, 2016, is
known by MTG players as the “Eldrazi Winter,” as the metagame of the Mod-
ern format saw a very high percentage of players using the same Eldrazi cards
in their decks (What Was Eldrazi Winter?, 2017). For example, at the Oath of
the Gatewatch Pro-Tour, taking place in February 2016, 75 percent of the Top
8 decks were using some variant of the Eldrazi archetype (Magic: The Gath-
ering—The Eldrazi Winter, 2016). The reason behind the popularity of Eldrazi
decks was that in the Modern format the high mana cost of these creatures
was not a real problem: not only the so-called Tron lands (“Urza’s Tower”
[8ED, 2003], “Urza’s Mine” [8ED, 2003], and “Urza’s Power Plant” [8ED,
2003]) could generate large amounts of colorless mana early in the game, but
lands such as “Eldrazi Temple” (ROE, 2010) and “Eye of Ugin” (WWK, 2010)
in particular helped lowering the cost of Eldrazi creatures. Moreover, “Eye of
Ugin” allowed players to search their library for colorless cards, thus mak-
ing the Eldrazi decks extremely effective in putting big creatures on the bat-
tlefield very early in the game. As a result, “Eye of Ugin” was banned from
the Modern format in April 2016, where it remains banned to this day (Wiz-
ards of the Coast, 2016). However, MTG’s metagame was not safe from the
Eldrazi menace for long, as in January 2017 “Emrakul the Promised End” was
banned from Standard. As pointed out by the official announcement from
Wizards of the Coast, “Emrakul faced too little resistance and ended games
too easily. She was the world-ending, a ll-powerful monster she was in the
story, which was too much for Standard” (Wizards of the Coast, 2017).
The Call of Eldrazi (Paccosi) 271
At the time of writing this essay, there are no official plans from Wiz-
ards of the Coast to bring back the Eldrazi. The only nod to the Love-
craftian monsters can be found in the Legendary Artifact “Forsaken
Monument” (ZNR, 2020), which depicts a landscape of Zendikar where
the remains of the Eldrazi titan Ulamog are visible. The card boosts the
stat of colorless creatures, yet the Eldrazi are not mentioned anywhere in
the text of the card. However, while the creators of MTG seem to have put
the Eldrazi on a hiatus, these Lovecraftian creatures are still alive among
players. Eldrazi Tron and Eldrazi Aggro are still fan-favorite decks in the
Modern format, and several Eldrazi creatures are played in Tier-1 decks
in Legacy, a format favoring powerful cards (MTG Metagame Breakdown,
2020). The Eldrazi, not unlike Cthulhu, are not dead: they are still “wor-
shipped” and feared by players, and are waiting to rise again to bring
another wave of Lovecraftian flavor in MTG.
Notes
1. I am purposefully choosing the wrong spelling of the word “unnamable” as it is the
one used by Lovecraft in his fictions.
2. The name Innistrad is also suggestively similar to that of Innsmouth, the town pop-
ulated by human-fish hybrids found in Lovecraft’s The Shadow Over Innsmouth (1936).
Moreover, one of the MTG expansion sets featuring the Eldrazi is called “Eldritch Moon”
and is another nod to Lovecraft’s fictions. The adjective “eldritch” is used several times in
the author’s fictions and is often associated with the kind of Horror depicted in his works.
3. Emrakul is referred to using the pronouns she/her, as found in the flavor text of sev-
eral cards. One example is that of “Boon of Emrakul” (EMN, 2016): “All around Emrakul,
life re-formed in her image.”
4. Legendary creatures are unique creatures that cover an important role in MTG’s lore.
Moreover, a player cannot control two or more legendary permanents with the same name.
5. To determine the most played Eldrazi cards I will use the list contained in the You-
Tube video titled “MTG Top 10: Eldrazi” (Nizzahon Magic, 2018). I am using this source as
not only this is a popular MTG channel, but mostly because it is the only one basing its lists
on relevant data. Nizzahon Magic gives a numeric score to each card, based on their inclu-
sion in decks that placed in the top eight positions in competitive MTG tournaments across
all formats and across MTG history.
References
Barthes, R. (1974). S/Z. Blackwell.
Barthes, R. (2009). Mythologies. Vintage Classics.
Botting, F. (1991). Making monstrous: Frankenstein, criticism, theory. Manchester Univer-
sity Press.
Cohen, J.J. (1996). Monster Culture (Seven Theses). In J.J. Cohen (Ed.), Monster theory:
Reading culture (pp. 3–25). University of Minnesota Press.
Cyanide. (2018). Call of Cthulhu: The Official Video Game.
272 Reinterpreting Magic
DiZoglio, J. (2016, March 18). Of Eldrazi And Elder Ones. The Ontological Geek. http://
ontologicalgeek.com/of-eldrazi-and-elder-ones/.
Eldritch Moon Story. (2016, June 17). Magic: The Gathering Website. https://magic.wizards.
com/en/content/eldritch-moon-story.
Fowler, A. (1982). Kinds of literature: An introduction to the theory of genres and modes.
Clarendon.
Gordon, S. (1985). Re-Animator [Blu-ray]. Second Sight.
Harman, G. (2012). Weird realism: Lovecraft and philosophy. John Hunt Publishing.
Hurley, K. (1996). The Gothic Body: Sexuality, Materialism, and Degeneration at the Fin de
Siècle. Cambridge University Press.
Kristeva, J. (1982). Powers of horror: An essay on abjection. Columbia University Press.
LaBelle, C. (2015, October 20). The Color Out of Space. Magic: The Gathering Website. https://
magic.wizards.com/en/articles/archive/my-favorite-flavor/color-out-space-2015-10-20.
Launius, R. and Wilson, K. (2018). Arkham Horror. Fantasy Flight Games.
Levitch, A., Beyer, D., Digges, K., and Kreines, K.J. (2016, February 24). Zendikar Resurgent.
Magic: The Gathering Website. https://magic.wizards.com/en/articles/archive/m agic-
story/z endikar-resurgent-2016-02-24.
Li, M. (2015, December 23). Battle for Zendikar Story Summary. Magic: The Gathering
Website. https://magic.wizards.com/en/articles/archive/m agic-story/battle-zendikar-
story-summary-2015-12-23.
Lovecraft, H.P. (2011). H.P. Lovecraft: The Complete Fiction. Barnes & Noble.
Magic: The Gathering—The Eldrazi Winter. (2016, August 19). TechRaptor. https://
techraptor.net/tabletop/opinions/magic-gathering-eldrazi-winter.
Miéville, C. (2009). M.R. James and the Quantum Vampire: Weird; Hauntological: Versus
and/or and and/or or? IV, 105–128.
Moore, A., and Burrows, J. (2017). Providence. Avatar Press.
MTG Metagame Breakdown. (2020, November 6). MTG Top 8. https://www.MTGtop8.
com/format?f=MO.
MTG Story Archive. (2021, January 7). Magic: The Gathering Website. https://magic.
wizards.com/en/story?source=MX_Nav2020.
Nizzahon Magic. (2018, January 26). MTG Top 10: Eldrazi. YouTube. https://www.youtube.
com/watch?v=Pa84QJjk9yU.
Oath of the Gatewatch Story Summary. (2016, March 2). Magic: The Gathering Website. https://
magic.wizards.com/en/articles/archive/feature/o ath-gatewatch-story-summary-2016-
03-02.
Rodionoff, H., Breccia, E., and Giffen, K. (2003). Lovecraft. DC Comics.
Scott, R. (1979). Alien [DVD]. 20th Century Fox.
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wizards.com/en/articles/archive/magic-story/promised-end-2016-07-27.
Vesalius, A. (1543). De humani corporis fabrica. Ex Officina Ioannis Oporini.
What was Eldrazi Winter? (2017, July 18). Reddit. https://www.reddit.com/r/ModernMagic/
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ment. Magic: The Gathering Website. https://magic.wizards.com/en/articles/archive/
news/ banned-and-restricted-announcement-2016-04-04.
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ment. Magic: The Gathering Website. https://magic.wizards.com/en/articles/archive/
news/january-9-2017-banned-and-restricted-announcement-2017-01-09.
From Magic to Gwent
Magic’s Impact on the Gaming Industry
Jiwon Ohm
273
274 Reinterpreting Magic
was one of the many used in The Primal Order, filed a lawsuit against WotC
for copyright and trademark infringement, putting the young company
“on its knees” (Chalk, pp. 26–7). Fortunately, Adkison had Magic and its
designer Richard Garfield to rescue the company.
Garfield, who is a mathematician as well as a DnD player, met Adkison
when he and Mike Davis, the co-creator of their boardgame RoboRally,
were introduced to and explained the game to Adkison. When Adkison
declined the distribution of RoboRally because of the cost, the unyield-
ing Garfield asked Adkison what he was looking for in a game (Chalk, pp.
8–9). According to Titus Chalk, Adkison was envisioning “a game for the
convention circuit: something portable, something quick, something that
jaded role-players could distract themselves with during their down-time
or while waiting for a tardy dungeon master. As a fan of the fantasy art….
Adkison wanted a vehicle for great illustration, too. The solution, he felt,
was some kind of card game” (Chalk, p. 9). When the two met a month
later, Garfield introduced a card game he had created, inspired by games
such as Cosmic Encounter (1977) (Garfield as cited in Fullerton, 2008, 2nd
ed, p. 191). Adkison reminisces that he was so enthusiastic about the game
that he was “dancing around, whooping and hollering” (Adkison as cited
in Chalk, p. 10), and thus magic—or Magic—was born.
Once Adkison and Garfield were able to get the ball rolling, with
clearly targeted consumers and a market, Magic quickly gained a great
number of followers with its combination of strategic c ard-playing and
assemblage, the gratification of collecting and finding of rare cards,2 the
familiarity of fantasy races and characters, beautiful illustrations, as well
as the publication of novels and stories based on the images and brief
descriptions on the cards that gave life to the inanimate objects, creatures
and characters on the cards. Magic’s uniqueness consists of the fact that
the original source of its lore was the game itself rather than other sources
such as books, as it was the opposite in most cases. Thus, being unlim-
ited to an “original source” by being the original source in itself allows the
world of Magic to remain vibrant, dynamic, and creative, either contest-
ing or adapting to both the social and technological changes in our world.
Indeed, with new cards and expansion packs follow the stories and side
stories of new races or peoples from different worlds and backgrounds,
thereby making the world of Magic full of infinite possibilities and rel-
evance.Such qualities, as well as its gameplay, are what makes Magic
alluring. The popularity of Magic, like any other popular work, opened
a completely new sphere in the world of popular culture, not limited to
the table-top games, but also animations and digital games. Consequently,
many people influenced and inspired by Magic started creating their own
games to build the TCG market as we now know it.
From Magic to Gwent (Ohm) 275
First of all, as mentioned earlier, Yugi is a “young timid boy” whose per-
sonality is visualized through his frailer physical appearance compared
to his peers, which aligns with the stereotype assigned to Magic play-
ers. Many boys and men who played Magic at the time were associated
with the geeks and nerds. As Mark Justice, former pro player of Magic,
once remarked, “There was definitely a nerd stigma to Magic back then”
(as cited in Chalk, p. 129). In addition, Yugi’s grandfather is the owner of
a game shop where, like in any LGS, he sells and trades the Duel Mon-
sters cards. In the first few episodes, the Yu-Gi-Oh! anime spends a lot of
time introducing and explaining the cards, whose designs are very simi-
lar to those of Magic’s with an illustration of the character, its description
underneath the image, its power written on the card, along with the rules
of the game, which become more complicated as the series progresses.
What is most remarkable about the first episode is that, by showing Yugi
win the World Champion of Duel Monsters, and given that he also owns
three legendary cards through a deck compiled by his grandfather with
cards that can only show their full potential by strategically organizing
the deck, the episode emphasized the fact that although rare and powerful
cards exist and one could own many or even all of them, what really mat-
ters in the card game is strategy with a bit of luck. This showcases the com-
plexity of not only Duel Monsters itself, but also its role-model Magic in
which deck building and game playing skills with a sprinkle of luck over-
ride card rarity. Unsurprisingly, the card game in the anime was adapted
into the Yu-Gi-Oh! Trading Card Game (Yu-Gi-Oh! TCG), first in Japan in
1999, and then in North America in 2002. Like Magic, and partly due to
the fact that the earlier game had already established a market, Yu-Gi-Oh!
TCG’s popularity caught on quickly so that according to ICv2, the game
ranks 3rd out of the top 5 sales in the category of Collectible Games as of
spring 2019 (ICv2, 2019).
While Magic remains the 1st in ranking, it is followed by none
other than the famous Pokémon: Trading Card Game (Pokémon: TCG),
adapted from Nintendo Game Boy’s role-playing video game Pokémon
Red and Green,4 which was released in 1996 in Japan just a few years prior
to Yu-Gi-Oh! TCG. Pokémon: TCG is arguably even more indebted than
Yu-Gi-Oh! TCG to Magic and its company, WotC for two reasons: (1) WotC
was the company in charge of distributing the Pokémon: TCG in Amer-
ica and (2) WotC’s workers were hired to work at The Pokémon Company
once the U.S. division was established. According to Chalk, Japan was one
of the biggest markets for WotC in the 1990s, where WotC was making 30
percent of the profit for Magic, so that the company was shocked and dis-
mayed when they received the news that Magic was no longer the bestsell-
ing TCG in Japan because Pokémon: TCG had taken its place. Although
From Magic to Gwent (Ohm) 277
Yu-Gi-Oh! and Pokémon TCGs, the fact that WotC created a game which
has forever changed the gaming industry is undeniable.
popular Magic-inspired online card games that were put out in the market
include the aforementioned The Elder Scrolls: Legends, Legends of Rune-
terra and Gwent: The Witcher Card Game.
Other than this description, and the fact that the dwarves who play it are
extremely passionate about the game, the only other information given is
that its players use the term “spades,” “diamonds” and “hearts”—at least
in the English translated version—calling to mind the more well-known
standard 52-card deck. Monnier stated that the description in the book
was “assez vague”—vague enough—to create an original game out of
(Monnier as cited in OgamingTV, 2015). Being fans of TCGs, Monnier and
Jaki’s t wo-player card game, Gwent, turned out to be much more similar to
Magic’s decks and gameplay than those of the standard deck.
Prior to Gwent, The Witcher 1 and 2 included a m ini-game more
called “Dice Poker.” Dice Poker was a game faithful to its name: dice
throwing fused with poker. Although some enjoyed the m ini-game, it did
not stand out to the players enough to become popular. The Witcher 1 also
included “romance cards” which the player attained as a prize every time
they slept with a female non-player character (NPC). This collectible card
“game” did not make it to The Witcher 2, most likely because of the contro-
versy surrounding its objectification of women. For The Witcher 3, CDPR
asked Monnier to create a completely new m ini-game which would last at
least 10 minutes per round and something which derived from the origi-
nal books. While choosing Gwent as one of the aspects of the game he was
most proud of, Monnier stated that he did not want to make a game which
was too simple, but required the players to really think (as cited in Ogam-
ingTV). As a result, Gwent came to be.
According to Monnier, the design of Gwent was inf luenced by
tabletop games; even though he does not name Magic specifically, it is very
difficult to not think of Magic when one reads the descriptions Monnier
gives about Gwent before The Witcher 3 was released. When asked whether
there “was anything [Monnier/ CDPR] took from tabletop fantasy gaming
to put into this game [The Witcher 3] specifically” (Hershberger as cited in
Gaming Oblivion, 2020), instead of focusing on the main portion of The
Witcher 3 game, Monnier brought up Gwent:
I’m a massive fan of—as a [game] designer I believe that if you want to be a
designer you need to have a look at t able-top…. I designed Gwent with a bunch
of cool friends. Gwent is a card game that we have in the game … we do have
this thing where you can go around collect … cards and you can build your
own deck and we have full factions and it’s a very quick game, it’s like 10 min-
utes maximum, … you can win money playing it, you can buy new cards, you
can win some of them, you can even enter a tournament, and there is a big
tournament with all best Gwent players in the realm and there are quests link
to that as well [as cited in Gaming Oblivion].
This description of Gwent is very similar to Magic: (1) Gwent is a card
game, (2) the player has to collect cards by buying or winning them, (3) the
282 Reinterpreting Magic
players must build their own decks, and (4) there is a big tournament “with
all the best Gwent players in the realm.” Of course, there are many kinds of
card games, but the card designs are similar to that of Magic.
Despite some minor differences in the designs such as the placements
of the cards’ power and category, the general design mirrors Magic’s. In
addition, derived from the concept of Magic which, as Peterson suggested
also conceptualized the rarity of items in digital RPGs, Gwent also added
the existence of normal and rare cards. For example, the rarest “Hero”
cards can only be earned by winning against the strongest Gwent playing
NPCs. Furthermore, even the rule that the player wins the opponent’s card
is equivalent to what was the original prize for winning a game of Magic
when it was initially released—a rule that was swiftly dropped by Magic
players. Other than earning cards by winning against NPCs, the player can
buy cards at shops like one can buy Magic cards at LGSs. Finally, the idea
of the Gwent tournament, in which the player must win against the most
skilled Gwent playing NPCs from the Northern Realm of The Witcher
world in a tournament also comes from Magic s pioneering of TCG world
tournaments. This tournament in The Witcher 3 is a side-quest called
“High Stakes.” Just like a real TCG tournament, once the player loses a
game with one of the NPCs participating in the tournament, the player
loses the whole tournament. If the player had not played Gwent through-
out the game, it would be impossible to participate or win it, as they would
lack both good strategies and a strong deck. Losing the tournament would
mean the loss of prize money, as well as cut-scenes and failure to complete
the “High Stakes” and also another Gwent-related side-quest titled “Col-
lect ’Em All,” for which the player must collect all the 199 cards available in
the game since, as previously mentioned, winning Gwent means earning
a card from the opponent, so that losing the tournament would result in
failure to earn cards by beating all Gwent playing NPCs. All these similar-
ities exemplify the influence of Magic on Gwent, whether or not they were
direct influences. In other words, Magic has become so normalized as the
model for TCGs that its influence is both direct and indirect.
There are, of course, multiple ways in which Gwent differentiated
itself from Magic and other fantasy-based TCGs inspired by Magic such
as not using the concept of mana, being t urn-based so that a player cannot
take action during the opponent’s turn, being more strict with the division
between factions when creating decks, having three rows—melee, ranged,
siege—, including weather cards that could affect the whole game, hav-
ing to win twice in order to win the game so that it may take three matches
to complete a round, having to gain the higher number in order to win
instead of having to attack the opponent’s leader until their power reaches
zero, and obviously, being based on The Witcher lore.
From Magic to Gwent (Ohm) 283
Notes
1. While some differentiate the two terms, claiming that trading card games involve the
actual trading of cards with other players or with/at the local game stores (LGS) on top of
the gaming itself, while collectible card games do not involve the trading aspect, the two
terms are often used interchangeably. Rather than differentiating the two terms, I will use
the term “TCG” as was preferred by Magic: The Gathering’s creator Richard Garfield (Gar-
field as cited in Fullerton, 2008, 2nd ed, pp. 199-200).
2. With the development of the digital/online version of Magic, Magic: The Gathering
Arena (Magic Arena), trading has become less common.
3. Later in the series, a game called “Dungeons Dice Monsters” plays a great role. The
original name of the game is “Dragon, Dice & Dungeons,” possibly paying homage to
“Dungeons & Dragons.” Despite the importance of the game in the anime and adaptations
to t able-top and video games, it did not become as popular as “Duel Monsters.”
4. Pokémon Green was only released in Japan. In other countries, the first two Pokémon
games were Red and Blue.
5. On the Konami Yu-Gi-Oh! “information [page] for parents,” Konami appeals to par-
ents to buy the Yu-Gi-Oh! TCG for their children as, according to Konami, it “forces kids
to use simple math and reading skills, while exercising the social skills necessary to play
against other kids.” They then write that “The Yu-Gi-Oh! TRADING CARD GAME is
designed for kids ages 6+. As long as your child can do basic addition and subtraction cal-
culations and read the text on his or her cards, your child will be able to play the game”
(Konami, n.d.).
In 2014, a Pokémon TCG player, Erik Nance, wrote an analysis on the Pokémon cards
after the company decided to change the target audience of their cards from 10+ years old
to 6+ years old. This change was explicitly made on the label of the packs. Nance argues
that after the change in the target demographic, the game became “undeniably simple”
(Nance, 2014).
6. The minigame was titled “Triple Triad.” The director of Final Fantasy VIII, Yoshi-
nori Kitase stated that the inspiration behind Triple Triad was Magic: “This time around, I
wanted to make a minigame that was persistent throughout the entire world and could be
played anywhere. At the time, Magic: The Gathering had just come out and was very popu-
lar, so we thought, “Rather than add a card game as a minigame, what if we added in a card
game that all of the people in the world played? Some sort of tradition or cultural element
that had been carried on from years past?” And we thought by adding that, it would add to
the development of the world. We also wanted to add elements like, when you play Magic
with your friends, you might trade cards so you both have better decks. Even with regular
286 Reinterpreting Magic
playing cards, say there’s some sort of a game I play here, but the rules I have are differ-
ent from the rules someone in Osaka might have. Adding elements like that makes it seem
more realistic” (as cited in Juba, 2019).
7. According to Barbara Finigan, Senior Vice President and General Counsel of Has-
bro, “Hasbro and Wizards of the Coast vigorously protect our intellectual property. This
infringement suit against Cryptozoic demonstrates that while we appreciate a robust and
thriving trading card game industry, we will not permit the misappropriation of our intel-
lectual property…. We attempted to resolve this issue, but Cryptozoic was unwilling to set-
tle the matter” (as cited in Wizards of the Coast, 2014).
8. This was probably not unaffected by platforms such as Cockatrice, which allows
Magic players to test and play cards for free and online with other players.
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https://www.reddit.com/r/witcher/comments/36yqd5/gwent_honestly_is_one_of_the_
best_things_in_this/.
CD Projekt Red. (2015). The Witcher 3: Wild Hunt. CD Projekt Red.
Chalk, T. (2017). Generation Decks: The Unofficial History of Gaming Phenomenon Magic:
The Gathering. Solaris.
Cook, J. (2003, October 10). It’s Wizards vs. Pokemon as e x-partners square off. Seattlepi.
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tive Games (2nd edition). CRC Press.
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Damien.
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IwAR1ktICuZrWPt6rp_ct3BH6IpVZ70t0N_trm1Z7Vs9fNX0Vuq9woLg1CD6E.
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From Magic to Gwent (Ohm) 287
The preceding essays explore the many ways in which Magic: The
Gathering has changed and continues to change the world of hobby gam-
ing. Designed by Richard Garfield nearly thirty years ago as a game to
keep convention goers from becoming bored while standing in long lines,
Magic has transcended its humble origins. Now a game played by 40 mil-
lion players worldwide, Magic is a behemoth in the gaming industry. Its
enduring strength is perhaps due to its individualized nature; after all,
as Mark Rosewater contends, with Magic “everybody gets to be the game
designer.” Through the previous essays, we discovered that the collectible
card game Magic: The Gathering is ultimately constituted by:
1 . An interwoven narrative of fantastic tropes that are, much like
the players themselves, pitted against one another in the mechanics of
play
2 . An active and increasingly diverse community of players that
gather physically or digitally to compete
3 . A robust capitalistic market as players (and collectors) vie for
cards to create powerful decks or second-market killings in trade
4 . An opportunity for (a) learning numerous skills including
literacy and critical thinking, and (b) applying these skill sets to
players’ own lives.
Given the prolonged nature of any academic endeavor, much has
developed in the (pandemic-riddled) months since we began this proj-
ect. The myriad ways the C ovid-19 pandemic has and will change the
world, including the niche hobby of gaming, including Magic, are still
unfolding. In particular, the pandemic has already caused a shift in how
Magic: The Gathering is played (e.g., more online platforms as opposed
to i n-person matches). Magic tournaments were cancelled by Wizards
of the Coast and Friday Night Magic was banned in stores in order to
289
290 Conclusion
the pandemic and the mandatory social distancing, Magic is more popular
than ever. Though the pandemic forced the cancellation of Friday Night
Magic tournaments at local game stores, Wizards of the Coast reported
that its Magic profits were 27 percent higher in 2020 than in 2019 (Parlock).
These profits are likely to continue to rise, as WotC reignites fans’ interest,
capitalizing on their own pre-existing fanbase of Dungeons and Dragons.
More and more we have witnessed Wizards of the Coast embracing trans-
media and cross-medialization of its products such as the Dungeons and
Dragons: Acquisitions Incorporated book or the Dungeons and Dragons vs.
Rick and Morty box set adventure. This incorporation of popular culture
is a natural offshoot of Magic’s inclusion of literary tropes and motifs such
as Lovecraftian monsters, as Valentino Paccosi explores here. While some
of these products, like the Dungeons and Dragons Monopoly game, feel like
something of a cash grab for Hasbro, others, like the first D&D and Magic
crossover set of cards, feel like a harmonious blend of mechanics and lore
(Hall 2021). Perhaps in the future there could even be an officially sanc-
tioned Witcher themed Magic deck, an embodiment of Magic’s significant
influence on other CCG’s as Jiwon Ohm explores here.1
The pandemic-era has induced significant change in the world of
hobby gaming, including, it would seem, the end of Magic as a profes-
sional esport. As of yet, it is unclear what Wizards of the Coast’s May 2021
announcement to cancel professional Magic: The Gathering tournaments
will mean for the future of the collectible card game. Perhaps in a world
so severely still in the grasp of a pandemic, WotC has decided to shift its
focus away from the professionalization of the game in favor of emphasiz-
ing online play and, when safe, the return of local Friday night matches.
In an attempt to emphasize the gathering nature of the game, we may be
witnessing a shift toward Roger Travis’s understanding of Magic as a col-
laborative, epic experience. Or perhaps more cynically, as Matt Knutson
has argued here, WotC has realized they missed their opportunity in fully
professionalizing Magic.
In closing, there is a continued need for dedicated research into the
expansive world of Magic, both in its lore and its communities of play. We
provide these essays here as a foothold into this vast multiverse and hope
that it may foster further scholarship into Magic: The Gathering.
Note
1. Indeed, some fans of The Witcher and players of MTG have already designed their
own decks as homages to Geralt (Krenum). One pre-crafted deck is currently selling on
MTGgoldfish.com for over $1,600 (Fumeli).
292 Conclusion
References
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from https://www.MTGgoldfish.com/deck/2609228#paper.
Gault, M. (2020, August 5). C ovid-19 Is Making “Magic: The Gathering” Change the Game.
Vice. Retrieved fromhttps://www.vice.com/en/article/g5pmw3/c ovid-19-magic-the-
gathering-card-bans.
Gault, M. (2021, May 13). Target Bans Pokémon Cards and Walmart Doesn’t Have Any. Vice.
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era-this-gathering-has-lost-some-of-its-magic.
Hall, C. (2021, May 7). Your first look at the Dungeons & Dragons Magic: The Gathering
crossover set. Polygon. Retrieved from https://www.polygon.com/22424684/dungeons-
dragons-magic-the-gathering-crossover-set-preview-cards.
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release-details/hasbro-reports-fourth-quarter-and-full-year-2020-financial.
Krenum. (2018, July 31). Tales of the Witcher. MTGVault.com Retrieved from https://www.
MTGvault.com/krenum/decks/t ales-of-the-witcher/.
Mina, A. (2021, April 20). How a global pandemic gave birth to a trading card frenzy:
What was once a childhood fad is experiencing a renaissance. Toronto Observer.
Retrieved from https://torontoobserver.ca/2021/04/20/h ow-a-global-pandemic-
gave-birth-to-a-trading-card-frenzy/.
Mueller, R. (2021, February 11). eBay: U.S. Sports Card Sales Grew 142% in 2020 Sports
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card-sales-report-2020/.
Parlock, J. (2021, February 9). “Magic The Gathering” Had Its Best Financial Year Ever
In 2020. Forbes. Retrieved from https://www.forbes.com/sites/joeparlock/2021/02/09/
magic-the-gathering-had-its-best-financial-year-ever-in-2020/?sh=46e91afc1f0a.
Trammell, A. (2010). Magic: The Gathering in material and virtual space: An ethno-
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ering [Press release]. Retrieved from https://magic.gg/news/e sports-transitions-
and-getting-back-to-gathering.
About the Contributors
Aaron Aquilina is affiliated with the University of Malta. He is the author of The
Ontology of Death: The Philosophy of the Death Penalty in Literature and has also
published on indifference, posthumanism, suicide, and the queer essay, alongside
several interviews and book reviews. He is the founding general editor of antae,
an open-access, refereed, and international online journal.
Alexander di Re is an occupational therapist from Rome. He graduated from La
Sapienza University of Rome in 2015, and is an employee at the Bambino Gesù
Hospital at Santa Marinella. He has been playing MTG since 2006, developing an
interest in EDH and Pauper, and has several years of experience in trading MTG
and Pokémon cards.
Kris Green earned his Ph.D. in applied mathematics from the University of Ari-
zona in 1999, and has been teaching at St. John Fisher College ever since. He works
to integrate writing and computing into mathematics classes and has supervised
numerous student research projects, including a cluster analysis of Magic decks
based on card interactions. His favorite format is casual Commander.
Rachel Guldin is a Ph.D. candidate in communication & media studies at the
University of Oregon’s School of Journalism and Communication. Her research
examines neoliberal capitalism and racism in media literacy education and pop-
ular culture.
Brandon C. Harris is a Ph.D. candidate in media studies at the University of Ore-
gon’s School of Journalism and Communication. His research focuses on new
media and digital labor with a special interest in digital platforms, community
formation, and game studies.
Shelly Jones is a professor of English at SUNY Delhi, where they teach classes in
mythology, folklore, literature, and writing. They received a Ph.D. in compara-
tive literature from SUNY Binghamton. Their research examines analog, digital,
and role-playing games through the lens of intersectional feminism and disabil-
ity studies.
Matt Knutson, Ph.D., is an assistant professor in the Kinesiology & Esports pro-
gram at the University of North Dakota. His scholarship focuses on esports, game
studies, media temporality, and gender and sexuality in digital spaces.
293
294 About the Contributors
297
298 Index
Narset of the Ancient Way (card) 75, 83 race 153–156, 164–165, 202; see also diversity
Nassif, Gabriel 124–126, 139, 141 Ral, Izzet Viceroy (card) 248
Nelson, Brad 135 rarity 47–48, 67, 72, 74–77, 82–85, 91, 176,
netdecking 70 194–195
Netflix 2 Ravnica: City of Guilds (set) 112
Netrunner 284–285 Reddit 5, 53–54, 63–64, 93, 172
Neutralize (card) 80 Reserved List 59, 62
Nintendo 127, 142, 276 Rin and Seri, Inseparable (card) 239
Riot Games 95, 278
Oath of the Gatewatch 254–255, 269–270 Rise of the Eldrazi (set) 254
Oathkeeper, Takeno’s Daisho (card) 211 Rivals League 116, 133–137, 139
Obama, Michelle 208–210 RoboRally 274
Odyssey 217–232 Rocket League 139
Of One Mind (card) 79 Rose, Bill 9
Oko, Thief of Crown (card) 4, 60–61, 135 Rosewater, Mark 4, 9–20, 23, 73, 123, 138,
Once Upon a Time (card) 135 153, 169, 188, 196, 235–236, 240, 243;
One-Land Spy (card) 246 Blogatog 9; Drive to Work 9; Making Magic
Open Hostility (deck) 239 9
Organized Play 116, 125, 129, 132, 136, 139; Ruel, Antoine 140
see also Pro League; Pro Tour; professional Ruel, Oliver 140
play; Rivals League; tournament play Rush of Vitality (card) 248
Oviya Pashiri, Sage Lifecrafter (card) 248
Sakura-Tribe Elder (card) 195
Pacifism (card) 5, 219–225, 227–231 Sapkowski, Andrzej 278, 280
Pathrazer of Ulamog (card) 257 Scott, Becca 73
Pauper format 79, 85, 246 Scott-Vargas, Luis 121, 124, 128–129, 133,
pedagogy 5, 181–213 139, 141
Penny Dreadful format 241 Scryfall (website) 50, 85
Phillips, Cedric 135, 138 Sealed format 68, 77, 241
Pia and Kiran Nalaar (card) 239 Serra’s Embrace (card) 240
Pioneer format 60, 64, 79 Shadowmage Infiltrator (card) 121–2
Plague Rats (card) 234 Shadows Over Innistrad 82
planeswalker 1, 3, 59, 73–75, 150, 157, 202, Shards of Alara 47
205, 221, 223, 241, 254 sideboarding 30, 160
Play to Win 54 The Simpsons 210
player agency 2 Sinister Sabotage (card) 80
Player Spotlight cards 123 Skull Prophet (card) 79
Playing with Power MTG 54 Slaughter Games (card) 243
Pokémon 132, 150, 198, 276–279, 284–285, 290 Slaying Mantis (card) 248
poker 124–125, 128, 131, 135 Soh, Terry 130, 132
power creep 68–69 Sol Ring (card) 51
Power Nine 69 spectatorship 91, 105, 109, 124–125, 128, 138;
Primal Empathy (card) 79 see also livestream
The Primal Order 273–274 Spike (MTG player type) 13, 243
Pro League 92, 104–105, 114–116, 118, 124, SplitSecond 54
133–139; see also Pro Tour; professional spoiler 46, 53–54, 63, 66–90
play; Rivals League; tournament play Squall (card) 247
Pro Tour 95, 103, 112–144, 242; see also Pro Stalwart Unity (deck) 239
League; professional play; Rivals League; Star City Game 78, 140
tournament play Standard format 56, 60–61, 68–69, 73, 75,
Pro Tour Hall of Fame 76, 114, 117, 128 78–79, 135–136, 140, 241, 270
Pro Tour Player Card 112–144 Star Trek 11
professional play 4, 91–144, 291; see also Star Wars 11
Pro League; Pro Tour; Rivals League; StarCraft 120, 124, 128–129, 132
tournament play Stark, Ben 105
pubstomping 173–174, 176 StreamElements 94, 105–107
Streets of New Capenna 83, 85
Queer representation 5, 233–250; see also Strong Museum of Play 2
diversity Super Smash Bros. Melee 127, 142
Quiet Speculation (website) 53, 55 Sutcliffe, Marshall 77
Index 301