Magic the Gathering (MTG) has a legendary problem. Not a problem of epic proportions, but a problem with the designing and distribution of legendary creatures. The landscape of MTG’s legendary creatures is an ever-evolving one, presenting exciting opportunities and unique design considerations. The recent in-universe set (UW), Edge of Eternities (EoE), ventures into the far reaches of SPAAAaaAaAAACE. It introduces a small “roster” of 22 legendary creatures in its main set & supplementary Commander products. With this set comes a rules change that allows any legendary vehicle to act as your Commander. This adds 21 older cards that are eligible to lead your deck. It certainly expands player choice. However, it also invites a closer look at the current design and distribution trends for these iconic cards.

In stark contrast, the preceding release, Final Fantasy, a ‘Universes Beyond‘ (UB) set, showcased a significantly different scale of legendary creatures; 109. This set, larger than EoE, introduced four unique Commander decks with new cards and art. EoE, tragically, only comes with two unique Commander decks. Wizards of the Coast (WOTC) has seen substantial success with its UB initiatives, with the Final Fantasy set achieving record sales. The commercial viability of these sets is clear, but their expansive nature raises questions about the allocation of development resources for core Magic sets. Sets which remain fundamental to the game’s evolving lore and ongoing narratives.

Easy Peasy Design Philosophy…zee

Recent UW sets have adopted distinct design philosophies. Many fall into ‘hat sets,’ where established Magic characters are reimagined within a new thematic context. Oko found himself donning a cowboy hat (yeehaw) in the Western-themed Thunder Junction. The Wandering Emperor explored the spooky 80’s horror movie realm of Duskmourne. While these sets often embrace a campy or lighthearted aesthetic – and some, like Duskmourne, have been well-received for their unique flavor – they offer a streamlined approach to introducing familiar faces into new settings. This simplifies the creative process compared to crafting entirely new lore & characters.

Another prevalent design trend involves ‘Return to’ sets. These sets revisit beloved Magic planes like Zendikar or Ravnica. Return to sets provide an opportunity to see new iterations of fan-favorite characters, which is exciting for long-time players. From a design perspective, building upon established characters – such as the numerous versions of Jace (14?) or Niv-Mizzet (5) – also streamline the development process for new cards.

10/10 Would Universe Again

The UB concept itself has considerable appeal. Commanders like The Wise Mothman, Three Dog (Fallout), and Jon Irenicus (Dungeons & Dragons), have made frequent appearances at my table. The D&D sets, in particular, serve as a strong example of successful integration. Largely because D&D, also owned by WOTC, shares significant thematic overlap with Magic’s multiverse. Featuring similar creature types, planar travel, and access to gods.

However, the perceived thematic fit can vary greatly across different crossovers. While Magic is no stranger to robots or transforming cards, the inclusion of IPs like Transformers, feel less naturally integrated into the established Magic universe. Was there really a demand for this IP? The Transformers cards were supplementary to the release of The Brother’s War. They focused more on adding new Commanders rather than an entire set. It is worth noting that UB sets have had an extremely high demand from the playerbase, even before particular sets were announced.

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Transformers Arrives

From the playerbase’s perspective, it appears that a significant portion of design attention is being directed towards UB sets, potentially leading to in-universe Magic sets that are comparatively less expansive or diverse. This shift impacts how players engage with the game’s core lore, as cards might be perceived more as mechanical components rather than iconic representations of Magic’s characters and worlds.

I’m not made of Money! I’m a volunteer!

The current market for Magic cards has changed considerably, not for the better. With the proliferation of multiple alternate art versions, serialized cards, and ‘Secret Lair‘ (SL) releases – which can be challenging to acquire and sometimes introduce new cards only found within the SL itself – the landscape for collectors has become much more… dynamic. This expansion of product offerings, while providing variety, presents new challenges for players aiming to collect as they once did. Accessibility and the secondary market are negatively impacted by this.

Beyond the breadth of releases, which have become increasingly frequent, card design itself presents ongoing challenges. WOTC has made it more difficult for themselves by making Commander products that go in-line with every set release. Instances of cards requiring immediate bans or post-release errata (or even pre-bans), sometimes linked to the reprinting of older cards with new art, highlight areas where refined design processes would further benefit the game. The occasional issues with card wording or the balance of new mechanics (such as with Nadu and Vivi) indicate opportunities for more rigorous testing and review. Despite these points, WOTC has demonstrated its capacity for excellent design, evident in many UB cards and even their UW sets. This ongoing potential suggests that with focused effort, Magic’s core sets can continue to deliver the compelling gameplay and rich lore that players cherish.

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