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


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


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


In 2002, an official online version of the game was released. While less functional methods of online play have existed, [[Magic: The Gathering Online]] (MTGO) was the first to capitalise on this interest. It had features which were lacking from previous methods, specifically that game rules and card interactions are handled correctly. The online version has been a runaway success for the company and has inspired similar products from many popular collectible card games.
In 2002, an official online version of the game was released. While less functional methods of online play have existed, [[Magic: The Gathering Online]] (MTGO) was the first to capitalise on this interest. It had features which were lacking from previous methods, specifically that game rules and card interactions are handled correctly. The online version has been a runaway success for the company and has inspired similar products from many popular collectible card games.
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== Game play ==
== Game play ==
{{main|Magic: The Gathering rules}}
{{main|Magic: The Gathering rules}}
[[Image:MagicTheGathering.jpg|thumb|314px|''Magic: the Gathering'' cards are designated by various types and colors.]]
[[Image:Iconic cards.jpg|thumb|314px|''Magic: the Gathering'' cards are designated by various types and colors.]]
In a game of ''Magic'', two players play the roles of powerful wizards ([[planeswalker]]s) engaging in a magical duel to the death. A player starts the game with twenty ''life'' and seven cards in their hand. If a player is reduced to zero life, that player loses the game. The object of ''Magic'' is to be the last surviving player.
In a game of Magic, two players play the roles of powerful wizards ([[planeswalker]]s) engaging in a magical duel to the death. A player starts the game with twenty ''life'' and seven cards in their hand. If a player is reduced to zero life, that player loses the game. The object of Magic is to be the last surviving player.


Players fight each other by casting spell cards by drawing upon ''[[mana]]'', or magical energy, from ''Land'' cards. There are two basic types of spells: those which create a "permanent", which stay on the table once they have been played, and those which affect the game immediately and are then put into their owners' graveyards. The types of cards are:
Players fight each other by casting spell cards by drawing upon ''[[mana]]'', or magical energy, from ''Land'' cards. There are two basic types of spells: those which create a "permanent", which stay on the table once they have been played, and those which affect the game immediately and are then put into their owners' graveyards. The types of cards are:
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=== Deck construction ===
=== Deck construction ===
A player needs a deck ready before he can play a game of Magic. Beginners typically start with only a [[starter deck]], but over time, more cards are added to the player's stock through purchases or trading with other players. Due to the many possibilities, two players seldom play with the same decks.
A player needs a deck ready before he can play a game of Magic. Beginners typically start with only a [[starter deck]], but over time, more cards are added to the player's stock through purchases or trading with other players. Due to the many possibilities, two players seldom play with the same decks (although the concept of ''Net decking'' often leads to some degree of uniformity in deck construction).


Normally, decks are required to be at least sixty cards. Players may use no more than four of any named card, with the exception of the "basic land" (staples of Magic). When deciding which cards to include, it is often most beneficial to use the minimum deck size, combined with the maximum number of card copies, so that the most useful cards are drawn more often. Ensuring a proper balance of lands to spells is a fundamental aspect of deck building. A deck must have a large enough number of lands so that they are drawn in a timely manner. The ratio of lands to spells is typically in the range of around 33-40% land to 60-67% spells.
Normally, decks are required to be at least sixty cards. Players may use no more than four of any named card, with the exception of [[Magic: The Gathering rules#Lands|basic lands]]. When deciding which cards to include, it is often best to use the minimum deck size, combined with the maximum number of card copies, so that the most useful cards are drawn more often. Ensuring a proper balance of lands to spells is also a fundamental aspect of deck building. A deck must have a large enough number of lands so that they are drawn in a timely manner, but few enough that non-land spells are also drawn. This typically results in 20 to 24 lands in a 60 card deck.


While five colors of spells, as well as colorless artifact spells, are available, it may help to play two or fewer colors in a deck, so that the color of spells drawn will usually match the color of mana available. At the same time, the five colors each have different strengths and weaknesses. For this reason, it may help to play three or more colors in a deck, so that the strengths of one color can compensate for the vulnerabilities of another.
While five colors of spells are available, most decks consist of three or fewer colors. By doing so the color of spells drawn will more often match the color of mana available. At the extreme, a single color deck will always draw the correct type of mana; many tournament-winning decks are all one color for this reason. However, the five colors each have different strengths and weaknesses, and it is often necessary to play multiple colors to gain access to different categories of spells. Green spells are particularly good at gaining access to mana, even mana of different colors. Some decks use green spells to ensure that mana of three, four, or even all five colors is availible.


===The colors of Magic===
===The colors of Magic===
Most spells come in one of five colors: white, blue, black, red, or green. To play a spell of one color, mana, produced by a land of the appropriate type, is required. The equilibrium among the five colors is one of the defining aspects of the game. The various strengths and weaknesses of each color are attributed to the fact that each color represents a different "style" of magic. Because the trade-offs between the abilities of each color are integral to keeping the game balanced, it is helpful to discuss the various color philosophies.
Most spells come in one of five colors: white, blue, black, red, or green. To play a spell of one color, mana, produced by a land of the appropriate type, is required. The equilibrium among the five colors is one of the defining aspects of the game. The various strengths and weaknesses of each color are attributed to the fact that each color represents a different "style" of magic. In deck construction, the choice of what color or combination of colors to play is integral to the play style of the deck.


[[Image:Iconic cards (9th).jpg|800px|center]]
*'''White''' is the color of equality, order, law, righteousness, and light (although not necessarily "goodness"). Typical white creatures include [[knight]]s, [[soldier]]s, [[cleric]]s, and [[angel]]s. Within the game, white's strengths lie in healing damage, launching tactical creature attacks, and imposing additional rules by which all players must abide. White's weaknesses include its difficulty in removing the opponent's permanents through direct removal, and the fact that many of its most powerful spells affect all players equally.
*'''Blue''' is the color of knowledge, illusion, reason, ingenuity, and trickery. Typical blue creatures include [[wizard]]s, [[faeries]], and [[air]] and [[water]] [[spiritual being|spirits]]. Blue's cards are best at letting you draw additional cards, giving you control of opposing creatures, sending permanents back to their owner's hands (informally called "bouncing"), and countering (canceling) your opponent's spells as they are being played. Blue's weaknesses lie in that it has by far the weakest creatures of any color and it has only limited ways of dealing with opposing threats once they have entered play.
*'''White''' is the color of equality, order, law, righteousness, and light (although not necessarily "goodness"). Typical white creatures include [[knight]]s, [[soldier]]s, [[cleric]]s, and [[angel]]s. Within the game, white's strengths lie in healing damage, launching tactical creature attacks, and imposing additional rules by which all players must abide. White's weaknesses include its difficulty in removing the opponent's creatures through direct removal, and the fact that many of its most powerful spells affect all players equally.
*'''Black''' is the color of death, darkness, plague, selfishness, and greed (although not necessarily "evil"). Typical black creatures include [[rats]], [[zombie]]s, [[demon]]s, and [[necromancers]]. Within the game, black cards are best at killing opposing creatures, making your opponent discard cards which are in his or her hand, and raising creatures from the dead. Black's weaknesses include its inability to destroy enchantments and artifacts, and the fact that many of its best spells harm the player using them.
*'''Blue''' is the color of knowledge, illusion, reason, ingenuity, and trickery. Typical blue creatures include [[wizard]]s, [[faeries]], and [[air]] and [[water]] [[elemental]]s. Blue's cards are best at drawing additional cards, gaining control of opposing creatures, sending permanents back to their owner's hands (informally called "bouncing"), and countering (canceling) spells as they are being played. Blue's weaknesses are that it has the weakest creatures of any color and it has only limited ways of dealing with opposing threats once they have entered play.
*'''Red''' is the color of destruction, war, passion, chaos, and anger. Typical red creatures include [[goblin]]s, [[barbarian]]s, [[dragons]], and [[earth]] and [[fire]] [[spiritual being|spirits]]. Red is one of the best colors for destroying opposing permanents, trading long-term resources for short-term power, and for playing spells that reduce the opponent's life points (so-called "burn" or "direct damage"). Red also has the vast majority of cards that involve random chance. Red's weaknesses include its inability to destroy enchantments and the random nature of many of its spells.
*'''Black''' is the color of death, darkness, plague, selfishness, and greed (although not necessarily "evil"). Typical black creatures include [[rats]], [[zombie]]s, [[demon]]s, and [[necromancers]]. Within the game, black cards are best at killing creatures, making your opponent discard cards, and raising creatures from the dead. Black also has powerful, cheap effects with significant drawbacks. Black's weaknesses include its inability to destroy enchantments and artifacts, and the fact that many of its best spells harm the player using them.
*'''Green''' is the color of life, nature, growth, instinct, and interdependence. Typical green creatures include [[beast]]s, [[elf|elves]], [[insects]] and [[druid]]s. Green has large, powerful creatures, numerous ways to destroy artifacts and enchantments, many spells that increase a player's life total, and can produce mana more quickly than any other color. However, green has difficulty removing opposing creatures from play, and has almost no strategies that are not creature-based.
*'''Red''' is the color of destruction, war, passion, chaos, and anger. Typical red creatures include [[goblin]]s, [[barbarian]]s, [[dragons]], and [[earth]] and [[fire]] [[elemental]]s. Red is one of the best colors for destroying opposing permanents, trading long-term resources for short-term power, and for spells that deal damage. Red also has the vast majority of cards that involve random chance. Red's weaknesses include its inability to destroy enchantments, the random nature of many of its spells, and a tendency to run out of resources.
*'''Green''' is the color of life, nature, growth, instinct, and interdependence. Typical green creatures include [[beast]]s, [[elf|elves]], [[insects]], [[druid]]s, and [[nature]] [[elemental]]s. Green has large, powerful creatures, numerous ways to destroy artifacts and enchantments, spells that increase a player's life total, and can produce mana more quickly than any other color. However, green has difficulty removing opposing creatures from play, and only has creature-based strategies.


The colors can be seen on the back of the cards, in a circle-like design, figuratively called the "color wheel". Starting from the top, going clockwise, they are: white, blue, black, red, and green. These can sometimes be abbreviated as W, U, B, R, and G respectively. The colors adjacent to each other on the wheel are "allied" and can have similar/complementary abilities or strategic approaches. For example, blue has few efficient, aggressive creatures in general, but does have a relatively large number of flying creatures. White and black, being next to it, also have many flying creatures. Red and green are opposite blue and have very few flyers. The two non-adjacent colors to a particular color are "enemy" colors, and are often thematically opposed. For instance, red is the color of chaos, while white is the color of order.
The colors can be seen on the back of the cards, in a circle-like design, figuratively called the "color wheel". Starting from the top, going clockwise, they are: white, blue, black, red, and green. These can sometimes be abbreviated as W, U, B, R, and G respectively. The colors adjacent to each other on the wheel are "allied" and can have similar/complementary abilities or strategic approaches. For example, blue has few efficient, aggressive creatures in general, but does have a relatively large number of flying creatures. White and black, being next to it, also have many flying creatures. Red and green are opposite blue and have very few flyers. The two non-adjacent colors to a particular color are "enemy" colors, and are often thematically opposed. For instance, red is the color of chaos, while white is the color of order.
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A series of five articles written by [[Mark Rosewater]] describing each color in depth can be found at the game's official site at [http://www.magicthegathering.com MagicTheGathering.com]: [http://www.wizards.com/default.asp?x=mtgcom/daily/mr57 The Great White Way], [http://www.wizards.com/default.asp?x=mtgcom/daily/mr84 True Blue], [http://www.wizards.com/default.asp?x=mtgcom/daily/mr109 In The Black], [http://www.wizards.com/default.asp?x=mtgcom/daily/mr133 Seeing Red], and [http://www.wizards.com/default.asp?x=mtgcom/daily/mr43 Its Not Easy Being Green]
A series of five articles written by [[Mark Rosewater]] describing each color in depth can be found at the game's official site at [http://www.magicthegathering.com MagicTheGathering.com]: [http://www.wizards.com/default.asp?x=mtgcom/daily/mr57 The Great White Way], [http://www.wizards.com/default.asp?x=mtgcom/daily/mr84 True Blue], [http://www.wizards.com/default.asp?x=mtgcom/daily/mr109 In The Black], [http://www.wizards.com/default.asp?x=mtgcom/daily/mr133 Seeing Red], and [http://www.wizards.com/default.asp?x=mtgcom/daily/mr43 Its Not Easy Being Green]


Some cards, such as artifacts and lands, are considered colorless. Other cards may be multiple colors, thus requiring two or more types of mana to play. Such cards are commonly known as gold cards due to the gold colored card frame normally used to reflect card color.
Some cards, such as artifacts and lands, are considered colorless. Other cards may be multiple colors, thus requiring two or more types of mana to play. Such cards are commonly known as gold cards due to the gold colored card frame normally used to reflect card color. Gold cards usually combine allied colors; for example, there are many white-blue cards, but few blue-red cards.


=== Variant rules ===
=== Variant rules ===
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* '''Multiplayer''' — The simplest format is the free-for-all, where players sit in a circle and combat those around them to be the final surviving player. One popular variant is "Rainbow" (or "Five-Player Star") and involves exactly five players, each one playing one of the colors of ''Magic'' and trying to defeat the diametrically opposed ones. Team-based play is also extremely popular. "Two-Headed Giant" is a team game where pairs of players share turns and life totals. In "Emperor", two teams, each generally comprised of three of five players, play to ensure their central player (the emperor) outlasts the other. In June 2005, rules for handling multiplayer games were added to the official rulebook and "Two-Headed Giant" team play is one of the first multiplayer variants to be [[Duelists' Convocation International|sanctioned]].
* '''Multiplayer''' — The simplest format is the free-for-all, where players sit in a circle and combat those around them to be the final surviving player. One popular variant is "Rainbow" (or "Five-Player Star") and involves exactly five players, each one playing one of the colors of ''Magic'' and trying to defeat the diametrically opposed ones. Team-based play is also extremely popular. "Two-Headed Giant" is a team game where pairs of players share turns and life totals. In "Emperor", two teams, each generally comprised of three of five players, play to ensure their central player (the emperor) outlasts the other. In June 2005, rules for handling multiplayer games were added to the official rulebook and "Two-Headed Giant" team play is one of the first multiplayer variants to be [[Duelists' Convocation International|sanctioned]].


* '''Alternate deck construction''' — In one system, players are allowed to use only one of each card instead of the usual limit of four – this is called "Singleton" or "Highlander" ("[[Highlander (film)|There can be only one]]"). In the [http://www.wizards.com/default.asp?x=mtgcom/daily/jm67 "Pauper's Deck"] or [http://www.wizards.com/default.asp?x=mtgcom/feature/58 "Peasant Magic"] variants, the more powerful rare cards are not allowed, and players must construct decks using only the more commonly available cards as a way of balancing the games for players on a budget. In [http://www.5-color.com "5-Color"] or [http://www.wizards.com/default.asp?x=magic/magiconline/prismaticprimer "Prismatic Magic"], players must build very large decks (at least 250 cards) and accommodate a minimum number (about 20) cards of each color. In order to alleviate problems with the mana resource system, some play variants include rules for building decks without lands. These often include other compensating controls, such as restricting players to one spell per turn (as in "Type IV" or "DC-10") or in using spell cards themselves to be played as lands and produce matching colored mana. In [http://www.wizards.com/default.asp?x=mtgcom/feature/132 "Mental Magic"], a common stack of random cards is used as decks for each player. Play is as normal except that the cards in their hand can be played as any card in the game with the same mana cost, but each such card can only be named once per game.
* '''Alternate deck construction''' — In one system, players are allowed to use only one of each card instead of the usual limit of four – this is called "Singleton" or "[[Highlander (film)|Highlander]]". In the [http://www.wizards.com/default.asp?x=mtgcom/daily/jm67 "Pauper's Deck"] or [http://www.wizards.com/default.asp?x=mtgcom/feature/58 "Peasant Magic"] variants, the more powerful rare cards are not allowed, and players must construct decks using only the more commonly available cards as a way of balancing the games for players on a budget. In [http://www.5-color.com "5-Color"] or [http://www.wizards.com/default.asp?x=magic/magiconline/prismaticprimer "Prismatic Magic"], players must build very large decks (at least 250 cards) and accommodate a minimum number (about 20) cards of each color. In order to alleviate problems with the mana resource system, some play variants include rules for building decks without lands. These often include other compensating controls, such as restricting players to one spell per turn (as in "Type IV" or "DC-10") or in using spell cards themselves to be played as lands and produce matching colored mana. In [http://www.wizards.com/default.asp?x=mtgcom/feature/132 "Mental Magic"], a common stack of random cards is used as decks for each player. Play is as normal except that the cards in their hand can be played as any card in the game with the same mana cost, but each such card can only be played once per game.


==Organized play==
==Organized play==
[[Image:Magic Players.jpg|250px|thumb|Officially sanctioned ''Magic'' tournaments attract participants of all ages and are held around the world. These players in [[Rostock]], [[Germany]] are competing for an invitation to a professional tournament in [[Nagoya]], [[Japan]].]]
[[Image:Magic Players.jpg|250px|thumb|Officially sanctioned Magic tournaments attract participants of all ages and are held around the world. These players in [[Rostock]], [[Germany]] are competing for an invitation to a professional tournament in [[Nagoya]], [[Japan]].]]
{{main|Duelists' Convocation International}}
{{main|Duelists' Convocation International}}
Magic: The Gathering has grown a lot since it was first introduced in 1993, and a large culture has developed around the game. ''Magic'' [[tournament]]s are arranged almost every weekend in gaming stores. Larger tournaments with hundreds of competitors from around the globe sponsored by Wizards of the Coast are arranged many times every year. Large sums of money are paid out to those players who place the best in the tournament, and the winner receives sums upward of US$50,000. A number of websites report on tournament news, give complete lists for the most currently popular decks, and feature articles on current issues of debate about the game. The [[Duelists' Convocation International]] (or DCI) is the organizing body for professional ''Magic'' events. The DCI is owned and operated by [[Wizards of the Coast]].
Magic: The Gathering has grown a lot since it was first introduced in 1993, and a large culture has developed around the game. Magic [[tournament]]s are arranged almost every weekend in gaming stores. Larger tournaments with hundreds of competitors from around the globe sponsored by Wizards of the Coast are arranged many times every year. Large sums of money are paid out to those players who place the best in the tournament, and the winner receives sums upward of US$50,000. A number of websites report on tournament news, give complete lists for the most currently popular decks, and feature articles on current issues of debate about the game. The [[Duelists' Convocation International]] (or DCI) is the organizing body for professional Magic events. The DCI is owned and operated by [[Wizards of the Coast]].


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


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


Magic cards are released in '''expansion sets''' and '''base sets'''. Expansion sets are released in "blocks", with a new block released each year. Each block consists of three sets: a large expansion of 306 cards, which is released in the fall, and two smaller follow-up expansions, each 165 cards, released in late winter and early summer, respectively. Each block shares an overarching theme in its design, with the smaller sets expanding upon the flavors and game mechanics of the large set. The expansions consist almost entirely of new cards, with few reprints of already-existing cards.
Magic cards are released in '''expansion sets''' and '''base sets'''. Expansion sets are released in "blocks", with a new block released each year. Each block consists of three sets: a large expansion of 306 cards, which is released in the fall, and two smaller follow-up expansions, each 165 cards, released in late winter and early summer, respectively. Each block shares an overarching theme in its design, with the smaller sets expanding upon the flavors and game mechanics of the large set. The expansions consist almost entirely of new cards, with few reprints of already-existing cards.
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The game cards are published by Wizards of the Coast in varying quantities – a standard booster pack contains eleven ''common'' cards, three ''uncommon'' cards, and one ''rare''. The prices of individual cards vary accordingly. Common cards rarely sell for more than a few cents. Uncommon cards and weak rares typically cost under US$1. The most expensive cards in Standard tournament play usually cost approximately US$10-20.
The game cards are published by Wizards of the Coast in varying quantities – a standard booster pack contains eleven ''common'' cards, three ''uncommon'' cards, and one ''rare''. The prices of individual cards vary accordingly. Common cards rarely sell for more than a few cents. Uncommon cards and weak rares typically cost under US$1. The most expensive cards in Standard tournament play usually cost approximately US$10-20.


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


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

Quite apart from the normal secondary card market is the market for rarities and misprints, the value for which is typically not linked to gameplay value, and can in some cases rise extremely high. For example, one theme deck from the Scourge expansion pack, misprinted with [[Harry Potter CCG]] card backs sold for 13,100 dollars on an online auction.

One source of collectable rarities is the "''Summer Magic''" reprint edition, which was set to replace the Revised Edition of the game, but was almost completely recalled by the manufacturer. It is thought something akin to a dozen of each card of that series are in circulation. The most coveted of these is the ''blue Hurricane'', so called because it was misprint with a blue background instead of green.[http://www.wizards.com/default.asp?x=mtgcom/arcana/375]


==Artwork==
==Artwork==
[[Image:Aboroth.jpg|right|150px]]
Each card has a fantasy-themed picture to represent the effect of the card, often reflecting the flavor and setting of the expansion for which it was designed. Since its inception, ''Magic'' has used exceptionally high-quality [[art]] on its cards, by many well-known fantasy and science-fiction illustrators. Notable artists who have contributed art for ''Magic'' cards include [[John Avon]], [[Brom]], [[John Coulthart]], [[Mike Dringenberg]], [[Kaja Foglio]], [[Phil Foglio]], [[Frank Kelly Freas]], [[Donato Giancola]], [[Rebecca Guay]], [[John Howe]], [[Bill Sienkiewicz]], [[Ron Spencer]], [[Bryan Talbot]], [[Christopher Rush]], [[Kev Walker]], and [[Michael Whelan]].
Each card has a fantasy-themed picture to represent the effect of the card, often reflecting the flavor and setting of the expansion for which it was designed. Since its inception, Magic has used exceptionally high-quality [[art]] on its cards, by many well-known fantasy and science-fiction illustrators. Notable artists who have contributed art for Magic cards include [[John Avon]], [[Brom]], [[John Coulthart]], [[Mike Dringenberg]], [[Kaja Foglio]], [[Phil Foglio]], [[Frank Kelly Freas]], [[Donato Giancola]], [[Rebecca Guay]], [[John Howe]], [[Bill Sienkiewicz]], [[Ron Spencer]], [[Bryan Talbot]], [[Christopher Rush]], [[Kev Walker]], and [[Michael Whelan]].
<!-- Please don't add artists to this section unless they have an existing article on Wikipedia. Artists in this section should be well-known for work -outside- ''Magic'' as well. Keep the list short and high-quality. -->
<!-- Please don't add artists to this section unless they have an existing article on Wikipedia. Artists in this section should be well-known for work -outside- Magic as well. Keep the list short and high-quality. -->


A few early sets experimented with alternate art for functionally identical cards. This created an unforeseen problem and a lesson learned for the company. Many players learn to recognize a card by its art and, thus, having multiple versions of art caused confusion when players tried to identify a card at a glance. Alternate art is now only used sparingly and mostly for promotional or chase cards.
A few early sets experimented with alternate art for functionally identical cards (resulting in 2-4 versions of the same card within a set). This created an unforeseen problem, as many players learn to recognize a card by its art, and having multiple versions of art caused confusion. Alternate art is now only used sparingly and mostly for promotional cards.

[[Image:Cloudcrest lake.jpg|left|150px]]Initially, artists had freedom to paint whatever they thought appropriate to the card's name. However, this led to problems such as creatures depicted as flying despite the card not having flying. The art direction team eventually imposed constraints so that the artistic vision was more closely aligned with the design and development of the cards. Each block of cards now has its own [[style guide]] with sketches and descriptions of the various races and places featured in each new setting.

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


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


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


==Storyline==
==Storyline==
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An intricate storyline underlies the cards released in each expansion and is shown in the art and [[flavor text]] of the cards, as well as in novels and anthologies published by [[Wizards of the Coast]] (and formerly, by HarperPrism). It takes place in the [[plane of existence|planes]] in the [[multiverse]] of Dominia.
An intricate storyline underlies the cards released in each expansion and is shown in the art and [[flavor text]] of the cards, as well as in novels and anthologies published by [[Wizards of the Coast]] (and formerly, by HarperPrism). It takes place in the [[plane of existence|planes]] in the [[multiverse]] of Dominia.


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


Recently, '''Magic''' has begun to venture out of Dominaria and into new planes and worlds including Mirrodin, Kamigawa, and, coming soon, Ravnica.
Recently, '''Magic''' has begun to venture out of Dominaria and into new planes and worlds including Mirrodin, Kamigawa, and, coming soon, Ravnica.
Line 151: Line 159:
The [[Internet]] has played an important role in competitive ''Magic''. Strategy discussions and tournament reports frequently include a listing of the exact contents of a deck and descriptions of its performance against others. Using a process known as "net decking", some players will take this information and construct a deck containing the same, or very similar, contents &ndash; relying on the expertise and experience of other players. While this strategy is often a good one, it is not a guarantee that the deck will repeat its earlier success. The player may be inexperienced, unfamiliar with the operation of the deck, or they may enter an event where a large number of other players have also "net decked". Many players advocate "Limited" formats of competitive ''Magic'' over "Constructed" formats because of this phenomenon.
The [[Internet]] has played an important role in competitive ''Magic''. Strategy discussions and tournament reports frequently include a listing of the exact contents of a deck and descriptions of its performance against others. Using a process known as "net decking", some players will take this information and construct a deck containing the same, or very similar, contents &ndash; relying on the expertise and experience of other players. While this strategy is often a good one, it is not a guarantee that the deck will repeat its earlier success. The player may be inexperienced, unfamiliar with the operation of the deck, or they may enter an event where a large number of other players have also "net decked". Many players advocate "Limited" formats of competitive ''Magic'' over "Constructed" formats because of this phenomenon.


[[Image:Lord of the pit.jpg|frame|right|One of the older cards with a demonic theme.]]
===Demonic themes===
===Demonic themes===
For the first few years of its life, ''Magic: The Gathering'' featured occasional cards with names or artwork that implied [[demonic]] or [[occult|occultist]] themes (such as the cards ''Demonic Tutor'' and ''Unholy Strength'', which both featured reversed [[pentagram|pentagrams]] in their artwork). For reasons discussed in the article ''[http://www.wizards.com/default.asp?x=mtgcom/daily/mr131 Where Have All The Demons Gone?]'' by Mark Rosewater, these kinds of cards were removed from later sets and there was a long period when all references to demons were carefully avoided. However, the game still received criticism over its [[occult]] themes. Believing that the concept of "demons" was becoming less controversial, Wizards of the Coast abandoned this policy and restarted printing demons and cards with "demonic" in their name in [[2002]].
For the first few years of its life, ''Magic: The Gathering'' featured occasional cards with names or artwork that implied [[demonic]] or [[occult|occultist]] themes (such as the cards ''Demonic Tutor'' and ''Unholy Strength'', which both featured reversed [[pentagram|pentagrams]] in their artwork). For reasons discussed in the article ''[http://www.wizards.com/default.asp?x=mtgcom/daily/mr131 Where Have All The Demons Gone?]'' by Mark Rosewater, these kinds of cards were removed from later sets and there was a long period when all references to demons were carefully avoided. However, the game still received criticism over its [[occult]] themes. Believing that the concept of "demons" was becoming less controversial, Wizards of the Coast abandoned this policy and restarted printing demons and cards with "demonic" in their name in [[2002]].


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


===Gambling===
===Gambling===
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{{main|Collectible card game#Patent}}
{{main|Collectible card game#Patent}}

== Notable players ==
''See [[Magic: The Gathering World Championship]] and [[Pro Tour (Magic: The Gathering)|Pro Tour]] for lists of more notable players and their accomplishments.''

*[[Kai Budde]] &ndash; 1999 [[Magic: The Gathering World Championship|World Champion]], four-time [[Pro Tour (Magic: The Gathering)|Pro Tour]] ''Player of the Year'', lifetime winnings leader, and lifetime Pro Points leader.
*[[Jon Finkel]] &ndash; 2000 [[Magic: The Gathering World Championship|World Champion]], 1998 ''Player of the Year'', second in lifetime winnings, and second in lifetime Pro Points. Finkel began his ''Magic'' career as part of the ''Junior Pro Tour''. Since unofficially retiring from ''Magic'', he has won over a million dollars as a professional poker player.
*[[David Williams (card player)|Dave Williams]] &ndash; successful Pro player, later became a 2004 [[World Series of Poker|World Series]] of [[Poker]] finalist. He was also banned for a year from playing in sanctioned ''Magic'' tournaments after he was disqualified at the 2001 World Championships for alleged [[cheating]].


==References==
==References==
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** [[Magic: The Gathering, Battlegrounds]]
** [[Magic: The Gathering, Battlegrounds]]
*[[Magic: The Gathering deck types]]
*[[Magic: The Gathering deck types]]
*[[Duelists' Convocation International]], the official ''Magic'' tournament sanctioning organization
*[[Duelists' Convocation International]], the official Magic tournament sanctioning organization
*[[Pro Tour (Magic: The Gathering)|Pro Tour]]
*[[Pro Tour (Magic: The Gathering)|Pro Tour]]
**[[Magic: The Gathering World Championship]]
**[[Magic: The Gathering World Championship]]
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*[http://www.mtgsalvation.com MTGSalvation.com] News and rumors about the game.
*[http://www.mtgsalvation.com MTGSalvation.com] News and rumors about the game.
*[http://www.casualplayers.org Casual Players' Alliance] Long-running message board site for players not especially concerned with "tournament" Magic.
*[http://www.casualplayers.org Casual Players' Alliance] Long-running message board site for players not especially concerned with "tournament" Magic.
*[http://www.magiclibrary.net The ''Magic'' Library] Background information on ultra-rare promotional cards and other collectible items
*[http://www.magiclibrary.net The Magic Library] Background information on ultra-rare promotional cards and other collectible items
*[http://www.magictraders.com ''Magic'' Online Trading League (MOTL)] [[Discussion board]] for card trading and sales
*[http://www.magictraders.com Magic Online Trading League (MOTL)] [[Discussion board]] for card trading and sales
*[http://www.magic-league.com/ Magic-League.com] Unofficial online ''Magic'' play using Apprentice and ''Magic'' Workstation
*[http://www.magic-league.com/ Magic-League.com] Unofficial online magic play using Apprentice and Magic Workstation
*[http://www.misetings.com/ Misetings.com] A humor site focusing on parodies and spoofs of Magic: The Gathering
*[http://www.misetings.com/ Misetings.com] A humor site focusing on parodies and spoofs of Magic: The Gathering
*[http://www.phyrexia.com Phyrexia.com] Storyline site
*[http://www.phyrexia.com Phyrexia.com] Storyline site

Revision as of 22:38, 25 August 2005

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

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

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

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

History

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

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

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

In 2002, an official online version of the game was released. While less functional methods of online play have existed, Magic: The Gathering Online (MTGO) was the first to capitalise on this interest. It had features which were lacking from previous methods, specifically that game rules and card interactions are handled correctly. The online version has been a runaway success for the company and has inspired similar products from many popular collectible card games.

Awards

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

Game play

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

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

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

  • Lands: Are the most basic resource of the game. A player may only play one land per turn, a feature which regulates the speed of the game by limiting the amount of mana available early.
  • Creatures: Summon a magical creature or warrior that can attack the other player and/or be used for defense.
  • Artifacts: Represent machines, devices, automatons, magical items, armor, and weapons.
  • Enchantments: Modify the game environment or a specific permanent by generating an effect as long as they are in play.
  • Instants: Spells which can be used by the player, after which they are discarded into the graveyard. Instants may be played by either player at almost any time, and as such are valued for their versatility.
  • Sorceries: Spells similar to Instants, except may be played only during the player's own turn. The tradeoff is that Sorceries are typically more powerful than Instants.

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

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

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

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

Deck construction

A player needs a deck ready before he can play a game of Magic. Beginners typically start with only a starter deck, but over time, more cards are added to the player's stock through purchases or trading with other players. Due to the many possibilities, two players seldom play with the same decks (although the concept of Net decking often leads to some degree of uniformity in deck construction).

Normally, decks are required to be at least sixty cards. Players may use no more than four of any named card, with the exception of basic lands. When deciding which cards to include, it is often best to use the minimum deck size, combined with the maximum number of card copies, so that the most useful cards are drawn more often. Ensuring a proper balance of lands to spells is also a fundamental aspect of deck building. A deck must have a large enough number of lands so that they are drawn in a timely manner, but few enough that non-land spells are also drawn. This typically results in 20 to 24 lands in a 60 card deck.

While five colors of spells are available, most decks consist of three or fewer colors. By doing so the color of spells drawn will more often match the color of mana available. At the extreme, a single color deck will always draw the correct type of mana; many tournament-winning decks are all one color for this reason. However, the five colors each have different strengths and weaknesses, and it is often necessary to play multiple colors to gain access to different categories of spells. Green spells are particularly good at gaining access to mana, even mana of different colors. Some decks use green spells to ensure that mana of three, four, or even all five colors is availible.

The colors of Magic

Most spells come in one of five colors: white, blue, black, red, or green. To play a spell of one color, mana, produced by a land of the appropriate type, is required. The equilibrium among the five colors is one of the defining aspects of the game. The various strengths and weaknesses of each color are attributed to the fact that each color represents a different "style" of magic. In deck construction, the choice of what color or combination of colors to play is integral to the play style of the deck.

File:Iconic cards (9th).jpg
  • White is the color of equality, order, law, righteousness, and light (although not necessarily "goodness"). Typical white creatures include knights, soldiers, clerics, and angels. Within the game, white's strengths lie in healing damage, launching tactical creature attacks, and imposing additional rules by which all players must abide. White's weaknesses include its difficulty in removing the opponent's creatures through direct removal, and the fact that many of its most powerful spells affect all players equally.
  • Blue is the color of knowledge, illusion, reason, ingenuity, and trickery. Typical blue creatures include wizards, faeries, and air and water elementals. Blue's cards are best at drawing additional cards, gaining control of opposing creatures, sending permanents back to their owner's hands (informally called "bouncing"), and countering (canceling) spells as they are being played. Blue's weaknesses are that it has the weakest creatures of any color and it has only limited ways of dealing with opposing threats once they have entered play.
  • Black is the color of death, darkness, plague, selfishness, and greed (although not necessarily "evil"). Typical black creatures include rats, zombies, demons, and necromancers. Within the game, black cards are best at killing creatures, making your opponent discard cards, and raising creatures from the dead. Black also has powerful, cheap effects with significant drawbacks. Black's weaknesses include its inability to destroy enchantments and artifacts, and the fact that many of its best spells harm the player using them.
  • Red is the color of destruction, war, passion, chaos, and anger. Typical red creatures include goblins, barbarians, dragons, and earth and fire elementals. Red is one of the best colors for destroying opposing permanents, trading long-term resources for short-term power, and for spells that deal damage. Red also has the vast majority of cards that involve random chance. Red's weaknesses include its inability to destroy enchantments, the random nature of many of its spells, and a tendency to run out of resources.
  • Green is the color of life, nature, growth, instinct, and interdependence. Typical green creatures include beasts, elves, insects, druids, and nature elementals. Green has large, powerful creatures, numerous ways to destroy artifacts and enchantments, spells that increase a player's life total, and can produce mana more quickly than any other color. However, green has difficulty removing opposing creatures from play, and only has creature-based strategies.

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

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

Some cards, such as artifacts and lands, are considered colorless. Other cards may be multiple colors, thus requiring two or more types of mana to play. Such cards are commonly known as gold cards due to the gold colored card frame normally used to reflect card color. Gold cards usually combine allied colors; for example, there are many white-blue cards, but few blue-red cards.

Variant rules

While the primary method of Magic play is one-on-one using standard deck construction rules, casual play groups have developed many alternate formats for playing the game. The most popular alternatives describe ways of playing with more than two players and change the rules about how decks can be built.

  • Multiplayer — The simplest format is the free-for-all, where players sit in a circle and combat those around them to be the final surviving player. One popular variant is "Rainbow" (or "Five-Player Star") and involves exactly five players, each one playing one of the colors of Magic and trying to defeat the diametrically opposed ones. Team-based play is also extremely popular. "Two-Headed Giant" is a team game where pairs of players share turns and life totals. In "Emperor", two teams, each generally comprised of three of five players, play to ensure their central player (the emperor) outlasts the other. In June 2005, rules for handling multiplayer games were added to the official rulebook and "Two-Headed Giant" team play is one of the first multiplayer variants to be sanctioned.
  • Alternate deck construction — In one system, players are allowed to use only one of each card instead of the usual limit of four – this is called "Singleton" or "Highlander". In the "Pauper's Deck" or "Peasant Magic" variants, the more powerful rare cards are not allowed, and players must construct decks using only the more commonly available cards as a way of balancing the games for players on a budget. In "5-Color" or "Prismatic Magic", players must build very large decks (at least 250 cards) and accommodate a minimum number (about 20) cards of each color. In order to alleviate problems with the mana resource system, some play variants include rules for building decks without lands. These often include other compensating controls, such as restricting players to one spell per turn (as in "Type IV" or "DC-10") or in using spell cards themselves to be played as lands and produce matching colored mana. In "Mental Magic", a common stack of random cards is used as decks for each player. Play is as normal except that the cards in their hand can be played as any card in the game with the same mana cost, but each such card can only be played once per game.

Organized play

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

Magic: The Gathering has grown a lot since it was first introduced in 1993, and a large culture has developed around the game. Magic tournaments are arranged almost every weekend in gaming stores. Larger tournaments with hundreds of competitors from around the globe sponsored by Wizards of the Coast are arranged many times every year. Large sums of money are paid out to those players who place the best in the tournament, and the winner receives sums upward of US$50,000. A number of websites report on tournament news, give complete lists for the most currently popular decks, and feature articles on current issues of debate about the game. The Duelists' Convocation International (or DCI) is the organizing body for professional Magic events. The DCI is owned and operated by Wizards of the Coast.

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

Constructed

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

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

Limited

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

Product information

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

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

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

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

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

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

Secondary market

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

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

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

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

Quite apart from the normal secondary card market is the market for rarities and misprints, the value for which is typically not linked to gameplay value, and can in some cases rise extremely high. For example, one theme deck from the Scourge expansion pack, misprinted with Harry Potter CCG card backs sold for 13,100 dollars on an online auction.

One source of collectable rarities is the "Summer Magic" reprint edition, which was set to replace the Revised Edition of the game, but was almost completely recalled by the manufacturer. It is thought something akin to a dozen of each card of that series are in circulation. The most coveted of these is the blue Hurricane, so called because it was misprint with a blue background instead of green.[2]

Artwork

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Each card has a fantasy-themed picture to represent the effect of the card, often reflecting the flavor and setting of the expansion for which it was designed. Since its inception, Magic has used exceptionally high-quality art on its cards, by many well-known fantasy and science-fiction illustrators. Notable artists who have contributed art for Magic cards include John Avon, Brom, John Coulthart, Mike Dringenberg, Kaja Foglio, Phil Foglio, Frank Kelly Freas, Donato Giancola, Rebecca Guay, John Howe, Bill Sienkiewicz, Ron Spencer, Bryan Talbot, Christopher Rush, Kev Walker, and Michael Whelan.

A few early sets experimented with alternate art for functionally identical cards (resulting in 2-4 versions of the same card within a set). This created an unforeseen problem, as many players learn to recognize a card by its art, and having multiple versions of art caused confusion. Alternate art is now only used sparingly and mostly for promotional cards.

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Initially, artists had freedom to paint whatever they thought appropriate to the card's name. However, this led to problems such as creatures depicted as flying despite the card not having flying. The art direction team eventually imposed constraints so that the artistic vision was more closely aligned with the design and development of the cards. Each block of cards now has its own style guide with sketches and descriptions of the various races and places featured in each new setting.

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


Storyline

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

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

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

Controversial aspects

Expense

With three to four new sets appearing each year, many players complain that it requires a substantial investment to maintain a collection that is competitive and/or complete. The principal competitive format, Standard or Type 2, uses only cards from the previous two years, forcing players who wish to remain competitive to maintain an updated collection. Other formats, such as Extended, Legacy and Vintage (formerly Type 1.x, Type 1.5, and Type 1 respectively), allow sets to be played for much longer durations, but many older, hard-to-find, or widely-used cards increase in price dramatically over time because they hold higher competitive value.

Luck vs. skill

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

A "mulligan" rule was later introduced into the game, first informally in casual play and then in the official game rules. The "mulligan" allows players to shuffle their hand back into the deck at the start of the game, draw a new hand with one less card, and if still not satisfied, do another mulligan. An excellent source for information on the "mulligan" can be found in the article "Starting Over" by Mark Rosewater.

Net decking

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

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One of the older cards with a demonic theme.

Demonic themes

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

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

Gambling

The original set of rules prescribed all games were to be played for ante. Each player would remove at random a card from the deck they wished to play with and those cards would be set aside. At the end of the match, the winner would become the owner of those cards. There were cards with rules designed to interact with this gambling aspect, allowing replacements of cards up for ante, allowing addition of additional cards for ante, even the permanent trading of cards in play. This was controversial due to many regions having restrictions on games of chance. This rule has become optional due to these restrictions, is forbidden at sanctioned events, and the majority of players simply do not play with it.

Patent

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

References

See also

External links