Y
Yamo
Guest
Okay, first off, I know that none of this will ever happen, because, frankly, WotC doesn't respect Magic or it's fans nearly enough to make such a noble vision a reality.
However, I will nevertheless proceed to outline for you now my plan for the ideal Golden Age of Magic: the Gathering.
1. Put the cards in the hands of the players. All of them.
WotC has one fatal flaw with regard to its approach to the marketing of Magic. Specifically, no respect for the history of the game.
I can't believe that there are people playing Magic today that have never even seen a Black Lotus, nevermind played with one. That have never known the joy of a first turn land, Mox, Sol Ring, Ancestral Recall, Time Walk.
Instead of being made widely available to be appreciated by players young and old, the classic cards that gave birth to the Magic phenomenon have been marginalized, ignored, and even actively derided by WotC.
No more!
Why should we be cut off from our past like this? Why should we be relentlessly scammed by the greedy, predatory leeches of the secondary market, paying double and triple digit figures for the great old cards that are every Magic player's birthright?
Under my plan, the basic set would include every single non-Portal Magic card ever printed! From Alpha/Beta to the most current expansion, nothing whatsoever would be omitted. Even the old promotional cards like Arena would be back. Players could concievably find Jilt and Black Lotus in the same booster pack.
All of the old art and flavor text would be in effect, too. For example, even though no more Serra Angels would be printed than any other uncommon card, 50% of the total Angels printed would feature the classic Douglas Schuler art and flavor text, while the remaining 50% would feature Mark Zug's newer version.
New expansions would be rotated into the basic set six months after their initial release. Barring possible minor typographic and card layout corrections down the line, this set would be a true unlimited edition.
Every player will have a chance to easily and inexpensively collect and play with every single card in Magic's long history.
2. The return of stand-alone and non-story-driven expansions.
We all know the drill with Magic expansions. There are three related sets in a cycle. Each cycle is story-driven with the same few characters appearing again and again and the card's name and abilities often chosen to reflect aspects of the meta-game story.
I wouldn't do away with this, but I would provide alternatives...
Remember Legends?
Great expansion, no? I think so. However, it featured no story whatsoever! Just a weird, wild grab bag of mysterious spells, artifacts, and personas from Dominaria's distant past. It was a fun set. Moreover, it didn't burden us with a load of cheesy Star Trek reject characters and their goofy flying boat for ten bloody expansions!
Some people liked Gerrard and company. I sure didn't. Not only were he and his friends uninteresting, but they narrowed the focus of Magic away from the grand, cryptic, mysterious, and (most of all) personal and toward something that resembled some 16 year-old pothead's half-baked D&D campaign. I preferred Urza back when he was a legendary figure mentioned in passing on a few Antiquities cards. Before he was flashing his ugly mug on every other bleepin' common.
Under my plan, both types of players would have their way. Between every story-based cycle of expansions would be at least one large, non-story-driven stand-alone set like Legends.
And no set of characters will be allowed to overstay their welcome like Gerrard and company. Not ever again.
3. Quality over quantity.
Four to five new sets a year getting you down? Magic is still WotC's main cash cow and if they think you'll buy 'em, than by God they'll print 'em! At the expense of playability and originality? Some think so.
Under my plan, quality comes first. If quantity is possible as well, so be it. If not, I'm happier with two truly great sets a year than five mediocre ones.
4. Get the players involved!
How's this for an idea? Each member of the DCI submits a single homemade Magic card to WotC. The 300 most fun, original, and balanced cards are chosen by the Magic developers and playtesters and released as a new, entirely fan-made Magic expansion! Players who have their cards selected are rewarded with an exclusive framed foil version of the card and their name printed on the card right below the artist's.
As a final touch, make this contest a yearly event.
This is just one example. I would get the players involved in ALL facets of the game. Including design.
Well, those are my ideas for elevating the game of Magic to it's highest level of excellence ever. What do you guys think?
However, I will nevertheless proceed to outline for you now my plan for the ideal Golden Age of Magic: the Gathering.
1. Put the cards in the hands of the players. All of them.
WotC has one fatal flaw with regard to its approach to the marketing of Magic. Specifically, no respect for the history of the game.
I can't believe that there are people playing Magic today that have never even seen a Black Lotus, nevermind played with one. That have never known the joy of a first turn land, Mox, Sol Ring, Ancestral Recall, Time Walk.
Instead of being made widely available to be appreciated by players young and old, the classic cards that gave birth to the Magic phenomenon have been marginalized, ignored, and even actively derided by WotC.
No more!
Why should we be cut off from our past like this? Why should we be relentlessly scammed by the greedy, predatory leeches of the secondary market, paying double and triple digit figures for the great old cards that are every Magic player's birthright?
Under my plan, the basic set would include every single non-Portal Magic card ever printed! From Alpha/Beta to the most current expansion, nothing whatsoever would be omitted. Even the old promotional cards like Arena would be back. Players could concievably find Jilt and Black Lotus in the same booster pack.
All of the old art and flavor text would be in effect, too. For example, even though no more Serra Angels would be printed than any other uncommon card, 50% of the total Angels printed would feature the classic Douglas Schuler art and flavor text, while the remaining 50% would feature Mark Zug's newer version.
New expansions would be rotated into the basic set six months after their initial release. Barring possible minor typographic and card layout corrections down the line, this set would be a true unlimited edition.
Every player will have a chance to easily and inexpensively collect and play with every single card in Magic's long history.
2. The return of stand-alone and non-story-driven expansions.
We all know the drill with Magic expansions. There are three related sets in a cycle. Each cycle is story-driven with the same few characters appearing again and again and the card's name and abilities often chosen to reflect aspects of the meta-game story.
I wouldn't do away with this, but I would provide alternatives...
Remember Legends?
Great expansion, no? I think so. However, it featured no story whatsoever! Just a weird, wild grab bag of mysterious spells, artifacts, and personas from Dominaria's distant past. It was a fun set. Moreover, it didn't burden us with a load of cheesy Star Trek reject characters and their goofy flying boat for ten bloody expansions!
Some people liked Gerrard and company. I sure didn't. Not only were he and his friends uninteresting, but they narrowed the focus of Magic away from the grand, cryptic, mysterious, and (most of all) personal and toward something that resembled some 16 year-old pothead's half-baked D&D campaign. I preferred Urza back when he was a legendary figure mentioned in passing on a few Antiquities cards. Before he was flashing his ugly mug on every other bleepin' common.
Under my plan, both types of players would have their way. Between every story-based cycle of expansions would be at least one large, non-story-driven stand-alone set like Legends.
And no set of characters will be allowed to overstay their welcome like Gerrard and company. Not ever again.
3. Quality over quantity.
Four to five new sets a year getting you down? Magic is still WotC's main cash cow and if they think you'll buy 'em, than by God they'll print 'em! At the expense of playability and originality? Some think so.
Under my plan, quality comes first. If quantity is possible as well, so be it. If not, I'm happier with two truly great sets a year than five mediocre ones.
4. Get the players involved!
How's this for an idea? Each member of the DCI submits a single homemade Magic card to WotC. The 300 most fun, original, and balanced cards are chosen by the Magic developers and playtesters and released as a new, entirely fan-made Magic expansion! Players who have their cards selected are rewarded with an exclusive framed foil version of the card and their name printed on the card right below the artist's.
As a final touch, make this contest a yearly event.
This is just one example. I would get the players involved in ALL facets of the game. Including design.
Well, those are my ideas for elevating the game of Magic to it's highest level of excellence ever. What do you guys think?