Magic: The Gathering Drive to Work Podcast - #1272: How Magic Grew
Episode Date: August 29, 2025In my podcast on Igniting the Spark (the new Magic documentary), I talked about doing a podcast that covered something the documentary didn't. How did Magic grow from a one hundred million-do...llar game to a billion-dollar game?
Transcript
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I'm pulling on my driveway. We all know what that means. It's time for their drive to work.
Okay, so today's podcast was inspired by my podcast about igniting the spark. So there was a new
documentary all about magic. And I noticed that the documentary really focuses on early magic,
sort of magic in the 90s. But there is one little sequence where I talk about magic making 100 million.
Then they show the screen and talk about it's magic's first billion dollar year. And I said,
there's a really good story about how did it get from $100 million to a billion
dollars that the documentary doesn't really cover it covers a little tiny bit
so today this is a supplementary podcast for those that have watched the documentary
or even those that haven't watched the documentary where I'm going to talk about look
magic started and it magic was a very popular exciting game right out of the gate and
$100 million is nothing to sneeze at that's a lot of money but how did not
magic 10 times that? How did magic get to where it is today? And so there are a lot of things we
did. And so today I'm going to talk about many of those things. I mean, I only have half an hour
so even my half hour is probably only, I can only do so much. But okay, so let's go back to the
very beginning, back to 1993. So Richard makes the game.
what happens?
So I think the very early years of magic,
the first couple years,
really are about Wizard just catching up to demand.
That when magic was first printed,
I think they made enough,
they made enough magic
where they thought it was going to be
like a year's worth of magic,
and it got sold in six weeks.
Then they made another
what they thought was going to be
like a year worth of magic,
it got sold in three weeks.
And that early magic
was all about just trying to
print enough for demand, meet demand.
And it's not really until fallen empires in 1994,
the end of 1994, that they're able to do that.
And if you watch the documentary, there's a whole story about that.
But that's not today's topic.
So in 95, it's when I get hired Bill Rose,
Mike Elliott, William Jockish, Henry Sturney year or two later.
And it's really sort of,
I think the first phase of magic was just trying to keep up with
magic. Just trying to like, this product was exploding. Let's catch up there. I think the next
phase of magic was, okay, magic is now a thing. We can print enough cards. The next question
was, how do we make magic the best it can be? And so the first thing I've talked a little
bit about was just the idea of reshaping the game so that it was a game for the phenomenon it
became. And once again, I always talked
about this. This is no not to Richard.
No one designs a game intending
it to be the phenomenon that magic
became. You can't possibly
make a game imagining that's what's going to happen
because that happens so infrequently.
So, there's a lot of decisions
that Richard made,
correctly. I'm not, like,
he made decisions to make
the game that he assumed it would be.
A game you play at the game store, one of many
many games, you know. So,
But there was a lot of reforming and crafting it, and that involved making better rule set,
tightening up the color pie, consoled, I mean, just doing a lot of things.
Like, for example, early magic didn't have collector numbers, didn't have rarity on the cards.
There was a lot of just cleaning up and clarifying and making magic sort of match the scope of what it became.
And that was important.
Just, like, just consolidating the rules, just making it so you didn't have to learn every rule.
Like, early magic is like, it almost was card by card there's a rule.
And there wasn't consistency in the rules.
Same with the color pie.
Like, there wasn't, one of the things that really magic needed to do was figure out what it was and how it functioned.
And then it created some consistency.
So that, because one of the things about magic is, it's an ever-growing game.
We keep making more and more cards.
In that system, you can't go card by card.
You can't make people memorize things card by card.
You need to create systems.
And so a lot of early magic was about helping create systems
and make it more logical
so that I could pick up any one card.
And if I understand the basic rules,
I can understand how a card functions,
even if I've never seen the card before.
And so that was very important.
The next big thing that we did,
And this was something that Richard and the early playtesters did, but Magic hadn't gotten to yet, which is limited play.
The idea is, like, one of the big things.
Early on, when Magic started, it was like, it's a game, it's one game.
It's the game of magic.
You can use all the cards.
I mean, the earliest version of Magic was 40 cards, no restriction on the number of cards.
And then eventually, they realized pretty early on that, okay.
magic's kind of broken
you know like
richer designed things
assuming that people
would buy some number of cards
and that's what they would own
it's a game
you spend 20, 30, 40 dollars on
and that's what you own
the idea that people would buy
the volume of cards they did
the access people would have to the cards
like none of that was sort of built into the system
so there was a like
magic clearly sort of broke
if you can just have four
I'm sorry infinite number
of whatever card you wanted
in fact there were
there are decks that still exist
where, you know, the deck,
some high 90% of the time
on the first turn will just win.
Like, 99% will just win on the first turn,
meaning your point doesn't even get to play.
Eh, that's not super fun.
So, along comes the DCI
and the idea of,
okay, we're going to have tournament.
So I guess sanctioning probably,
before I get into SEAL play,
sanctioning is important, right?
The idea that we're going to help run things
and we're going to organize things
and that people can play in something and have a record and tracking what's going on.
This kind of all went together.
Maybe I'll just say organized play.
Organized play has a bunch of different factors to it.
But I think organized became very important.
So that means A, it's organized.
They're sanctioned play.
You can go.
You can get a, you know, the DCI gave you a number.
You can get a DCI number.
Like there's some organization.
There's some organization what's going on.
And there started to be some rules.
Okay, well, you can't have any number of cards.
You can have four of any one card.
And there are certain cards that we think are problematic.
So you can only have either one of them or none of them.
You know, the idea of starting to have some structural means by which tournaments can be run.
And that includes guidelines for how to run.
And as we'll get into, it's the beginning of what I will call sort of the creation of formats.
That's another thing that happened early on.
Like when magic started, there was one way to play magic,
and that is you play magic.
You've accessed all the cards and such.
So along comes a sanctioning thing that first starts saying,
okay, well, there's different ways to play.
And then early on, this happened actually before we started pushing Limited,
was we splintered magic into type 1 and type 2.
Rotation.
We introduced the idea of rotation.
There is a format.
cards go away that cards that there's a format where the cards don't go away what we
originally called type one and type two type one what we now call vintage type two what we now call
standard so just the idea there of uh of sort of proliferation of formats the first thing we did is
you know what we're going to have a format that only holds so many cards that we're going to
make a format that's just not everything because every you know as as the game gets more and more
cards that gets more and more unruly. Now there's a format for that. You want to play
with all the magic cards? Fine. There's a format for that. But if you don't want to play with
all the cards, if that's just too much, okay, we'll make a format with less cards. So you don't
have to know all the cards. And just the idea of formats. So formats and sanctioning, that
was very important. The idea that, okay, we're going to tell you how to play. We're going to give
you different ways to play. And then we'll sanction them. Meaning we will
We'll let places, stores, very importantly, but other places, but we'll let places.
And the way sanctioned it worked at anybody can sanction.
You didn't have to be a store, you could be a library, you could be a school.
You know, people could sanction, and then you could have play that was tracked.
And then you, the player, we created a system where we tracked how you were doing.
It was based on chess has a system that shows how you're like a score, a ranking.
So you started getting a ranking.
We did that early on.
And the other thing that was really important is, well, we introduced the idea that Limited was something you play.
So I guess there's a bunch of things happening all at once.
All this is organized play.
Technically, I guess, before even we started pushing Limited, was the Pro Tour.
We created the Pro Tour.
That is in, we're talking early 96, February of 96.
And we say, okay, you know what?
If you play magic and you're good enough, there is something to aspire to.
you can come and you can play magic for money
you know you can there's a pro tour
and along with the pro tour
we're starting to establish a system
by which people could play
which included starting to play in stores
and that was super important
the idea that I want to play magic
but I don't know where I could play
we start like this
organized play said we're going to tell you how you can play
we're going to tell you where you can play
we're going to tell you what you can play with
We can tell you who you can, like, all the stuff starts coming together.
I like magic, but I don't have people to play with.
Well, guess what?
You can go to your local store and play with people.
We'll start making formats, so you can customize what you want.
And we have a pro tour which says, hey, there's something for you to aspire to be.
The second pro tour in Los Angeles is when we do the very first limited.
And that's the first time ever we said, hey, limited is a format.
You can sanction this format.
You can play this format.
And early on, we actually made a couple different limited formats.
For the pro tour, we actually made three limited formats.
One was sealed, which is just you open up what you open up and play, make a deck and play.
And then there was two different types of draft.
One was booster draft, which is the draft everybody knows now.
The other we made a thing called Rochester draft, which is you lay the cards out and people
take turns picking them and you snake.
So one picks, two picks, three picks, four picks, five picks, six picks, six picks, six picks,
and picks eight picks a second
card, then seven, then six, then five, then four,
then three, then one, then six, then five, then four, then three, then one,
one picks two cards, like, you snake back and forth.
Limited, by the way, was really important.
Limited says, there's a way to play with magic that doesn't
require any preparation.
That you can go to the store and have done nothing.
You don't have to bring anything.
You don't have to done any work ahead of time.
You don't have to build a deck.
You just come, and there's a way you can play.
And one of the things we learned long-term,
we didn't know this in the beginning,
was as you grow older as a magic player,
as you sort of advance,
limited becomes a more and more attractive thing for you.
Why?
A couple things.
One is you're getting, as you get older,
you get more responsibilities.
You probably start getting in a relationship.
Maybe you get married.
You have kids.
You know, you get a full-time job.
Like, as you get older,
you get more and more responsibilities.
and time becomes a larger issue for you.
Now, we will solve this with another thing I'll get to.
But the idea, essentially, is limited allows you to play magic.
I just need a couple hours and I can play limited.
I don't have to do any prep work.
I don't have to have the cards.
It just becomes something that's easier to do.
Plus, as you play magic more,
limited has a higher variance between play.
What I mean is each limited experience is just more different than other things.
Constructed, it's designed so you're going to.
games play are a lot more similar. You're playing against different people, your deck is shuffled.
It's not identical, but the games are more similar. We're limited, you know, if I don't have as
much time to play and I can play limited, not only do I have less preparation, but I just get more
variety. Every time I play is very different, especially if I'm playing different sets.
Okay. And I can't stress enough playing in stores. I mean, there's a lot of structural things
we did. We set up regionals into nationals and the pro tour. There's a lot of larger structural
stuff we set up. But probably the most important thing we did is we started trying to educate
game stores. You need to not just sell magic. You need to be a place where people can play
magic. And that really trying to educate stores that one of the roles of game stores is as much
a play space as a play seller, or as a game seller. And we started saying, hey, if you meet certain
criteria, you can become a preferred store. And there's advantages to that. And so we did a lot to
encourage people. And then, for example, we started Friday night magic. So the idea is, every Friday
night, you know, we are going to, as many places as possible, as many game stores as we can,
we're going to play magic there. And it just became a thing that people learned.
That, you know, hey, if I'm, if it's Friday night, I can go to my local game store and I can play
magic. And that happens every Friday night. Now, what your local game store does, what they play,
that can vary. Different stores to figure out what they want to play. You want to do a limited format.
You want to do commander. Do you want to do standard, modern? You know, the stores individually can
figure out what they want to do. But just the idea that Friday night is when magic happens, you know,
that is pretty fundamental to, I mean, I think as far as growth goes, that's one of the most important
things we did. Of really, and there's a lot of synergy there, right? There's a lot of advantages for
the local game store to run the things because it gets people to become familiar, to purchase
stuff from them because they become their local game store. So there's a lot of synergy there.
And so creating those, creating that structure, creating those motivations was key. So that,
that is organized play. In organized play, I can't, organized play is, was super, super important
to growth. Okay. Next, let's talk a bit about breadth of format. We talked a little bit. So we introduced
standard, or type two at the time, that said, oh, there's formats that rotate. Okay, we introduce
limited. There's ways to play that, you know, like, we started to find different formats. And even
within constructed, what we learned is you want, like, like, there's a gap between everything and
standard and vintage. There gets to be a gap.
more time goes along, the gap gets bigger.
And so we start filling in the gap.
Early on, we did Extended, which was kind of like a big standard.
Then we did, I mean, eventually we got to modern and pioneer.
There were a lot of things in between.
But the idea is there's a lot of people that want to play.
There's people at different levels that, you know, want different amount of things.
And so we want to create different constructed formats for that.
And a lot of it is trying to figure out, you know, you want different things.
things. And, well, I'll get into play to formats in a second. So we did a lot of thing
of structure and we're trying to make sure that whatever you want to do, however you want to
play, we're giving you a choice and an option. And I think that was super important.
That magic in some level is not a singular game. Magic is a game system. And then there are lots
of ways to play it that involve, they use the same rules and car, you know, components, but are
fundamentally different games. If you want to play vintage and you want to play booster draft, those
are both magic, but those are very, very different experiences.
And so we did a lot to lean into that.
Another big thing we did is every format we made was not made by us.
Wizards definitely made some formats, but there were a lot of formats we didn't make.
And so one of the things that I also think was really important is really paying attention
to the audience.
I mean, Commander came about, for example.
Shelton Menary was stationed up in Alaska.
started playing with some players that had a format that he thought was interesting.
He sort of adapted it, and that would become commander.
So he started playing it with fellow judges at the Pro Tour.
And little by little, it started gaining a little bit of momentum.
And it started gaining enough momentum that Wizard said,
you know what, let's make a product with it.
So we made a commander product.
It was wildly successful.
So the next year we made another one, and then another one.
And it just became a staple of things we did,
and that a combination between,
just the inherent fun of the format
and the support the Wizards gave it
helped it help it grow
and you know
commander obviously is now the most
played tabletop format
there are other formats like
Pioneer and a Pioneer
like a pauper
which is just commons
you know there is
Canadian Highlander
there's different formats that became popular
in different places and
a lot of what Wizards try to do
is
do what support we can for different formats
in different ways.
Different formats have different ways
that we can support it.
Not all formats are quite as big as commander,
so not all formats necessarily had a product for it.
The other thing we did is
we started making products
that could push in different directions.
The unsets are this unsanctioned, wacky thing you can play.
You can play arch-enemy,
you can play plane shift.
We started pushing things like two-ed-a-d-giant-giant.
Battlebond is all about two-ed-a-d-d-d-giant.
you know there are different ways to play
there's different formats and the formats
could talk about how competitive you wanted to be
what the deck constructions are like
how much variance you had
how much preparation it took
and so really what started to happen
is magic sort of aged
it started saying hey
what is this game system capable of
and we really match that in a lot of different ways
Okay, another really important thing we did.
Digital expression.
So I said earlier that as you get older
and time becomes an issue, it becomes harder to play.
Well, one of the biggest things as you get older
is finding people to play with.
Now, one of the answers to that is stores,
but, you know, I have to travel to a store.
And I have to travel the time the store has an event.
What if the time I have to play doesn't match up?
What if I have time to play?
late at night from my home, but I can't go to a store, but no one's coming to my house.
How do I play? And that's where digital became important. At first, we did magic online,
and then years later, we do Magic the Gathering Arena. But the idea is, hey, magic is fun.
You know, digital games are quite popular. What if we turn Magic into a digital game? And by a
digital game, you're still playing Magic. It is still the game of Magic. I mean, we've done
we have done video, magic-related things that are sort of other games with magic themes or
flavor, but I'm talking playing magic. It is a digital equivalent of playing the card game.
Now, as time went on, you know, we would do stuff like alchemy where they're making some cards
unique to some formats online. Like, digital started making some of its own formats and things.
That's fine. Like, the very nature of a breadth of formats is different formats can do different
things. And different formats
have access to different cards. Not every format
has access to the same cards. That's kind of
the nature of formatting.
But digital came along and digital
really did a bunch of things.
One of the big questions at the time,
which was pretty controversial
at the time, was how are we
going to do it? And they were talking like
a lot of digital games is more of a subscription service.
Like either I pay once to play the game or every month
I play to pay the game. And we said, no, we're going to
do digital objects. Which at the time,
time, it's interesting,
was not a very frequent thing.
In fact, I think
Magic Online did a lot
to popularize the idea
of digital objects. I'm not saying Magic Online
was the only one to ever do digital objects, obviously.
But it was one of the early
games that really demonstrated
the value of digital objects.
And I think had an influence.
I'm not saying a sole influence, but had an influence.
But anyway,
and Magic Online was trying to
as much as possible to be exactly magic
in every possible way. Magic
Arena sort of said, you know what?
We want to lean into being a video game a little
more. It's still magic. You're still playing magic,
but it definitely made some choices
to make it a little easier, like a little
more, I'm not sure that I'd turn,
but lean into the strength of
a video, of digital.
But anyway, those both
became ways to play. They continued to be ways to play.
And I think digital just
really opened up and said, hey,
if your problem is
time and location
okay you can play on your time
in your location
and digital was really good for doing that
another thing that we did
is we started extrapolating our product line
like I talked about how we made Commander Decks
like magic early on in the early days
made normal magic sets
right like every and maybe we made a course every once in a while
but eventually we said oh we could start
making supplemental sets. Actually, the first supplemental set was unglued. Here's a set that's
not a normal set, you know, and we started doing more supplemental things. We started making
pre-constructed decks. You don't want to build a deck? Well, we'll sell you a deck. We'll sell
you a deck we've already made. We started making products that you could play, you know, dual decks,
where you can play the decks against each other. Just the idea of, okay, one of my barriers is it's
hard to make a deck. Well, we'll make a deck for you. Obviously, we eventually start some commander
next, you know. And so really the, the broadening of the product line of trying to just give
you more things that, you know, here are fun things you might want. We will give you access to
those things and really giving a lot more option just in, you know, part of the breadth of the
formats is the breadth of the products. And in some level, products support formats. Us supporting
commander, meaning we make products for commander, really did a lot to push commander. Because
all of a sudden, more people are aware of it,
more people have access to it.
And obviously, commander being successful
has a lot to do with how much fun
commander is, but it also had a lot to do with
Wizards getting behind it, between us
making product
for it, supporting it and sanctioning,
doing a lot of things that enabled
people to play it, to learn about it
and to play it. Okay, another
big push that we had was
collectability.
Probably the earliest thing we did,
A, it's like adding stuff like collector numbers, which
didn't exist, and rarity symbols,
just making people aware of how rare things are
and how many things are on the set and stuff like that.
Probably the earliest thing we did is we made premiums or foils
so that there is a parallel version of cards.
So now you can play the normal version
or there's a special version that's a little harder to get.
And just introduced, like, we are a trading card game.
Part of a trading card game is we're a collectible.
And so we've done a lot of things.
And as time has gone on,
we've leaned more and more
into that collectibility aspect.
For example,
we started doing collector boosters.
We started doing booster fun.
We started doing secret layers.
Let me get into those real quick.
So the idea of booster fun is
what if magic cards
could look a little bit different.
We can make a normal card
and make a foil card,
but we can do better than that.
Early on, it was sort of like,
okay, like
unglued.
to the unsets. The unsets definitely played around
the idea of what kind of magic card look like.
Could frames be different?
Could art break out of the box?
That's something we did for the first time
and included. So really, Booster Fun took
that idea and, you know, turn it to 11.
It's like, okay, we
can get more offbeat artists.
We can do cool
things. We can make magic cards
look like movie posters
or books. We really
can have fun. And the idea
is that we can do
special things and special frames, and so
not only is the collectible
because there's foils, but there's collectibles
because there's all different treatments of cards.
There's the basic treatment, and you can just play with the
basic treatment, but there's rare,
more exciting things that you can go after if
you want to make your deck a little cooler.
And we learned over time that one of the fun things, once you have
a deck, it's fun to kind of upgrade your deck
and giving you more options of how to do
that. We learned this early on with
lands. We started making sort
of special lands, and we did like the guru
lands, and we did the unlands, and
Artlands and we really realized how excited people were that the customization of how the cards looked, not just what the cards did, but how they looked, was really popular.
And over time, we just leaned and leaned more into that.
I mean, collectibility went through many phases before it got to collector boosters and booster fun.
You know, we tried alternate, you know, inserts, we had bonus sheets.
Like, we tried a lot of different things to do that.
You know, in time spiral, we had different frames.
We had the frame from the past, from the alternate present, from the future,
you know, and really lean into the, there's different ways that cards can look.
And then booster fund just took that and, again, just ramped it up.
Collector boosters say, hey, we have things that are a little harder to get.
What if we made those, made a place to get those easier to get those things?
And so we started making the collector booster and saying, hey, for people who want this,
it's available for you.
It's, you know, it costs a little bit more, but it's,
has things in it that are harder to get, and collector boosters have been wildly successful.
We also started doing Secret Layer.
A Secret Layer set is, you know what, there's things we think people will like, but not a lot
of people, a smaller group of people will like.
And so, hey, maybe there's this artist that is cool, but really, you know, something that
not a lot of people necessarily will like.
Well, we will sell it directly to you.
Secret Layer allowed us to print things in much smaller quantities.
And so the secret layer really set up this whole system
where we say, okay, do you like this cool thing?
Well, we can make this cool thing that it'd be hard
to sell it in stores, you know, in nature.
There's a lot of complications that go
and try to sell something in store.
So we can make things that are smaller and tighter
and more.
We can try experiments and do things
that we couldn't do in a normal system.
And then the next big thing, I'm at work.
I'm almost out of time.
The last big thing that really has,
been wildly successful is universes beyond. This was Aaron Forsyce's brainchild.
The idea is magic is a game system that is really, really good, it's flexible,
and we make worlds all the time where we start showing the world. And we did a lot of,
like, worlds that were influenced by things. Here's our take on this and our take on that.
But there's a lot, you know, and we learned over time the importance of resonance. That
was a big deal that we learned that when you can make things that match things that people
already know it's super endearing and super exciting um and so uh what if we did other properties
you know what we magic is very good and and you know for example like on my on my blog i got people
for for many many years saying oh what colors is this character you know and that just the
idea of can we express that uh and so
I think we first dipped our toe in
with Dungeons and Dragons
which is our sister brand
here at Wizards of the Coast
and then we started
realizing that there was a lot of other opportunities
originally we did like skins with a guy
Godzilla and we
anyway
Universe is beyond just kind of snowballed
and what we found is
there is in fact an audience
that is very very excited
to take a property that they enjoy
and see it transformed
into magic cards
and Universes Beyond has been
I mean
our top selling sets
right now, number one,
top songs of all time is Final Fantasy
number two is the Lord of the Rings.
It's the only two Universes Beyond sets
we have made
at large sets.
The top selling
commander decks
is Fallout and Warhammer
you know like
the top selling secret layers
like there is an audience
that really, really, really enjoys
Universes Beyond
and that has been
in other things.
So, kind of the point of today of, you know, my point from the documentary is magic is an amazing game.
Richard made a really awesome game.
But how we went from that game being its original thing to being today, it went through a lot of changes.
That there was, you know, a lot of organized play, helping figure out how to play, where to play, making a pro tour to aspire to, creating more formats and creating breadth of formats.
creating sealed play, allowing lots of different ways to play in competitive, ways to play casually,
taking fan forms like Commander and helping make it into a larger thing,
leaning into digital expressants, letting people play when and where they want,
leaning into collectibility, doing foils and booster fun and collector boosters and secret layer.
And finally, just universes beyond, allowing magic to expand beyond just sort of the magic universe, as you will,
into other things.
All those things
have helped magic grow
from being an amazing game
and once again
never knock $100 million
but to go from
$100 million to a billion dollars
and that is the story
that igniting the spark
didn't have a chance to get to
because there's so much story about magic
they really told the early origin story of magic
so today my little supplement for you
here is how magic grew.
So anyway, I hope you guys
enjoyed this podcast but I'm
work. So we all know what that means means it's the end of my drive to work. So instead of
talking magic, it's time for me to be making magic. I'll see you all next time. Bye-bye.