Magic: The Gathering Drive to Work Podcast - #1342: The Rule
Episode Date: May 22, 2026What is "the rule"? Why does Magic have it? (It didn't always.) ...
Transcript
Discussion (0)
I'm pulling on my driveway.
We all know what that means.
It's time another drive to work.
Okay, so today's topic is on something that I don't even know the name of.
I'm just calling it the rule.
So in magic, we have a rule that says all cards, and this is in Blackborder, unsets work a little differently.
We'll get to that.
But in Black Border, all cards with the same English name have to function mechanization.
mechanically identically.
Meaning, it doesn't matter what version
you play of a card.
It doesn't matter what set it comes from,
what arts on it.
It doesn't matter the version you have
that all cards with the same name
function identically.
Now, interestingly, this rule
did not always exist. So we're going to talk a little bit about
where the rule came from, why we have
the rule, and just talk a bit about
sort of, it's a history lesson actually,
about the evolution of magic.
and the need for the rule.
So that's today's topic.
More than you possibly wanted to know about the rule,
the thing that it's the unnamed thing
that I'm now explaining right now.
So let's begin our story all the way back in Alpha.
So magic is a card game,
which means we have to print the cards.
And early on, so when Wizards of the Coast,
when Richard Garfield first came to pitch,
not even Magic,
he was pitching Robo Rale.
and they were a tiny company
and they're like,
we don't have the resources
to make a game with lots of pieces.
And Richard said,
what can you make?
And they said,
well, we have a printer.
We can make cards
and we have access to artists.
We get up cards
with pretty pictures on them.
And so Richard set off
to make a game
to be played in between
Dungeon Dragon games,
which is what, you know,
he made magic.
So when Alpha came out,
there were a lot of mistakes
on the sheets.
and mostly they'd just never done this before.
This was a company sort of, like,
Magic as a product, it's a pretty complex product,
especially when you take into account that it hadn't been made before.
Like, it's not like, you know,
if you're going to make a trading card game now,
well, you can look at other trading card games,
but this was them, I mean, they had trading cards to look at,
so they had a little bit of things to work with.
But the idea essentially was they were doing it for the first time,
and early magic was played with lots of printing
issues.
And it varied from set to set.
I'm going to go through Alpha in a second, but like Arabian
Knights, some of the cards were darker than they were
supposed to be, so there's like two versions of
certain cards. Antiquities,
repeated. You could get the same card twice in your
eight card pack.
Legends, the uncommonds
were split into two sections, A and B. I think they
might have been on two separate sheets. And a box
either had all of one or all of the other. So if you've got a box of
legends, you only got half of the
Uncomments. So there were a lot of
printing things early on. Alpha specifically
had a lot of misprints.
So let's walk through exactly what this.
So there are a bunch of different kinds
of misprints. First up is
what I will call. There's some
just
editing issues.
For example, Doug Schuller,
one of the artists who did Sarah Angel.
His name is spelled wrong in the entire
set.
The
there is a bunch of cards
like there's a bunch of cards
that have the word discard in them
and the word card is all capitalized
I assume they were using card for card name or something
there are some cards that are supposed to reference
mana symbols but reference letters instead
like on force of nature
it's supposed to cost you green green green green
but the card says GGGGG
and then there was like a bunch
of artists were just mislaid
like COP Red says it's done by Anton Maddox
but it's actually done by Mark Tadine.
Sagittrell says it's done by Jeff Mengus
but it's actually Dan Frazier.
Tropical Island says Mark Poole,
but it was yes for Mirror Force.
So there's a bunch of that.
But probably
the real important
misprints, the ones that matter for gameplay
was the robust of misprints
where the card is just not correctly
explaining what it is.
For example, Cyclopean Tomb was supposed to cost four generic mana.
It's just missing a mana symbol.
Elvish archers was a green rare.
It was supposed to be a two-one first-right creature,
but it was printed as a one-two creature.
Orkish oriflum and Orkish artillery.
So Orkish artillery was supposed to cost one red-red for a two-three
that you could tap it to do two damage to any...
Sorry, two damage to any creature
and three damage to you the player, I think.
Oh, no, no, no.
Yeah, I think it damaged to you the player.
And that was supposed to be one R and was one R.
Orkish Oriflame, which gave all your creatures plus one plus O,
was supposed to be three in a red,
and instead was one in a red.
Red elemental blast, which was supposed to be an interrupt,
was mislabeled as an instant.
Ironically, that would later become true, but at the time it was...
So there are a bunch of things like that where the card is literally isn't saying...
It's technically wrong.
That it's saying something about the card that isn't true.
Or in the case, it's like in Doom, just missing something that you need.
There actually was one more category.
I use Island Sanctuary as my example here.
So the idea of Island Sanctuary is you are on an island.
So creatures can't harm you unless they're...
they have flying or island walk, right?
Unless they can get to the island, you're safe from them.
But the way it was worded is that you may not take damage from any creature that doesn't have
flying or island walk.
Well, remember Orkish Artillery, the one that did damage to you?
You did two damage to any target and did three damage to you.
Well, it doesn't have flying or island walk.
So the Alpha Island Sanctuary would protect you from your own Orkish artillery.
Now, the idea that wasn't the intent.
The intent of the card was the opponents,
but there are some examples where we wrote things
and didn't quite write them in the cleanest way possible.
So when Beta came along, they fixed things.
Oh, we also, the sheet left off Circle of Section Black and Volcanic Island.
We were just left off the Alpha Sheets.
They showed up in Beta.
So Beta, they ended up, they changed some things around.
They corrected a bunch of their mistakes.
They cleaned some things up.
Things like Island Sanctuary, I believe, changes.
I believe the beta island sanctuary is different in text than the Alpha Island Sanctuary.
So suffice to say, there were just cards that were different.
Now, in early magic, the way the rules worked was you played the card as it read,
meaning you cared about the actual version you had.
So I remember there were people who had decks with Alpha Orkish Artilaries
because it would cost 1R and Alpha Island Sancturaries because it protects you from damage from it,
And the idea is if you wanted to play that deck,
for starters, you needed the Alpha Island Sanctuary
because no other island sanctuary worked that way.
And if you wanted the cheaper orchestra artillery,
you needed the Alpha Orchestra artillery.
Now, you could play with the beta,
but that costs one red red, so it costs more mana.
But that was the idea in early on was...
And it's pretty simple to explain why that was the case.
And I've talked about this a lot,
but it's important for this lesson today.
When Richard made magic, he made it to be a normal game,
a game you would buy in the game store and probably play at home with your friends.
Richard did not, I mean, and this is no strike against Richard,
Richard could not, you can't imagine magic becoming what it did.
That's not the kind of thing you plan for.
It's an awesome thing to happen.
But the idea essentially was, you know, and remember, when magic first came out,
the Internet was in its infancy.
or, you know, the World Wide Web didn't exist yet, I believe.
So, like, looking things up was not easy.
And people didn't have cell phones, or at least not cell phones,
that you could look up information on.
So early on, the idea was we wanted, you know,
Richard wanted to make sure that you were aided by the game pieces.
And so the easiest way to understand what's going on is, well, read the piece.
Your card says what it does.
And if cards were slightly different, well, that's okay.
Just, you know, read the actual physical card you have.
And that made a lot
I mean early magic
That made a lot of sense
In the sense that
Oh I'm playing
You know in my house
With my friends
This card
Well it's how it functions
That's what it says
And the idea that the card should match
What the card says
Was super important
And the other thing
Is early on in magic
When we would reprint cards
We would take that as an opportunity
To clean up things
even things in which, well,
technically this is slightly different.
Like I think,
like Castle, the Alpha Castle,
I think gives you plus zero plus two
if you're not tapped,
and I think the later castle
is like attacking creatures that aren't tapped
or like it slightly tweaks what it is.
And the idea at the time was,
early magic had such small print runs
than when we were doing, like,
we're reprinting cards into later
core sets, so many, most people who will play the game
will have this later set. So we would actually change cards a little bit
to clean things up. Like, oh, well, this is not how
we templated originally, but this is what we meant. And the idea
originally was, okay, well, you know, as we print later cards, most of the people
have later cards, we'll fix it in later cards.
But eventually,
eventually we started running into trouble.
And so I often talk about
I, so myself along with Bill Rose, Mike Elliott,
William Jockish, and Henry Sterner, sort of what I call the
the second age of R&D.
The first age were people that were part of the playtest team,
although technically Bill was part of the playtest team,
who came to work at Wizards and, you know,
this was scaffold, Jim Lynn, Dave Petty,
Richard, obviously.
And a lot of these people were, had done early
designs and, you know, we're helping getting the game off the ground.
But there came a point where magic, you know, had matured a little bit.
It was like two years into magic.
And they were interested in doing other things, Richard wanted to make other trading
card games and other games.
And mostly Wizards was growing as a company, and they wanted to do other stuff.
So they hired the five of us, basically, to sort of be in charge of running magic.
It's not that they never got involved in magic.
They did.
They peaked their head in from time to time.
but as far as the day-to-day
like the development teams
at the time were the five of us
I mean Henry didn't start until a year after the rest of us
but we were the development team
it wasn't like there was different development teams
every development team was the four of us
me Bill Mike and William
and eventually when Henry joined Henry
and one of the things that I think
started happening that we
that us became very
aware of is
that when the game is just as
small game that's played in people's houses,
it's okay that cards work differently.
It's okay that the card at my house and the card at your house don't work the same.
You might not even be aware that's true.
But once the game started shifting where, hey,
I might go to a game store and there's sanctioned play
and I can play a game with something on the line against a stranger that I've never met before.
That's just a very different thing.
and so what we spent a lot of time on early on
was consolidation and
continuity
that early magic when it was like
one of the things that I want to stress
none of when I talked about this none of this is a knock against Richard
Richard designed the game for what he intended the game to be
and what he thought the game was what the game most likely would have been
but magic kind of did things that no one expected
and
And like early on,
so Richard, the game that probably influenced Magic the Gathering the most
was the game called Cosmic Encounter.
So Cosmic Encounter really briefly, for those that have never played,
you take the role of an alien
and you're sort of conquering the universe.
You're taking over parts of the universe.
You're fighting over planets.
And the way that a lot of this stuff happens is,
the way conflict happens, is you have cards.
And a lot of times when you're challenging somebody,
you're flipping up cards.
but a couple things.
One, there are cards that change the nature of how things work.
So the game has rules, but there are cards in the game that change the rules,
but you break the rules of the game.
And each alien has a special power.
And so each alien has a rule unique to themselves.
And so as you're playing the game, A, each time you're a different alien and the aliens play
differently because the way they interact with the game is slightly different because usually
they inherently break a rule or get some special ability to the other the other aliens don't.
And you have cards that break the rules.
And so a lot of time what happens, which Richard really enjoyed, is you get interactions
you'd never seen before.
Oh, I'm this alien and you're that alien and I have this card and you have that card.
Oh, I've never encountered this mix of things before.
What will happen?
And what Richard really enjoyed, and this is fun if most of you're playing with you and your
friends is let us figure out what's going to happen and that we're going to have a debate and
talk through things and that there was a lot of fun to Richard in like part of playing the game
is finding these weird things that happen and then sometimes huge the players have to figure
out what's going to go on and that is a lot of fun when you are at home with your friends
and your playgroup that can be very fun but if you're at a tournament with something on the line
playing a stranger,
it's not great to have to argue with the stranger
about how the rules work
when each one of you has a really strong incentive
to work a certain way.
And so, we realized
we needed to start consolidating things.
For example, and I've talked about this,
a lot of the evolution of magic
is us pulling back about how much we care about things.
In early designs, like the rules,
were very much designed on a card-by-card basis.
In fact, so Tom Wiley, who was the original rules manager,
he needed to write an article in the duelist,
the magazine we had once upon a time,
to show how batches worked.
Before there was a stack, there were things called batches,
and they were a little complicated.
So Tom was writing a flow chart to show you how it worked.
And to demonstrate a little, making a little commentary on the rule system,
he made it look like a rat maids.
because it was that complicated.
And so a lot of what we wanted to do early on
was we wanted to create continuity.
So Bill, for example, took upon himself
to really clean up the rules.
I mean, he worked with other people, obviously,
but there was the Sixth Edition rules,
and that introduced the stack,
it got rid of interrupts,
it just did a lot of things to clean up and streamline the rules.
And the idea was,
we wanted the players to learn the rules,
and once you learn the rules,
all the new cards followed the rules you knew,
and that it just made it easier to understand how things work.
And there weren't exceptions.
The editors, Dell, for example, Del Lago,
the editors at the time, Dell,
Dell starts like in 99, I think.
But anyway, early on, the editors took around themselves
to start figuring out sort of consistent templating.
One of the challenges of Early Magic is,
you'd have two cards that kind of did the same thing,
but they wouldn't have the same words on it.
So another thing of consolidating is we want all the things that do the same things to have the same words,
that we want things to be clean and clear.
And that when we printed, reprinted cards, well, we stopped doing sort of what we call functional errata.
We didn't make them work differently.
We did change their template.
We did make sure that they wanted to play as clean as they could.
And then I took it upon myself to really start cleaning up the color pie.
Early magic was kind of all over aboard, you know, and I'm like, look, I want kind of.
powers that strength and weaknesses, that if we don't, we aren't consistent with it.
You know, if Green's weakness is this, but then we make a card that undoes Green's weakness,
well, is that Green's weakness? You know, and so, so there's a lot, a lot of that sort of second
wave of R&D, a lot of what we were doing was starting to consolidate the game, make it a game
consistent. Make sure that if you understood how something worked in one place, it works the same
in the other place. And as you started to learn things, there was continuity between them.
Okay, which gets us to the
rule. Now, I was, I did a little
research on, I was trying to
figure out when Oracle started.
Oracle was, so
I do know, so in 2002,
we started Magic Online.
Magic Online was the first
digital implication of magic, or
the first time we did digital magic. Magic
would be able to come later.
And in order for us to do that,
we needed, we needed, like,
the computer had to have continuity.
If two cards worked the same, the
computer had to treat them the same. And so I know we were doing early work. So the game came
out in 2002, but we were probably working on it in the late 90s, starting to figure out how to make
it work, how to make digital magic work. And that one of the keys to digital magic working was
the idea that if you and I had the same card, obviously online, it had to work the same. And so we
realized that as we change things, as we updated templates, we needed some way to just make the, what's the
version of everything.
And we had a database.
We called the gathering.
And so we invented Oracle.
And Oracle says, this is the most up-to-date wording for every card in existence.
And the reason the Oracle was important was it created a sense of continuity.
It allowed digital to have just a straight-through line and everything.
And so my best guess is I think Oracle, I think Oracle's creation, I mean,
I'm not sure the chicken and the egg.
I'm not sure if digital made us make Oracle
or we made Oracle, which allowed us to then start to pursue digital.
I'm not quite sure the order of those things happen.
But anyway, we create Oracle.
And once we create Oracle, once we can say,
okay, there's a definitive answer for what the latest template is,
that's when the rule got made.
And the idea is, okay, there exists.
And at this point, the other thing is the Internet had evolved
a bit.
The worldwide web happened.
I mean, now we could have a website and, you know,
there are cell phones and, like, now you can start to check things.
Although we're talking, I guess the internet existed.
You could look things up.
Maybe cell phones weren't quite a thing just yet.
Cell phones are slightly later.
Or cell phones that you could look things up.
Cell phones existed, I guess, but not cell phones you could search the internet on yet.
That's coming.
That's really, you need to get stuff like the iPhones.
So anyway, we make this rule and we say, if you're playing a card, no matter what version of the card you're playing, it doesn't matter what printing.
Was it the alpha printing?
Was it the fourth edition?
Was it seventh edition?
Was it reprinted in an expansion?
Whatever.
Those are the same.
That if a card has the same name, it's the same.
And what does it do?
Ah, it does what Oracle says it does.
And that beget a lot of rules.
we started saying we didn't want to do
erata, what we call
functional erata, which is we were very careful about
changing how a card worked. I'm not saying we never
do, we do occasionally, we have to, but we're very careful about when and how we do
functional rata. Now,
I will say,
when we made this rule,
we came up with a small problem.
And the poster child of this problem is a card called
City and a Bottle. So City in a Bottle was a
from Arabian Nights.
So, in fact, Richard Garfield,
so the story of Arabian Nights is
Magic comes out.
Magic is planned to be out for like a year.
Like, there was,
Richard had the people started to work on expansions,
but the idea was the expansions would be a year in,
two years in.
No one, once again,
magic,
so for those who don't know the story,
is Wizard of the Coast prints enough
for what they think is going to be a year supply,
or six-month to a year of supply.
and they get sold in three weeks.
Then they make beta.
They make a whole bunch more.
They make beta, which is significantly more than alpha.
And they're like, okay, this time we mean it.
This is going to be a year of supply.
And it goes in a week.
And then eventually they get unlimited.
But Magic was doing so well that Peter came to Richard and said,
we need to make an expansion.
So Richard very quickly made an expansion.
And he made it based, there's a comic called Sandman.
and Sandman Number 50,
which I think is called City in a Bottle,
I think that's the name,
has a story that has a Persian flavor to it.
And so Richard really became enamored
with taking the book 1001 Arabian Nights,
which is a collection of sort of Persian Arabian stories
and turning that into a set,
being inspired by that.
Some could argue the first universe is beyond.
So Richard made it.
It was not a lot of cards.
It was like 78 cards, I believe.
it was not a lot of cards
it got sold in eight
eight card boosters
but it was something to put out
because Richard wasn't quite sure
about how people were going to interact
with the expansion
like originally by the way
Rabin Nice was going to have a different back
a pink back
and Scaff I think talked Richard out of it
at the very like
right before he was going to go to print
and they realized they wanted a continuity
between the sets
but anyway
because Richard didn't know
how people would respond
he made a card to call city in a bottle
which, again, I think the episode 50 was called City of the Bottle, I believe.
And what City of the Bottle did was, it got rid of, if you activated it,
it was kind of like Nemerald disk, except it only destroyed cards from the Arabian Nights expansion.
And so, and I think at the time he just said, oh, destroy any card with an Arabian Nights expansion symbol on it.
Now, when we got to the rule, we rendered this problem.
There are cards that were in Arabian Nights
that were later in third edition or fourth edition.
And in third or fourth edition,
they didn't have an Arabian Nights expansion symbol.
So, if I, for example,
because the set was originally going to have different backs,
they put all the basic lands in it.
In the last minute, decided not to do that,
they removed the basic lands from the sheep,
except they miss one.
There's a mountain.
So there is a mountain with an Arabian Nights expansion symbol on it.
And people used to like to play with a mountain because it was very rare.
It was a way to show off.
But if your opponent had a city in a bottle and you had that mountain,
it would get destroyed by sitting in a bottle.
And so, for example, now normal mountain was slightly different mechanically
from Arabian Knights Mountain because the Raven Knights Mountain got destroyed by sitting in a bottle.
And so we got this first contradiction.
Well, if we're saying that every card is mechanically the same,
we can't say, well, cards interact with it differently.
And so they ended up changing sitting in a bottle.
The way it's now worded it is,
it says all cards that originated in Arabian Nights,
and then it lists the cards.
So it doesn't count mountain.
The Oracle version basically says,
I will destroy the following cards in as a long list of cards.
It doesn't define it by B.
In fact, maybe it doesn't even say first print in Arabian Nights.
Because all it says is destroy the following cards,
and it lists the cards that so happened were the cards in Arabian Nights.
So, we now realize, oh, well, there's things that are on cards that change from printings.
A card, for example, might have an expansion symbol, but get reprinted, have a different expansion symbol.
It might be one rarity, but we'll get reprinted, be a different rarity.
It might have one artist, but then have a different artist, have a different collector number.
Maybe it has a wider mark.
All of a sudden, there are some qualities that we are no longer allowed to make.
mechanically care about because the rule says we need things to be the same.
That it's important that no matter what you do, you know how the card functions.
That it's not like, I'm plagued this my point.
I go, what version of the card do you do?
Oh, that's the Arabian night version.
You're like, that was just too much.
And so now the unsets picked up.
One of the things that the unsets like to do is where is there a fun design space that
Blackboarder can't do?
And one of it was caring about these things.
It's fun to care about rarity or expansion symbol or artists or watermarks.
And so Unset's can and do do that.
And in to one of the differences is sort of the golden rule of Unplay,
when you're playing with Uncards,
it, in fact, does look at the actual card you're playing.
So if there's a card in an Unset that wants you to cut the number of lines of text,
you don't look up the Oracle, you just look at the cards you're playing.
That whenever the cards care about qualities of a card in Unworld,
you have to look at the actual card you're playing.
playing. And the idea is
Unworld is not normal tournament magic.
You're not going to show up and play a stranger
at a store with something on the line
in an Unset. So that's where we sort of
allow that to live. So
sort of Richard's original vision does live
on Un-Card. So we are
if you want to care about things like watermarks
or rarity or whatever, we can.
There are cars that do that in the Unsets.
And
but
so the rule got created
and we've been pretty consistent
about it. In fact, the reason
this whole podcast came about is
one of the questions I keep getting asked
is, can you take some of the cards
from unsets that now
work in the rules, die rolling being
the easiest. When I first, like when Unglued
came out, there's a card in Ungleud called
Elvish impersonator.
And what you do is you roll two dice
and the first dies is power and the second dies
is toughness. So this is variable card.
It can be meaning from 1-1-1-up to a 6-6, kind of a
fun card. Early on,
die-rolling wasn't a thing in Blackboarder,
So if you wanted to play the card, it had to be silver-bordered, there was no die-wrong.
But then along came the first Dungeon Dragon set, which had Di-Rong.
Now, he'd roll D-20s, but D-6s do work within the rules.
And so the idea is people are like, hey, I want to play Elvish Impersonator.
Can you just print a Blackboarded Elevation Personator?
And the trouble, this is where this came about, is there are two rules right now.
One rule says that all cards with the same English name can be played.
As long as it's in real cards, there are cards that have different.
backs and things, things like pro tour decks or there's different things we've made with the gold borders in different backs.
But those aren't, I mean, those aren't actual magic cards in the sense that they're not, you know, they don't have normal backs.
On cards have normal backs on them.
And so there's a rule that says all cards are saying English name function the same.
There's another rule that says if you have a silver border, or now an acorn, you're not playable in tournaments.
So if we made a black border card
of something that existed in Silver Border,
we had this weird situation where
can I play the Silver Border card?
If I follow the rule that says all cards
with the same name function the same, I can.
But if I follow the rule that says
all Silver Border cards are not tournament legal,
I can't. And the tool rules contradict
each other. And up to now it's never
been an issue, but it's something that people are
asking for, and I'm explaining we have to solve
that issue. That's where this whole topic came up from.
But one of the reasons I wanted to do today,
the reason I wanted to do this podcast is that
a lot of the evolution of magic,
a lot of the history of magic design,
is us having to adapt the game to the needs of the game,
to the needs of the audience.
That Richard made the game to function in a certain way,
which was great, but when the game started functioning a little bit differently,
the game had to adapt to the environment it was in.
And by the way, that is true throughout the history of magic.
when commander started becoming a thing,
the game had to adapt a commander.
Like, as different things happen,
the game has to adapt,
that the players like things and want things,
and so the game adapts to the needs and wants to the players,
and so we keep shifting.
And that's just an ongoing thing.
You know, the...
Like, I'm talking today a lot about the need for continuity,
but that's just early magic.
That's just...
Early magic was not built to be...
You know, early magic was made
that cards could be different.
one another, even if they had the same name.
And we realized there came a point with that just
that didn't make sense in the world we were living
in it, and so we had to change it.
But anyway, guys, I hope you enjoy
it. I have fun doing
these podcasts to sort of dig in a little
into the history and the philosophy
of the history.
Like, one of the neat things to me as I look
back is looking at why
and how things changed.
That it is kind of cool that
you know, it's just kind of cool
that magic itself, like
you know, this is my 31st year working on magic
and I get people all the time
like, aren't you tired of working on magic?
I'm like, no, no, no.
Magic sort of keeps evolving and keeps changing.
And part of it is every set
has different challenges for design.
But another part of it is the game itself
keeps evolving.
And that's one of the things
that's really neat and exciting to me.
And so anyway, that, my friends,
is the history of the rule, which still exists.
Will we ever solve the Black Bordered Un thing?
I'll try to solve that.
But anyway, I hope you guys
enjoy this little peek into history.
but I'm at work, so we all know what that means
this is the end of my drive to work.
So instead of talking magic, it's time for me
to be making magic. See you next time.
Bye-bye.
