The new Magic: The Gathering collection wants you to put on your best cowboy hat and commit crimes

A new Magic set arrives, Thunder Cross, based on one of the most forgotten settings in card games: the western.

Magic: The Gathering is a game that has its own multiverse. Integrating within it many different worlds, known as planes, this gives it the possibility to create all kinds of collections. It can make expansions based on specific themes, popular genres, or even crossovers with other licenses, such as Dungeons & Dragons, Doctor Who or Fallout. This time, the new collection of the game is called Outlaws of Thundercross, it will be released on April 19th and it is, as you can imagine from its name, an entire collection dedicated to the western genre.

Thunder Cross is an unknown map until now that is defined by being a world based on the tropes of the Wild West. There are deserts, crimes, rewards, and a few brave souls wanting to do what’s right. That’s why it shouldn’t surprise us that this collection has little heroism and a lot of villainy.

One thing that characterizes Cross Thunder Outlaws is that it is a collection that focuses on villains. Both new and old. With a whole array of new characters ranging from anti-heroes to pure villains, including many previously known faces such as Rakdos, Vraska or the adorable Bones, this collection puts the spotlight on the eternal forgotten ones. The bad guys, or at least those who don’t always act under a pristine moral compass.

How is all of this translated in terms of gameplay? As usual in Magic, through its mechanics. Because something that is surprising about this new collection is that it has a much greater number of new mechanics than we are used to. And while almost all of them are relatively simple, they are the kind of mechanics that we will surely continue to see in the future on a regular basis.

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To begin, let’s talk about mechanics that already existed in one way or another, but now they receive their own name. That’s the case with Outlaws and Crimes. When a card mentions causing an effect or an extra effect when we control one or more Outlaws, it refers to us controlling any card of the types that are now considered Outlaws. These types of creatures are assassins, mercenaries, pirates, rogues, and witches. All of them are Outlaws. And if we have a creature of any of these five classes, it will be assumed that we are in control of an Outlaw.

The mechanics of Crimes is even simpler, because it has also involved giving a name to something that has been done since the beginning of Magic. A crime is committed when a spell or ability targets the opponent, their permanents, their spells, or the cards in their graveyard. In this way, when a card has any effect if we have committed a crime, it will refer to whether we have interacted in any way with the opponent or their cards.

These are the mechanics that are associated with aspects of the game that are already present. And given how common both are, it would be logical for us to start seeing them regularly in future collections. Now, there is also a lot to unpack regarding entirely new mechanics.

Of the new mechanics, potentially the most interesting one is Scheming. As its name suggests, when we scheme something, we are planning something for the future. That’s why cards with scheming allow us to exile them for an alternative cost, the cost of scheming, and cast them at instant speed on a later turn. Why are they so interesting? Because it allows us to pay their cost in advance and many cards are interested in us casting two or more cards. And also because some cards have particular effects when schemed. Adding spice to the mix.

Another mechanic is Spree. Although we don’t know its translation into Spanish yet, the mechanic is very simple. They are modal spells where you have to choose at least one mode, and you can choose any number of them, but each mode has an associated cost. In other words, it’s a card that we have to pay its cost and the cost of at least one of its effects. This makes them very interesting cards due to their particular flexibility and longevity, as they don’t lose usefulness as the game progresses.

The latest of the new mechanics is Saddle and it comes with a new creature class, Mount. Mount creatures have a saddle cost and, as with vehicles, it is paid by tapping N creatures with a power equal to or greater than the saddle cost. By doing so, the mount creature will gain a series of extra benefits, because, in narrative terms, it will be ridden by the creature we tapped.

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All of this is the essence of the new collection, although as usual, it is accompanied by new material for those who play the most popular multiplayer mode of Magic: Commander. In this case, there are four different decks, one of outlaws, another of card draw, another of discarding and sacrificing lands, and another of playing other players’ cards. All of them representing classic game villains and new characters from Thundercross.

But that’s not all. Because at Wizards of the Coast they have decided to create a new mini-game, completely optional, for Commander. Something that is reflected in the Rewards.

If you decide to play this optional minigame, all players will play with a shared deck of rewards. The rewards are cards that on one side indicate what we will get when we claim them and on the other side, what we need to do to do it. In this way, at the beginning of the third turn of the first player, a random reward card will be drawn. If the player meets the described condition, they will claim the reward. If they don’t, the reward will pass to the next player, increasing its value by one. If after four turns no one manages to claim it, that reward goes back to the deck of rewards, a new reward is drawn, and it starts again. And the same happens, from the following turn, if someone claims a reward.

Finally, like all collections, Outlaws of Thunder Crossing comes with reprinted cards with their own artwork inspired by the plane in which it takes place. This time with the inclusion of a handful of extremely rare cards from past collections, some of them highly valued, which all have something in common: they are either outlaws or commit some kind of crime.

That’s why we hope you’re ready to commit all sorts of crimes at the gaming table because Wizards of the Coast has gone all out with this collection. Embracing the Wild West genre like never before.

Larian confirms that they will not make Baldur’s Gate 4, but that shouldn’t make us worry about the future of Dungeons & Dragons… or of Larian

Despite its overwhelming success, there won’t be more Baldur’s Gate, at least not from Larian Studios, who are already working on a mysterious new game.

Baldur’s Gate 3 is one of the biggest successes of 2023. Not only within the world of video games, but in general. A dense game, full of complex mechanics, from a genre that has rarely been popular, managed to captivate the general public thanks to charismatic characters, a fascinating story, and, let’s not deceive ourselves, the ability to make an excellent game overall. But if you’re expecting more Baldur’s Gate 3, we’re afraid we have bad news for you.

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According to Swen Vincke, founder of Larian Studios, the studio behind the development of Baldur’s Gate 3, they will not be producing any more content for Dungeons & Dragons. This closes the door to any kind of DLC as well as a hypothetical Baldur’s Gate 4, which, if it happens, will be done by another studio.

That doesn’t mean that was the plan from the beginning. At Larian Studios, they were considering the possibility of making some kind of DLC that would expand the game, but they finally decided that it wasn’t a good idea. According to Vincke, the game has a beginning and an end, with a well-closed story, and it’s fine that way. Baldur’s Gate 3 doesn’t need anything more than what it already has, and they prefer to leave it as it is. A decision that, although it may sadden us, is perfectly reasonable and very contrary to what we usually see in an industry obsessed with squeezing every success to the limit.

However, that doesn’t mean they will stop actively working on the game. As they have already announced, they are working on a mod support system for the game, and they will also continue to work on fixing errors and bugs to create the perfect version of Baldur’s Gate 3. Something they don’t plan to stop doing in the near future.

Meanwhile, it is worth remembering that Larian Studios are not the only ones working on Dungeons & Dragons. The license belongs to Wizards of the Coast and, as we know, they are working on new video games based on it. With at least one of them taking place in the same universe as Baldur’s Gate 3, from the developers of Disney Dreamlight Valley, it doesn’t seem like we’re going to run out of Dungeons & Dragons games. At least not in the short term.

Especially because, if they wish, Wizards of the Coast can continue to use the characters from Baldur’s Gate 3. As Vincke has confirmed, the characters still belong to Wizards, so if they wish, they can create stories, adventures, or even new video games where they appear or are the protagonists. If they want to do it without Larian after the success of Baldur’s Gate 3, that’s a different story. After all, they risk not reaching the level of quality and delicacy with which they have managed to captivate us at Larian.

Because the success of Baldur’s Gate 3 is due to Larian and the fact that they have been working on dense, fascinating, and very interesting RPGs for several decades. With Baldur’s Gate 3 giving them the opportunity to show what they are capable of. Something that seems to have not yet reached its full potential.

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Vincke has wanted to emphasize that, from Larian, they have been working on a new project, at least, since January. Pointing out that it is not at all what we expect, he has stated that now the team has grown a lot thanks to the success of Baldur’s Gate 3, and that he is looking forward to us seeing what they are capable of now with even more resources. Something that makes us feel a tremendous curiosity to know what will be the next mysterious step of this studio that has shown that they are, today, among the best in the world.

Hasbro has stated that they have a great interest in AI, but the owners of their main franchises disagree

According to the CEO of Hasbro, generative AI is the future, but given the consequences of his words, it doesn’t seem like that’s going to be the case.

Many large companies want to maximize their profits at any cost. Something that they have found in generative AIs that benefits them particularly. If we don’t pay attention to any kind of ethical or artistic value, as long as their use is not more strictly regulated, many CEOs and executives will see them as a way to generate cheap content. That’s what has recently happened with Hasbro. With as negative opposition as one would expect in this situation.

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It all started on March 1st, when Hasbro CEO Chris Cocks gave an interview to Venture Beat where he made some potentially controversial statements. The worst of them was that with 50 years of Dungeons & Dragons stories and 35 years of Magic: The Gathering cards, Hasbro has a very deep and interesting vein to mine to feed generative AI. Literally tens of millions of words and over 15,000 cards that, in his own words, “we can exploit.”

Of course, these words did not sit well with fans of both Wizards of the Coast franchises, owner of Dungeons & Dragons and Magic: The Gathering, and a subsidiary of Hasbro. Something that was noticed on social media in a radical way, but that ended up reaching further.

According to Denman Rooke, an artist working on Magic: The Gathering, he and other artists from the company wrote an open letter to Wizards of the Coast and Hasbro expressing their strong opposition to Generative AI. They state that if they were to feed the AI with their work, they would immediately stop working for Wizards of the Coast. This is something they do not wish to do, as they are passionate about their work, but they are willing to do it for the sake of their own art.

Wizards of the Coast’s response was not long in coming. Shortly after, the company replied that Wizards is also against the use of generative AI for any form of art. This has been demonstrated when, in the recent past, they worked to remove an illustration generated in this way that managed to pass their quality filter.

Unfortunately, the matter did not end here. Because some dissatisfied social media users took the opportunity to resurface a comment from the head designer of Magic: The Gathering, Mark Rosewater.

On his Tumblr page where he answers user questions, Blogatog, Rosewater was asked about his opinion on using artificial intelligence specifically to assist with game design and balancing. To this, Rosewater replied that he believes artificial intelligence will be a tool that will be used one day, but that there is still a long way to go until that moment arrives. Some users decided to interpret this in the worst possible way, associating it with Cocks’ position on AI.

Of course, there are clear differences between what Rosewater and Cocks say. The former does not say that it is desirable to use AI nor is it in his power to make the final decision of whether it is used or not. Something that does not happen with the latter. Similarly, not all uses of AI are harmful to workers and the public. Graphic designers, artists, scientists, and programmers have been using AI for years to assist them in their work, and it would be reasonable if there came a point where it was also possible for board game designers. Because while all generative AIs are AIs, not all AIs are generative AIs. And only the latter are harmful.

In any case, the pressure on Hasbro seems to have worked. On March 19th, the American company issued a statement stating that they are responsible for using these generative AIs in a way that does not harm artists. That is why they have given their teams the ability to decide if these tools are beneficial for the business, the fans, and the community.

All this shows the extremely turbulent moment we are living in. Generative AIs seem to be here to stay, at least until they are regulated by governments, but the reaction to the CEO of Hasbro’s words shows that it doesn’t have to be something that happens if we don’t want it to. Now we just need to not demonize an entire technology because of one harmful aspect of it.

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The developers of Dreamlight Valley have announced a new game: a twist on Baldur’s Gate 3

The developers of Dreamlight Valley would be developing a game based on the Forgotten Realms, the same world as Baldur’s Gate 3.

Baldur’s Gate 3 has been a tremendous success that doesn’t seem to run out. Now announced as the most played game on Steam Deck, it doesn’t seem like players’ interest in it will fade away soon. But that doesn’t mean that Wizards of the Coast isn’t looking to capitalize on that success. Because a new title based on Dungeons & Dragons has just been announced that could very well take advantage of the wave generated by Baldur’s Gate.

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Now Gameloft has announced its plans to publish a Dungeons & Dragons role-playing game. Set in the Forgotten Realms, the same world as Baldur’s Gate 3, it will be a mix of survival, life simulation, and action RPG. Although it is still in an early stage of development, we know that it is being developed by Gameloft Montreal, the team behind the popular Disney Dreamlight Valley.

According to their comments, their intention is to be faithful to the roots of the game, delving into its lore and what makes the world of the Forgotten Realms special. That’s why they have described the game as “a unique campaign of resilience, camaraderie, and danger at practically every turn”. They affirm that their intention is to do something completely new in the Dungeons & Dragons universe.

On the other hand, it is true that Gameloft is not the only one exploiting the Wizards of the Coast game license. The studio Starbreeze, known for The Chronicles of Riddick: Escape from Butcher Bay and Payday 2, is working on a cooperative game as a service. On the other hand, the studio Resolution Games is developing the first official VR game of Dungeons & Dragons. And while it is true that they recently canceled five games based on the license from Hasbro, it seems that the success of Baldur’s Gate 3 has led them to reconsider their stance.

Without a release date at the moment, both the Gameloft game and those from Starbreeze and Resolution Games have the potential to ride the wave started by the game from Larian Studios. If that ends up happening is a matter of time, but it seems that there has never been a better time to be a Dungeons & Dragons fan.

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The new Magic: The Gathering set requires our best magnifying glass and a good knowledge of Clue

The new Magic: The Gathering collection focuses on detective stories, throwing us into uncovering the culprits of a crime… or being those culprits.

Magic: The Gathering is a game where everything fits. By being set in a multiverse, it is possible to go in practically any direction and it will work. Collections based on specific characters or stories work as well as those that have a more general idea, such as a genre or an external franchise. As shown by the collections of The Lord of the Rings and Fallout. Or how the game’s new main collection does it: Murders in the Karlov Mansion.

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As the name suggests, this collection is based on a very simple idea: detective stories. With influences and nods to classics like Sherlock Holmes, but also less obvious ones like Colombo, everything in Murders in the Karlov Mansion seeks to emphasize that idea. We are facing a story of crimes, where clues, evidence, murders, and a whole parade of detectives, victims, and suspects play their role in the plot.

This has been translated with a very interesting story about the murder of a mythical character from the franchise, which can be read for free on the Magic: The Gathering website. But not only that. As usual in the game, the crime and its investigation is something that also transpires in its mechanics.

In this case, it has been in the introduction of two series of mechanics based on crime or the attempt to uncover it. On the crime side, we have mechanics like Disguise, which allows us to play cards face down for a fixed cost, uncovering them by paying a different mana price. Something that serves so that the enemy never knows what is coming

Something more complex is the detective side. Investigate, a mechanic that consists of creating Clue tokens that allow us to draw a card if we sacrifice them, returns because they fit the case so well. But there are also some new ones. Suspect allows us to make a creature unable to block, but in return it can only be blocked by two or more creatures at the same time. Gathering evidence asks us to exile cards that cost the indicated mana value to get extra effects. And the cases are new enchantments, in the form of sagas, that have an effect when they enter the battlefield and, when they are resolved by meeting certain requirements, it is considered that we have solved the investigation, giving us a permanent benefit. As long as the Case remains in play.

This adds a distinctly detective flavor to the game. But it’s not the only thing that gives it that particular flavor. Because along with the collection at Wizards of the Coast, they have released an edition called Ravnica: Clue Edition.

Here we find a series of unique cards, inspired by the mythical board game of criminal investigation. With evidence cards featuring characters, weapons, and rooms taken from Clue, this is a version of the board game that is played with Magic cards. These cards are included in the game pack, creating a new multiplayer format where victory can be achieved in two different ways: by defeating our opponents or by discovering who the killer is.

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If something Asesinatos en la mansión Karlov shows us is how versatile and flexible Magic: The Gathering is. The infinite possibilities it has as a game. Besides, a good detective story always works. Even in a card game.

Magic: The Gathering becomes post-apocalyptic in its new collaboration with the Fallout universe

Magic: The Gathering goes post-apocalyptic in its new collaboration with the Fallout universe, focusing on Bethesda’s titles.

Wizards of the Coast has found a gold mine in Universe Beyond. The use of their own and third-party licenses to create Magic: The Gathering card collections. And it’s not surprising. Not only because combining two popular IPs usually yields good results, but also because, so far, they have done an extraordinary job recreating what makes those licenses special within the logic of their game. Magic cards are never just a drawing of a third-party license. They are always Magic cards of that particular license.

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Although their intention to push further beyond Universe Beyond will not fully materialize until 2025, this expansion will begin to be seen in 2024. Starting with one of the first collections of the year, a collaboration with the Fallout video game franchise.

Focusing specifically on Bethesda’s Fallout, the card collection focuses on characters, landmarks, and iconography from the games ranging from Fallout 3 to Fallout 76. Four critically acclaimed games loved by the public. To do this, Wizards of the Coast will release four preconstructed Commander decks for sale, a format characterized by not being able to have two identical cards in the deck except for basic lands, based on different factions and elements of the Fallout universe.

Hail, Caesar, will encourage us to create many tokens and achieve benefits by sacrificing them in honor of the all-powerful Iron Legion. Mutant Threat will put us in charge of all kinds of mutants, including Super Mutants, and Wise Mothman, who serves as the backbone of the entire deck. Survival Fighters will invite us to follow in the footsteps of humans and ghouls trying to survive in The Wasteland, with the invaluable help of Meatball, the best dog in history. And finally, Science! will make us use science, both lost and known, to conduct experiments and overcome our rivals while accumulating enough energy to achieve our objectives.

The interesting thing about this collection is that it will be interesting for both Magic: The Gathering players and Fallout fans. The cards are full of references to the franchise, its characters, and its symbols, with many cards dedicated to the Pip Boy and even alternative arts in the form of V.A.T.S., only available in the edition packs, for those looking for even more exclusive and spectacular artwork.

All this while Commander players can enjoy the reissue of some classic cards, now more difficult to access, and some essential ones for the format, now with all the post-nuclear flavor of the Fallout saga. An intense source of flavor for any deck.

The collection of Fallout cards demonstrates all the care that Wizards of the Coast puts into Universe Beyond. How they seek to naturally integrate it within the entirety of Magic: The Gathering. Something that both players and those who want to play will appreciate, and also, because of what it implies, those who simply want to collect the cards. Those who will be able to do so very soon: on March 8th.

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Wizards of the Coast makes use of generative AI after promising not to do so… more or less

Wizards of the Coast is using generative AI despite promising not to do so… more or less. They’ve somewhat hidden behind the claim that it wasn’t directly them… more or less.

There has come a point where it is starting to be difficult to avoid AI. At least when you are a multinational company. A large part of the reference software uses AI, many people try to pass off the work of the machine as their own, and even the best practices manuals and requests not to use it do not seem to be enough. And if not, just ask Wizards of the Coast.

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The history of Wizards of the Coast, owners of the Dungeons & Dragons and Magic: The Gathering licenses, and AI, is not new. A few weeks ago, they had a controversy because they published an image created by AI, which turned out to be an artist passing off such illustration as their own work. After those, and other minor incidents, Wizards of the Coast made their position clear: they will not use AI in their products, neither in the present nor in the future, under any circumstances. Something that users have been, at the very least, skeptical about.

To fuel that skepticism, recently the Twitter account of Magic: The Gathering posted an image to promote a new collection of cards that seemed to be produced by AI. With a steampunk style, although the cards were real, the rest of the image was suspiciously inert and lifeless. Although Wizards of the Coast consistently denied that there was no human element involved in the creation of this art.

Until yesterday. In an official statement, Wizards of the Coast have confirmed that, using Photoshop tools, at least part of the image created for marketing was made through AI. Something they apologize for and state that they will create clearer guidelines in the future to prevent such things from happening again.

Although Wizards of the Coast has been the one who has suffered from this, it is likely that this is a story we will see repeated throughout 2024. Management and art departments denying the use of AI only for the marketing departments to use them anyway. Therefore, from here, we can only wait and see how this first new trend of the year develops among the communication problems between different departments of companies.

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Dungeons & Dragons is going to release its biggest player’s manual… if the boycott doesn’t prevent it

In 2024, Wizards of the Coast will celebrate the game’s 50th anniversary by releasing a Player’s Handbook that encompasses all revised editions previously known as OneD&D.

It can’t be said that the acquisition of Wizards of the Coast by Hasbro has left behind smiles, joy, and congratulations. Quite the opposite: the announcement that the company will lay off 29% of its workforce has not been well received by fans of the role-playing game, who have either launched a boycott or, at the very least, recommended other similar games that even use the 5E rules. But let’s see how they compete against -literally- the biggest release in the history of D&D. It can’t be done.

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An infernal book

In 2024, Wizards of the Coast will celebrate the 50th anniversary of the game by releasing a Player’s Handbook that covers all the revised editions previously known as OneD&D. And what does this mean? Well, it means that it will have a total of 12 classes, with 4 subclasses each (48 in total), plus backgrounds, new spells, weapon rules, and of course, new art that, after the last setback, will not be made with artificial intelligence.

It doesn’t quite reach the level of 6E of D&D, but it can be considered 5.5E because it even changes the way we play: now, your background affects the initial ability scores of the characters and also offers a special ability at level one. The idea is that the player feels, even at higher levels, that their past has an impact on their character. Narrative used through mechanics. At the very least, interesting.

However, as you can imagine, 48 subclasses are not few, and this Player’s Handbook will also be the largest to date in size. However, it does not come to revolutionize your character that you created in 2014: you can continue playing it but with a couple of additions. According to the creators, the idea is for you to continue with your games, but with some novelties to make D&D even more attractive.

The Monster Manual will also have a new edition with over 500 enemies and the Dungeon Master‘s will be expanded with a complete campaign and different adventures. If you are a fan, you know you have to have these new editions. If you are not, it’s the perfect time to buy your first 20-sided die. The adventure awaits you on the other side of the coast.

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Dungeons & Dragons expands with its own deck for fortune-telling

The deck of many things is used to read the future, to make magical effects and many other things, and now you can have it in your hands.

Dungeons & Dragons is a universe that accommodates all forms of unimaginable fantasy. As long as it involves magic, swords, and dungeons, there’s a place for it within the most famous multiverse in popular culture. Therefore, it should come as no surprise that among the upcoming releases from the renowned Wizards of the Coast franchise, there are some very interesting books, including one that is much more than just a book.

Wizards of the Coast will soon release The Deck of Many Things. A book that delves into the real and fictional history of one of the most famous objects in the history of the world’s most famous role-playing game: the Deck of Many Things.

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For those who may not be familiar, the Deck of Many Things is a 22-card deck that exists within the world of Dungeons & Dragons. Each of these cards produces a different magical effect, many of them rivaling the powers of gods, not all of them positive for the one drawing the cards. This book focuses precisely on this deck and all the possibilities it offers, including its history, how it can be used to create a campaign, provide background for characters, or, of course, be an item used by the players themselves.

But what makes it truly special is that Wizards of the Coast has decided to print the actual deck. Because the book comes with a Deck of Many Things.

With 66 cards in total, the book also includes a second book that explains various ways to draw the cards and how to interpret them for various purposes. To read the future, of course, but also to create stories on the fly, decide encounters, treasures, or, of course, create all sorts of magical effects. Some of them completely unexpected.

Due to production issues, the physical edition of The Deck of Many Things has been slightly delayed and currently lacks a specific release date. However, it can be pre-ordered in the Dungeons & Dragons store, just as the digital edition of the same is available for purchase, which will be released on November 14th.

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Superheroes in Magic? This beloved character collection promises to ruin you

Everything fits in Magic: The Gathering, and from 2025, superheroes too, but these superheroes are old acquaintances that you will want to have no matter what.

Magic: The Gathering has been on an unprecedented streak of incredible announcements. The latest one so far has been its collaboration with Fallout, the legendary post-apocalyptic video game series. But they don’t want to stop there. At Wizards of the Coast, the franchise owners, they know there’s a vast audience they can reach out to with their game. And now, finally, they have found the mother of all collaborations.

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As we learned last Monday, Marvel and Wizards of the Coast will begin a collaboration in 2025 that will extend over several years. This means that Marvel’s universe of superheroes will make its way into Magic: The Gathering cards, both in the form of collectible products, as seen with Doctor Who and Fallout, and in various complete collections, similar to what we have already enjoyed with The Lord of the Rings collection.

Of course, this didn’t happen overnight. Both companies have been in dialogue for years to make this collaboration a reality, which is now coming to fruition. This was hinted at, even if we didn’t know it, in aspects such as Wizards of the Coast’s head designer, Mark Rosewater, collaborating on Marvel’s digital card game, Marvel SNAP.

If you want to see how these cards will look, unfortunately, we have to tell you that there’s still quite a wait for that. As we’ve mentioned, this collaboration is planned for 2025, and at the moment, they have only released a teaser explicitly announcing the collaboration between the two companies. In the meantime, several other equally interesting collaborations are in the works, including the already mentioned one with Fallout, as well as collections for Assassin’s Creed and Final Fantasy, set to release in 2024 and 2025, respectively.

Therefore, while we won’t know anything about this collection in the near future, this is a significant move for Wizards of the Coast. One that is expected to have enormous implications for Magic: The Gathering in the coming years.

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