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A Compleat History of the Magic Metagame, Appendix A: A Brief Introduction to Magic's Formats

Hi! This is a context post to help folks who don't play Magic get their bearings, as discussion of different formats will figure more and more in the story as we move into 1997 and beyond.

Unlike other TCGs, Magic has very nearly from the start been divided into multiple formats – each with its own specific rules and card legality. This is a quick description of each one, as well as some notes on Magic's release schedule.

Magic releases

This is a good spot to discuss this because we've just reached Mirage, the first set in Mirage block, comes out late in 1996. While Ice Age/Alliances/Homelands was considered a block retroactively, it was never planned as such, so Mirage is really the first 'true' block; and blocks are going to be the release model for Magic sets, more or less unchanged, until the mid-2010s.

A block is just three thematically and mechanically connected sets of cards, meant to be played together. Blocks traditionally are made out of a large set (of about 300 cards) and two small sets (of about 160 cards), with the large set coming first. The large set in a block is essentially its own free-standing, independent printing of Magic, containing everything needed for the game to function (just like Alpha did, though each large set has its own set of mechanics and themes). The smaller sets are ancillary expansions that complicate and add on to the main large set.

A block comes out over the course of a year; Magic years start in the northern hemisphere fall, with the last small set of the block coming out in the spring. Mirage comes out in October of 1996; Visions in early 1997, and then Weatherlight in the spring.

In addition to these sets (at the time called "expert expansion sets"), Wizards printed a "core set" every other year. The core set was all reprints; basically, the core set is Alpha but with the most broken cards (like Power) taken out, and some cards from various expansion sets brought in. Over the years, the core set was refined into a sort of platonic ideal of Magic – a basic, straightforward set that was representative of Magic but didn't carry any special one-off mechanics.

The newest core set when Mirage came out was Fourth Edition, release in 1995; Fifth Edition comes out in the summer of 1997.

You might notice that there's a "hole" in this release schedule, where Wizards doesn't publish a new summer expansion set every other year. Filling this hole will be a whole adventure but they only start taking serious stabs at it in the late 2000s.

Limited play

In Limited magic, you open a specified number of packs and use the cards you open to make decks. Minimum deck size is 40 cards, and you can have as many copies of a card as you want (although, of course, you have to open that many copies, so there's a practical limit).

In Sealed, you simply open six packs, add in any amount of basic land, and make a deck to play against other people (typically in a Swiss tournament or league). Sealed was in the past often a tournament format but it was never very popular compared to draft. It is still the format played at pre-release events, though, so it has that going for it.

In Draft, a 'pod' of eight players sits at a table; everyone opens a pack, takes one card out, and then passes the pack to the person sitting to their right until all cards have been picked. You repeat this process once going left, then once again going right. At the end, you take the cards you drafted, add basic lands, and play with those decks.

Draft is often regarded as the most skill-testing way to play Magic; the draft process itself is enormously nuanced – it's at once competitive (you're trying to leave the pod with the best deck) and cooperative (you're trying to identify which cards other players are picking and draft the things they're not picking, so you can have a good deck of cards that go well together). There's no way to arrive at a draft at an advantage (like if you brought the best deck to a tournament), and generally in actual gameplay you have to care about a wider gamut of cards that your opponent might have.

During the block era, you would draft three packs of a big set; then when the first small set came out, you'd draft two big and one small; and then finally, big-small-small. However, players generally preferred the more consistent and varied "triple big set" draft formats.

We're not really going to talk a lot about Limited in the Compleat Story, maybe in a supplemental chapter later; every new block is more or less its own self-contained metagame, and while there's a sort of shared history there, it's not the same thing as the Constructed metagame.

Constructed play

In Constructed you take cards that you already own and use them to build a 60-card deck. At most four of any one card (except basic land). In some formats, mainly Vintage, cards can be restricted – meaning you only get one copy at most. There are myriad Constructed formats, but these are the important ones for our story:

There are also various casual formats (like Commander), but I won't get into them as they don't figure in our story – we only care about tournament play here.

Rotation!

Rotation is Magic's solution to the problem of power creep and design exhaustion – a way to keep changing up the Constructed environment year after year.

It is, of course, also a big source of confusion and frustration for players – "What do you mean my cards aren't legal any more?" – so while Standard has often been a great format to play, it did ask players to get over the hump of their cards having an expiration date.

The core set provided some stability in this – with a mostly-stable set of cards that would stick around across rotations – but only to a point, especially as cards in the main expansion sets were often more pushed, in terms of power level, than ones in the core set.

Wizards tweaked the rotation of Standard a lot around 2015 when the block model began to break down, but for the next decade of our story it's going to steadily include:

So, when Mirage releases, it ushers in the first fully-separated Standard on a normal block-based rotation. It includes:

In late 1997, when Tempest (the first set in Tempest block) comes out, Ice Age block and 4th Edition then rotates out.

The main story of the Compleat History will resume soon as we discuss what, exactly was in Mirage and Visions that shook up Standard...

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