MTG fans have always loved to express themselves through the game - and one of the most common and creative ways to do so is with custom-altered cards! By painting over parts of the original card, talented artists are able to create pop-culture references, in-jokes, satire, stylistic re-imaginings, and much more; all of which leads into a lucrative trade on the secondary market.
Read MoreDevelopers working on sets like Antiquities or The Dark couldn’t draw on years of experience playing Magic, or decades of previous examples to help them design new cards - their ideas were raw, improvisational, and sometimes well-off-the-mark.
Read MoreSuperheroes can help us even during real-life struggles. Here’s some tips on how you can stay fit and healthy during isolation, straight from the adventures of Earth’s Mightiest!
Read MoreMagic: the Gathering has, by now, released a great many expansion sets. An unfortunate few go down in the records as historically bad. Most players will tell you Fallen Empires is one of those.
Read MoreYou could say that the young game of Magic was about to enter a difficult teenage phase.
Read MoreLegends is the expansion set which really stood out in the game’s early days, and laid the foundation for Magic’s enduring appeal.
Read MoreComic books have transformed from cheap, pulp entertainment to treasured cultural artifacts, with ballooning price tags and a flourishing market of traders. Who created this market, and how did comics become such an attractive investment? Dedicated fans and expert graders were able to find the value.
Read More1994 is represented in Magic history by no fewer than five unique set releases, but Revised Edition was its only Core Set. Revised Edition was the first chance for Wizards of the Coast to step out and start making changes to the core of their game.
Read MoreReleased at the start of 1994, Antiquities set the tone for a year in which Magic had a whopping five set releases and exploded in popularity and sales worldwide. The design choices and success of Antiquities were essential to unlocking this potential - without it, we might literally not have the Magic we know today.
Read MoreThe first year of Magic was awkward and experimental - there were printing errors, poor distribution, conflict over what the game needed to be. But by 1994 things were really picking up steam…
Read MoreThe societal impact of the Coronavirus pandemic has been nearly as hard-hitting as the disease itself. With all public events under a cloud, and major sporting leagues cancelled, are digital sports about to experience another surge of interest?
Read MoreI never went to business school, but I was always surrounded by business one way or another. My parents owned a string of small businesses, including a couple of restaurants and a video store.
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