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Igniting the Spark: The Story of Magic - The Gathering (2025)

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Igniting the Spark: The Story of Magic - The Gathering (2025)

Post by bunniefuu »

From CBS News in New York,

this is CBS This Morning.

Only two minutes until the hour,

it is one of the best-selling

games in the world,

even bigger than Monopoly.

But unless there's a teenager

in your house,

you probably

don't know about Magic.

What is Magic: The Gathering?

What is Magic: The Gathering?

Magic: The Gathering is...

Um...

What is Magic: The Gathering?

Uh... This is like

the toughest question.

Magic: The Gathering...

Like, it's... It's a card game.

Genre-defining,

paradigm-altering card game.

Magic: The Gathering

is a card game

where you and your friend

play wizards.

I'm wizard and I'm a badass,

and you're a wizard and

you're a badass, let's do this!

Who are dueling

in a magical battle

and casting spells at each

other, summoning monsters

and sending them out

to fight each other.

And kicking your opponent's a*s

with them.

And artifacts, some

enchantments to protect yourself,

and whoever can k*ll

the other guy first wins.

It's a cinematic battle scene.

You are standing

opposite your opponent

across a vast b*ttlefield.

Now, this is just a metaphor,

if you are literally standing

across a vast b*ttlefield

with your opponent, it's going to

be really hard to read their cards.

Maybe we're playing 60-card decks,

maybe we're playing 100-card decks,

maybe there's four of us playing

if not just two of us.

But at its heart, we're bursting

cards blindly from packs

and trying to cobble together

something that's going to work.

Magic is an expensive

logic puzzle

that is taking up

a lot of my house.

Magic has tens

of thousands of cards,

maybe even 100,000

cards at this point.

So it's strategic and takes

a little bit of thinking.

Like chess or bridge, maybe.

Magic: The Gathering is what

is known as a trading-card game,

like baseball cards

or movie cards,

where you open up a pack and

there's randomized cards in it.

Those random cards

are pieces to a game.

And the cool thing

about Magic is,

you choose what pieces

you wanna play the game with.

They don't come out

with new chess pieces.

Magic is always

a new, evolving challenge.

Magic is more than a game,

it's an intellectual sport, really.

This is the world championship.

It's for all the marbles.

It's pricey paper, fine

luxury cardboard rectangles,

and at the same time,

it does a lot for people,

it's for collectors, it's for

players, it's for newbies.

Magic can be for everyone.

It is exactly what you and

your play group want it to be.

There was this moment in time

when it almost didn't happen.

We should've been a lot

more scared than we were.

I've always loved games,

but in particular,

I really like

role-playing games.

There's something about

the ability to create worlds

and run adventures,

the creativity it allowed.

Peter was a founder of a startup,

before we had those words.

He just believed in the power

of games to bring joy to people

and to be venues for friendships

and story-telling.

Seattle, the city that brought

you grunge music and coffee bars.

In 1990, Peter,

a Boeing computer analyst,

formed the game company

Wizards of the Coast

with a group of friends in the

basement of his rented home in Renton.

The early days

of Wizards of the Coast

was a bunch of, basically,

Peter's gamer friends.

Invested small amounts

of money into the company

and they were all

enthusiastic but had other jobs.

They wanted to make gaming

products, mostly role-playing products.

So it's kind of surprising

that what happened happened.

Before I started

Wizards of the Coast,

I was a systems analyst

at The Boeing Company.

But at some point, I realized

that I'm just a small, little cog

in a really big aerospace

industry machine.

I started dreaming, like, "Wouldn't

it be fun to be an entrepreneur,

start my own company,

do my own thing?"

Got into the game industry and I

started doing sales and marketing,

and editing, things like that.

I met some people that were

starting Wizards of the Coast

and Peter Adkison put

the full cork press on me

and decided to ask me to be

the first employee at Wizards.

So Lisa was, well, very pivotal

for the whole company.

She brought a lot of experience,

she was the only one in the office

that had actually worked

at a gaming company before.

So I first met Peter,

he had this passion.

We had someone

that was that charismatic,

who could really just move people

and get people lined up and doing stuff.

That's a hard thing to find, and

he was really, really good at that.

We had no idea

what we were getting into

when we decided to start

Wizards of the Coast.

We had no background

in business.

I was not raised

in a business family,

I was raised

in a farming community.

We were about as at the sea

of the idea of running

a business as anyone.

But we love games,

we love role-playing.

The passion is

what really drove us,

and then we started

studying the rest of it

and figuring it out

as we went along.

There's a golf course

near where he lived,

and there's this river, the

Green River, running through it.

I'll never forget the night

we just sat at the banks

and we just talked

about our dreams for gaming

and for what we're gonna do.

And he looked at me

very seriously and he said,

"You know, I'd really like to make

all my friends into millionaires."

And I said, "I wanna be

your friend."

We started with Wizards

of the Coast in 1990,

in the basement of a split-level

house that I was renting in Kent.

So we had 17 employees

who were

coming over to my house.

People were always dropping by.

We had one room

with some computers in it

so there might be someone

sitting there doing layout or editing.

We would hang out with

friends or we would do work,

and you really couldn't tell the

difference between the two at times.

We were this small little company,

I mean, we were this... you know...

really dinky little company.

Just like

The Little Engine That Could.

It was a madhouse,

but we were kids,

you know, it was fun!

You come to a company

and you're the first employee.

You're kind of asked

to do everything.

Lisa Stevens was, you know, in

the early, she was an energetic...

I don't even know what she did

back in Wizards back in the days.

I was doing Sales, Marketing,

Warehouse Fulfillment,

Art Direction, Graphic Design,

everything

that you could possibly imagine.

In the beginning days

of Wizards,

I was working part-time

around my day job,

because I wasn't getting paid

money, I was getting paid stock.

I got so much stock for being

the corporate secretary

and so much stock

for being the executive editor

and there was this whole system

were you got

so much stock per quarter

for doing a set

task list of things.

Peter was working

his job, still, at the time.

Yet he's still fun, energy.

And grabbed the torch.

The first product we ever wrote

was called the Primal Order.

It's a book about deities and

gods and role-playing systems,

and then we also got

the license for Talislanta,

we did Talislanta,

a little RPG line,

and it did okay, it's fun.

We were "critically acclaimed,"

which is code for

"didn't sell well,"

but people we knew liked it.

It just... everything just

changed so much all the time.

And there was always

something new

that we were having to

make up or learn or figure out.

It was hard

to get good at something

before it would be

different and new.

It was the best working

experience I've ever had in my life.

Everybody knew what they

were doing in the basement days,

everybody had a shared vision,

everybody was inspired by the same things,

everybody trusted each other,

so it was a very cohesive

culture at that time.

Jesper!

I've always described him

as just a large force of nature.

Especially in those days, I

mean, the long hair, tall and big.

So he's an imposing figure just

standing there, doing nothing.

He was the one that came up

with the original company motto,

"We Help You Pass

the Time Until You Die."

Jesper Myrfors is

an amazing artist.

Here is the thing

with how I paint.

I don't sketch

the paintings beforehand.

I just start painting.

I just pick up the paint,

start moving it around.

And something always

comes out of it.

I think he called Lisa Stevens

when he heard

that we were a Seattle-based

RPG company

and we'd just gotten

the license to Talislanta.

I got a portfolio on the mail.

It was very, very

dark and brooding

and lots of horror stuff.

I had told Lisa, "Look, I know

the property, I know Talislanta,

can you give me

a piece on spec?"

So I said, "Well, you know,

I need this picture of an

alchemist working at a table,

do a piece for me

and we'll see."

So I get two pieces

over the weekend

and had them ready on Monday

because I really

wanted to prove myself.

The next day, this guy

with long hair,

the black trench coat,

black hat,

shows up at my back door.

I was just a guy who was

showing up in the basement

every week

when they had the meetings.

My thought at the time was

that if I did that,

and I proved myself useful,

they would...

they would work with me.

Early Wizards day

was a lot of that,

you just show up and,

all of the sudden,

you were part of the company.

When you're doing an

entrepreneurial project like this,

you need someone that's

willing to step up and work hard.

I also hired him

because he was so young.

He didn't know

he couldn't do it.

Working at Wizards

in the early days,

it was always a fire

needing to be put out,

and not in a bad way,

it was dealing

with outside forces

and everybody trusted the people

who had their positions

because it was

us against the world.

- Pretty much...

- His name is Richard,

a game-maker and Math

professor at Whitman College.

Meeting Richard was certainly

a highlight to my life.

I was posting on the Usenet,

I made some sort of post

about big or small company,

and looking for games to do,

and this guy named Mike Davis

follows up on the post and says,

"Hey, I represent a guy

named Richard Garfield

who's designing a great game, I was wondering

if you'd like to take a look at it."

Richard is a man

that loves games

more than any other human

I've ever met on the Earth.

Richard Garfield is a divine

being who was sent to us

to improve the world

and make our lives better.

Richard Garfield is a demigod.

I had a number of games

I was working on.

One of them was RoboRally.

It's about robots racing!

Peter called me on the phone

and said,

"Hey, I met this really

great game designer

and he's got this cool game,

he explained it to me."

I basically said, "Well,

it's too expensive for us."

They wanted to have

little robot miniatures.

But I wanted to go down

and meet them in person

and say, "Well, really, I don't

think we can make this game.

But hey, would you like

to invest in our company?"

In those days,

I was always raising money.

When I first met Peter, I thought he

was really exuberant and charming

and very swept-up

in what games had to offer.

He said, "Well, what would you

like me to design?

I'll design

any game you want to.

I love games,

I love all types of games."

So he asked for me

to design something simpler,

cheaper, to publish.

To put in perspective,

this is 1991,

and the table-top game industry

in those days

was mostly RPGs, and a few

board games and miniatures.

I was going to a lot of fantasy,

science fiction conventions,

and one thing I noticed was

that there was a lot of fantasy art,

but there was a lot more art

out there in the market

than what the public

gets the chance to see.

And wouldn't it be

interesting to make a game

where we featured fantasy

or science fiction art?

He posited that it should be

fast to play and portable,

because he saw people playing

it in the lines at conventions.

I don't know that I was

expecting him to get back to me,

and so I came back to Seattle

and wasn't sure

if I would ever

hear from him again or not.

I was kind of surprised when

it was like three days later

and he calls me up

on the phone and says,

"I had an idea and I think

I need to come up to Seattle

and explain it to you

in person."

Like "Oh, okay, great."

I remember clearly,

I was at the Multnomah Falls

in the Portland area

when I had this eureka moment.

And that there was

a lot of potential there.

He took the train up, I went,

picked him up in my pickup

and a friend of mine named

Ken McGlothlen was with us.

And we had to stop

by Seattle Center

to pick up Ken's paycheck.

Peter's memory of that meeting

is probably better than mine.

But I do remember being

in a parking garage somewhere.

So Richard and I climb on the pickup

and we're just sitting there, chatting,

waiting for Ken to get back,

and Richard says,

"So, you wanna hear the idea?"

And I'm like, "Well yeah, I'll

hear the idea, tell me the idea."

So he says,

"Okay, imagine this card game

where everybody's got

their own cards,

there's a huge universe of cards,

there's hundreds and hundreds of cards.

But when you play a game,

you have your own cards

and everybody else you're playing

with, they have their own cards,

and you pick which cards,

out of all the ones you own,

are the cards

that you're gonna play with.

You might not

even own all the cards.

And then you and your friend

play you and your deck

against your friend

and his or her deck.

Like a duel of some sort,

like maybe a w*r or a battle,

or a duel between wizards,

but the key is

that the game's

gonna be always changing

based on what cards

you're gonna put in it,

it's gonna change based

on what cards

your friend

put in his or her deck,

and we can keep

publishing more cards,

and it'll always be

fresh and new."

And holy cow, this is amazing,

like the concept of this game,

never heard anything like it.

And so we just started

hooting and hollering,

we were like, "Oh my God,

this is so amazing!

This is so cool!"

We're like jumping up and down.

And then Ken comes running up,

like, "Ken, you gotta hear this idea.

Richard, explain it again."

So Richard goes

through the whole idea again,

and then all three of us

are hooting and hollering,

and it was a moment,

a moment I'll never forget,

a moment I treasure.

That, like, "Wow."

The idea of a trading card game.

Even though

I was pretty excited,

I was also talking him down some

because I didn't know whether

it was possible to make a game

which would be fun

with this as a characteristic.

- Behind the scenes.

- Cutting edge. Get ready.

I think the main appeal

to Magic is fun.

And that's the key to any game.

When I first made Magic,

I knew that it was a good game.

I even thought it might change

the game industry.

We identified four problems

that we had to solve in order

to make Magic: The Gathering.

One, which was out of Richard,

was: Would this game be any fun?

Richard Garfield was

a Math PhD student at the time.

Games that are created for the purpose

of being mathematically complicated

tend to not be very fun to people

who are not mathematicians.

We had to find a place that

could print and collate the cards.

We had to find a lot more art

than we originally anticipated.

When this came, it was multiple

pieces, I was very excited.

Maybe no one ever

played this game,

you could just die a thousand

deaths like every other game had.

And raise money to do it.

Every small company

that comes with a game idea

thinks it's gonna be the

best thing since sliced bread,

it was an era

before Kickstarter and GoFundMe,

and none of that stuff

existed then.

We left that meeting energized

but without

any particular direction

as to how that game

would proceed,

but he was expecting something

and I was expecting to make something.

A couple or three months later,

I get a phone call from Richard,

who's like,

"Hey, I designed the game!"

And... it's great.

When Magic was

being designed and playtested,

I was a graduate student at

the University of Pennsylvania.

During those years,

I recruited many folk

to play all sorts of games,

some of which I made.

Richard did not design

this game alone.

He credited a significant

portion of the design work

to the development team that really

helped him put this game together.

A whole bunch of guys out here

at the University of Pennsylvania,

guys that are now legends

in the Magic history community.

Charlie Catino,

Bill Rose, Jim Lin,

Joel Mick, Skaff Elias...

Richard would just wander the

hallways at the University of Pennsylvania

looking for people

to play games,

so right from the beginning,

we knew,

even before he had finished

the first deck,

that it was gonna be a deck game

that had depth of play to it

but that it could be

sold in small packets

and it could be played

very quickly.

The biggest challenge,

from a game design

point of view,

I had no antecedents to look at,

I couldn't look

at any other examples and say,

"It works this way here, we

should change it because of this,

or we should do it

because of that."

It's the model T.

Before it existed, there wasn't a car!

It invented cars.

Making the first set of Magic

was really exciting.

Once I had the framework

done, it was not so hard.

With Magic,

it really is all in the cards.

You build your deck from a

pool of nearly 2,000 different ones,

a colorful menagerie of mystical

creatures and magical spells.

If I go to my friend's house

and we play Scrabble,

play Monopoly,

or play Clue, whatever,

it's the exact same game than when

you come to my house and we play it.

But with Magic, when I go to

play at your house, with your cards,

it's different cards that you might

have that I've never seen before.

The idea that the game is bigger

than the box, as Richard always said.

I knew there were five colors,

I knew

that there were five lands

which would associate

with those colors.

Plains, which produce

white energy, white mana,

islands produce blue mana,

to cast blue spells with,

there's swamps, which produce

black energy, to cast black spells,

mountains produce red mana,

to cast red spells,

and forests produce green mana,

which we cast green spells with.

One of the big challenges

of a trading card game is,

let's say we're gonna play chess

and I'm gonna bring my pieces.

Why wouldn't you bring

15 queens and a king?

Why wouldn't you

just play the best pieces?

Richard had to solve that,

and one of the ways to solve

that was the mana system.

You had your lands or other things

that create what we would call "mana."

Lands are kind of the currency of

Magic: The Gathering in many ways.

And then you can spend those

mana to play spells out of your hand.

By making it so that each card

had a cost,

that gave this balancing idea

that there was a lot of richness

possible in deck-building.

It's a big part of controlling

when and how you can do things,

because if you could do everything

right away, the game would break.

And that variance helps make

sure that everyone always has a shot.

You could be up against

the best player in the world,

and there's still a chance, even if

it's small, of winning against them.

It's different every time,

and if you play it once,

the second time you play it,

the third time you play it,

it's just gonna keep

on changing.

My favorite thing

is the color pie.

One of the ways to make sure that people

played different cards and different decks

was to divide them,

and colors did that.

There's five base colors, there's

white, blue, black, red and green.

Each one is meant to feel

different and play different

and have access to different

mechanics and ability suites.

Each of them have

their own identity.

I call it "the secret

sauce to Magic."

I think that blue is very

cerebral, it's very elemental.

Black is kind of the color

of ambition.

You're willing

to make sacrifices to get ahead.

White is very orderly,

it's holy magic,

so it tries to control others

and put a hold on the board.

Green is very large creatures,

it's the magic of life.

Then there's red, which is meant to

be expl*sive, aggressive and powerful,

but it also burns out quickly.

So at its core, Magic has

three kinds of cards.

The more lands you have,

the stronger you are.

You can play one every turn, and

these are, basically, your resources.

The game centers

around creatures.

They attack and block,

that's how you're going

to win the game

and protect yourself.

And then a lot of the

surrounding cards are spells

that, in some ways,

support your creatures.

They're like a one-shot effect.

For example, dealing some damage

or drawing some new cards.

Or get rid of your opponent's

creatures, destroy them,

or whatever it might be.

And utilizing all three

of these components in unison

is how you play

a strong game of Magic.

And you alternate doing this

until one of you

has no life left.

The first version

of Magic I made

was 120 cards

just divided randomly.

In playtest, that's

what I called Alpha Magic,

it was little yellow cards,

I remember, about that big.

After that, I made

what I called Beta,

which was over 100

different cards, I'm sure,

and shortly after that,

I remember making Gamma,

and Gamma was where a lot

of the real flavor began to pop.

Yeah, I mean, obviously,

they're very...

You know, very small.

We hadn't really

thought a lot about

how, what size they would be,

how they were gonna be made,

or anything like that,

so just for playtest purposes.

You can imagine trying

to shuffle this deck,

you're doing a lot of,

you know, shuffling like that.

Oh, Channel, Channel

and Fireball, look at that.

When we were first

doing those prototypes,

all the cards were made by hand.

I think I cut up index cards.

It was a very

manual labor-intensive project.

I helped him make all the cards

after the first deck,

I had a big

comic book collection,

so we would photocopy those

and put those on the cards

and make them pop out

a little bit more.

Searching through

magazines and comic books

or things like Dungeons

& Dragons Monster Manual,

these days it's so much easier

to find images.

Some things were hand-drawn,

some things were photocopies

of various parts of my anatomy.

My face was Phantom Monster,

I think.

My foot was Heal.

A photocopy of my foot and

then a little circle around it.

I think those are maybe the only two?

Maybe there were other parts,

but nothing like, bad.

There is one playtest card,

Cloak of Invisibility,

I said, "I know

what we'll do for this one."

And I am proud.

I remember getting cards

from a lot of different places,

including Calvin & Hobbes,

and one of the Calvin & Hobbes

I remember using was

Power Sink,

a toilet as a Power Sink,

and so I had a picture

of Calvin sitting in a toilet.

At the time, I think

I was just making a joke

and having fun

with the prototype,

but later on,

I began to appreciate

that having any image there

was really important

to people's learning

what the cards do

and playing fast

and effectively.

There were so many little quirks

you could put in the cards,

it felt like I could make

an unlimited amount of them.

He's like... "We've been

playing the heck out of this game,

it's fantastic, I'm gonna

send you a copy of the game."

"Oh, wow, great!"

So I got it in the mail,

I think there was a two-page

description of the rules

and about 20 playtest decks.

Peter explained

the concept of Magic to us

before we actually saw anything.

The idea that you had

a card game

where it wasn't

the same cards every time.

All of that was just totally

brand new and really exciting.

And so, we passed them out

and started playing

this game of Magic,

then we start playing and...

Oh, my God.

Productivity just stopped

for like two weeks!

We... We didn't get

anything else done!

Unlike, say, a normal

deck of playing cards,

when you open up

a booster pack of Magic cards,

inside will be a randomized

assortment of cards

of different rarities

and commonalities.

Magic has four basic rarities.

When you open up a booster pack,

ten of them are commons,

three of them are uncommons

and the last card, seven

out of eight times is a rare,

and one out of eight times

is a mythic rare.

The thing that was

probably the most interesting

is how varied each hand was

because of the randomization

on the deck.

Oh, Time Walk, that's a good one.

Take an extra turn.

We started realizing how the

rules really kind of needed...

They had to be really precise.

Part of the playtest process

was playing and seeing

how we could screw things up.

The playtest guide

was something

that Richard handed out

to playtesters,

an early version of what became

the Magic Rulebook.

It was intended to be something

for new playtesters

that they could refer to

when Richard wasn't around.

As we'd play,

we'd come up with questions.

If I play this,

why doesn't it do this?

And you'd need to have more rules

to kind of deal with the edge cases.

Let's just make sure that people can

tell what this card is supposed to do.

And there were certain aspects

that you might see missing.

The core of it was there,

the major difference was

part of the rules of the game,

everybody played for ante.

Ante is where each player

puts up a card

from their own deck,

a random card,

and then you play the game

without the benefit of those cards,

and then, whoever wins the game

wins both cards, like, permanently.

Ante was supposed to make it

so that the cards

would change ownership

without the need of buying

decks or trading cards.

That kept this flow

going back and forth

between the decks

that was really exciting.

We did not really consider

that gambling,

growing up,

playing marbles, for example,

when we would play

for keeps and things like that.

Eventually,

people got to the point

where they didn't really

want to play for ante,

but decks were much more limited

back then than they are now,

you couldn't just go buy

another one, that was your deck.

That's just

how the environment was,

it was playing for keeps

in a very sort of real way.

I really kept

coming back to this idea

that I wanted a game where there

were things that people loved and hated

rather than a world where

everybody was okay with everything.

Magic's success

overwhelms me, I think

it would overwhelm anybody

who wasn't

completely arrogant or...

One characteristic

that Richard has,

I think, that sets him apart

from most other really brilliant

game designers is

he's got plenty of pride

in his product,

but just way less

than you would expect.

He was not

the least bit defensive.

We would be playing a game

and somebody would

make a comment

and Richard was there

and did some sort

of calculus in his head,

change the rules of the card

in the middle of the game,

and we would simply write

on the playtest card

and change the rules text

on the fly.

He would actively

take suggestions

and we could sit

and we could argue with him

and it was sort

of a very logical approach.

Very often

he would listen to the people

that had

the most logical argument

or yelled

for the longest amount of time.

They were passionate

about their answers, like,

the game would be ruined

if I made the wrong decision

with regard to this issue.

Some of the players said,

"When my opponent

makes me discard,

I always feel bad."

The disagreements had to do

with cards like Chaos Orb.

You flip it and then the cards

you touch

get destroyed.

Well, literally,

in a tournament one time,

someone took their Chaos Orb

and tore it up

into little, like, confetti

and threw it

over everybody's cards

and said, "That's Chaos Orb,

it's touching all those cards,

they're all gone.

I win."

My gut was that adds variety,

and variety is terrific.

Originally,

when Magic first came out,

Richard wanted there to be

no limits on anything.

Every card, you can have

as many copies as you want.

And you can see this in some

of these early card designs

like Plague Rats.

One Plague Rat was a one-one,

and the second one meant

that you had two two-twos.

And once you got four,

that was something.

And then, of course,

once you had 16 in play,

then it was really quite good.

We were all gamers,

we were all Magic fans,

and we all played Magic

regularly.

The funny thing is,

none of us knew how to play.

If you asked seven different

people of Wizards of the Coast

how to play Magic, you'd be

taught seven different games.

When somebody

is really motivated,

they will learn how to play

a game that is very complicated.

Easy to learn,

complex to master.

In the mathematical sense

of the term of complexity,

Magic is much harder

than any other board game.

It is insanely complex.

I screw things up

constantly, all the time.

You can summarize

how to play chess

in a page of text,

in a paragraph of text, really.

The Magic Rulebook

is 800 pages for a reason.

Like a lot, a lot of rules.

That's Richard's genius.

I'm gonna make a game

where every single card

gets to make up its own rules.

A card can say more or less

anything at once.

Whereas in chess or checkers

or any of these other games,

there is a fixed and typically very

small pool of things that can happen.

Each card just creates

hundreds of thousands

of different permutations

of cards that you can combine.

There are 22,000 or so

unique cards in Magic.

And if you're only talking

about looking at every

combination of three cards from that,

that's six times the number of

stars in the Milky Way galaxy.

We had to watch that we didn't

spend all our time playtesting

because it was

kind of addicting,

and we needed to get other

products done so we could pay the bills.

And there's a part of me like,

"Wait, we should be working."

But this is working, in a sense.

Like, if everybody's so excited

about this game that they can't work,

let's follow this.

It was exactly

what he told me it would be

when we were in that parking

garage, hooting and hollering.

I just knew

this was something special,

this was something

that was revolutionary.

There were

so many things about this idea.

We could publish

a lot of art this way

on nice little cards

that would be easy to collect,

they would be able

to store them.

The whole interest

of trading cards

could now be brought to gamers

with this idea that sports cards

are based on the value

of how well the athlete's doing.

But these cards could be...

People would want them

based on what sort of effect

they had in the game,

whether they help their deck.

Having been in the industry,

I instantly started thinking

about logistics, how we

were gonna get this thing done.

Everybody realized,

"This game is very cool,"

I was thinking that too,

but it was a long ways

to go from this

to, you know, this.

And of course, reality started

to sink in for me too,

I'm like, "I thought

RoboRally was hard to make.

This is crazy.

This is way more art

than I was thinking, okay?"

"This is gonna get expensive."

We knew that randomization was

what he wanted in the very beginning.

The initial randomization device

was a giant garbage bag

and we would take all the cards

and throw them

in the appropriate

amounts in the garbage bag

and shake it around a lot,

and then shake it around more,

and then shake it around more, and then

we put our hands in it and mix, mix, mix,

and then make our decks.

I remember Ken McGlothlen

once even thought,

"Well, maybe we get a playing

card come in to make the cards

and then we

sort them ourselves,"

he even sketched out on a napkin

like this conveyor belt

of cards coming out

and a big blower

like you see in the lottery,

like maybe the cards

would come off this thing

and go in and blow like "Whee."

I mean... Yeah, okay.

We realized

that it would be hard,

we didn't have any clue

how difficult it would be

from an industrial

process point of view.

Before this moment,

there'd never been

a trading card game.

There were people

that made playing cards,

and there were

sport card companies

that would sell

collectible cards

that were sometimes

premium with foil

but not high-quality card stuff

that you could shuffle.

But they were experts

at randomizing cards.

We did what I would call

a "bend test"

with any card stock

they'd bring us.

If you take the card and

pinch it together and open it up,

and if there was a crease,

it wasn't good.

We did not want

programmed obsolescence

to be part

of our business model.

We could've used crappy stock

that would've forced people

to rebuy stuff,

but we didn't want

to rebuy the cards,

we were players also.

When I called the guys

at White Wolf,

they were gonna be doing

some other card product.

They had just met... We're getting

Luc Mertens from Cartamundi.

Gen Con is a gaming

convention and it's the big, big one.

If you wanna go to the center of

the gaming world, you go to Gen Con.

It's a weird town for a Belgian

guy, so I agreed to go there.

Gen Con in 1992,

which was Wizards of the Coast's

first year exhibiting,

we had our role-playing

products there,

and so I sat down

with Luc Mertens.

And as I'm explaining,

he's nodding.

"We also need

to sort them, to collate them."

"Like, having them

come out kind of randomly."

Okay, there's just

even more fanfare.

Like, "Really?

You can do everything

I need done, you're sure?"

"Okay, great, awesome."

We went with Cartamundi

because that was the only facility

that could really pull it off.

They didn't sub out

to any other printers,

it was Cartamundi or nothing.

My inspirations are mainly

the environment I set up

around myself.

Salvador Dali is

a huge influence on my work.

Richard Garfield

did an amazing job

designing this game,

coupled with the art, of

course, of all the illustrators.

Jesper was given the job

of being the art director

for Magic: The Gathering

pretty much from the beginning.

Occasionally, they would

have super-secret meetings

that I wasn't allowed in.

I had no idea

what they were discussing,

I mean, were they

hit men on the side?

Were they running stuff

for Colombian cartels?

I had no idea, they wouldn't

even hint at what was going on.

But they were

very, very serious,

and I had the feeling that if I found

out about it and I wasn't supposed to,

my life could be in danger,

so I didn't ask any questions.

We really compartmentalized

information,

kept it

to a smaller group of people,

so that there's less chance

that it would actually get out

and someone would steal it

and beat us to the punch.

Eventually, of course, we

let him into the circle of trust,

"Okay, we gotta do this game and

we need you to go and get all the art."

When I first heard of Magic and

when I first started playing the game,

the only thing

that was in my head was

the magic duel from the

Corman movie "The Raven."

Don't just stand there,

do something!

That is what I thought

a magic duel looked like,

and that sort of just set

the whole tone for me.

You were the wizards casting the spells.

How did they get in the duel?

That's for them to say, let's just give

them the tools to create the backstory.

So that's why I wanted

to start depicting these items

as if they belonged

to this game.

I was not thinking

specifically fantasy

when I set out to make Magic.

Fantasy is a palette

which is very broad

and is very shared.

Everybody knows what a

sword is and what a shield is,

everyone knows

a giant is bigger than a goblin.

Fantasy encompasses

everything, right?

Anything is possible.

So any time you need something

new, you need a new world,

you need a new creature,

you need a new spell,

it's there.

Imagination's your only limit.

Their original idea had been

to buy second and third rights

to popular fantasy artists.

I mean, I love those guys' work,

but how boring,

we've all seen that work before.

And I said, "Look, I bet I

can get original art for this

if you let me try,

and that's gonna involve

giving the artists

a piece of the game."

Some of the first people that

got asked to do cards for Magic

were artists that were already working

on Wizards of the Coast products.

Dan Gelon,

Chris Rush, Brian Snddy,

we were all doing black and

white work on role-playing products

that Wizards

was putting out at the time.

So when the call came to do

work on this unusual

new product idea,

we were some of the first

people that got asked.

So I took enough

at 50 dollars a piece

to pay my rent for a month.

I started to contact

illustrators that I knew.

At the time,

when they approached us,

"There's a gaming studio in a

basement, we're looking to do this game,"

we, of course,

can't afford the big guys,

so we're just looking

for new and upcoming artists.

He says 50 dollars a card.

It was a royalty of 2.5%

divided amongst all the artists,

times the number of pieces

they worked on in a set.

They also got

50 dollars in stock,

so they felt invested

in the product.

50 dollars in stock?

In a company you never heard of? Royalties?

But 50 dollars was cash.

That's why I took 25 cards.

That's a nice chunk of change.

I was looking for artists

with an individual voice.

My idea for art-directing

the game was

we're trying to represent

an entire world

of all different kinds of magic

and different cultures.

And I really didn't want a

h*m*, boring look for the world.

I would rather have somebody

hate some of the art in the game

and love

some of the art in the game

than look at the game and go,

"Oh, it's okay."

I want to elicit some level

of passion from the viewer.

I think the artwork for Magic

helps the individual to develop

the world of Dominia

in their minds,

and it's a vehicle

for all of their creativity,

to, you know,

enjoy the game more.

The world-building for Magic was

a less directed look.

And the reason was, there was an

entire world that needed to be created.

They always gave you

freedom to be who you were.

He would interject guidelines

or suggest something,

but it was always a suggestion,

it was always positive,

very positive,

very appreciative.

We were doing quite small pieces

which had to fit

on the scan band.

Jesper encouraged

our creativity.

He said, "I want your input, I

want you to be creating the vision."

I didn't want that world

to look like my vision

because my vision is small.

Any single person's vision

is small.

So what we have here is a small

piece of history that no one's seen before

outside of this studio.

That's my original sketch book

that I had when Jesper

called me on the phone

to give me my first assignment

with Wizards of the Coast.

After I wrote them all down,

I went here and checked off

the ones I wanted to do.

Thoughtlace, Stream of Life,

Balance, Crusade, Farmstead,

Howling Mine.

I didn't pick Steal Artifact

or Control Magic.

Wild Growth, two islands.

This was originally called

Ancestral Memory,

it turned into Ancestral Recall.

Further on down was

my original sitting there,

doodling on the phone

with my initial roughs

of, like, Wild Growth,

Illusionary Forces,

even Counterspell still had

the mullet and the fizzy effect.

This was a better Burrowing,

I should have done this one.

Not the janky one.

I would tell them the color of magic so

they knew kind of what palette to play in.

And I would tell them

what the card did

that they had to convey.

Other than that,

I tried to give them

as much freedom as I could.

They actually

specifically requested

that you keep it simple.

So they didn't want

battle scenes,

they didn't want lots

of figures in them.

I think what makes

a Magic card good is...

first, readability,

where the print is like

two inches across

or something like that,

it's really small,

you have to make sure

that it can be read

at such a small scale.

But it also needs to have

something cool in it

that draws the eye to it.

The way the players

play the game,

the first read that they have

of a card that's important

as a player

is upside down

on the other side of the table.

The painting needs to be able

to tell that player

what card it is as soon

as it gets turned over.

The silhouettes of things

are super important.

Don't go to too much detail

and make bright colors that pop.

Wow.

Only things we couldn't do,

couldn't have

any white backgrounds

and no obscene.

Freedom on the cards back then

was just whatever.

No nudity, of course.

And nothing too graphic,

as far as violence went.

No chainmail bikinis was a rule.

I didn't want any TNA art,

basically,

because it had become

a fantasy clich,

and any outsiders

who'd see it and go,

"Oh, God, here it is,

more of this...

barbarian,

adolescent boy fantasy stuff."

And I really didn't want that.

The market was

incredible male-driven.

And I thought the best way

to get more women to play

is not by insulting them with

the game right out of the gate.

As a woman in gaming,

looking at the only

pictures of women

or like these weird

scantily clad women,

somehow trying to get

their butts and their boobs

in the picture at the same time,

it just didn't feel great.

I wanted to see strong women,

I wanted to see bad women,

I wanted to see

different cultures represented,

people of color, like I've

never ever seen that.

And how do you know that there

isn't a bigger market out there

of people who would play this if

they felt like it was about them?

How can you not

use some of that art

to appeal to people who haven't

ever been included before?

I never felt that I worked

for the company alone. Ever.

You need to keep

a good working relationship

with the people

who make your product,

and the second you start trying

to take advantage of them,

you're on the road downward.

And I made that very clear

to them, so I fought hard

for artists' rights

the entire time I was there.

Working for Magic: The

Gathering, they have a lot of benefits

that Jesper made sure,

as artists, we could have.

A lot of times, when you do

a piece for a company,

you don't own the piece, you

don't own the rights to reprint it.

But with Wizards' product,

we could sell prints.

I'm very appreciative of that.

I want people to be able

to read my signature.

I want to be known

for what I do.

Magic reinforced that

by having our names associated

with the picture

that we had painted.

When Jesper

was making such a point

of making sure that the artists'

names are on the card

and the artists were getting

the full recognition

for their contribution

to the game,

I thought, "Wow,

this is somebody that obviously

cares about this a lot

and is wanting to make sure

the artists get their due."

I think it really meant

an awful lot to all the artists.

And what they were

bringing in was just amazing,

some of the artwork

was stunning.

I can remember when Hurlon

Minotaur came in from Anson.

I was just like, "Wow."

Alright, Minotaur,

you are the Magic:

The Gathering mascot.

Who's your favorite

character in the game?

Mm...

This is the Wizards of the Coast

employee jacket

with the minotaur in the back.

Over the last two and a half years,

I've done about 70 Magic cards.

When I first started working

professionally in the fantasy field,

I never, ever imagined

that I'd be doing that many

paintings in such a short period of time.

I had to convey concepts

and work in a tight composition

in a small area

to help bring across

what the meaning of a card is

and what it can do.

This is basically

the original drawings

for the mana symbols.

I was working

with Christopher Rush,

he'd been a friend of mine long before

Wizards of the Coast was in our lives,

and I knew he had

really good graphic skills.

So I asked him

to do the mana symbols

and the logo for the game.

He did both,

he did the outline for the logo

and then I did all the texture

work inside it and the color choices.

The artist that appears on more Magic

cards than anybody else is Joe the Ant.

When we were making

the card back for Magic,

and Jesper was filling around,

he goes,

"I need a texture for this."

In the closet right nearby,

I had a bunch of art pieces I had

accumulated during my lifetime.

And one was

this piece of artwork

that is this kind of

blue stormy sea

and there's a castle on a rock.

So I pulled it out and

he's like, "Oh, this is great,"

so he scans it

and uses it for the texture

on the back of the Magic cards.

Working at the University

of Minnesota,

I had this friend of mine there,

he comes in with this

very nice tennis racket,

he goes, "Some guy

just gave it to me."

I'm like, "What do you mean,

he just gave it to you?"

He goes, "Yeah, this guy giving

his possessions away up there."

He's like, "Come on, stand in line,"

and I get up there and there's this guy,

he looks kind of like a Buddhist

or something,

he's got a shaved head,

he's wearing robes,

and he's sitting on the ground.

I said, "Who are you?",

and he goes, "I'm Joe,

Joe the Ant.

I have an ant for a God."

And I say, "Well, what does God

say I'm supposed to get?"

And he kind of closes

his eyes, and he goes,

looks around and finds

this painting nearby,

he looks at it and goes,

"I painted this when I was

in the insane asylum."

And he hands it to me.

So in the back of it

I wrote "Joe the Ant"

and the date in the back of it.

I shoved it in my closet.

All these years later, boom,

it ends up on the back

of a Magic: The Gathering card

which has been on every card

that's ever been made.

Hello, Wizards' land!

What's your favorite game?

- Um, um, Magic, of course.

- Okay.

Look, he's in his guru stance.

I think the biggest miracle

for Magic is that we managed to

come up with the money to print it.

And that was all Peter.

Raising money is a big part

of what you do

when you're running a startup.

I knew nothing

about how to do it,

it was all learning on the fly.

Wizards in those days

was struggling, they had

financial issues,

they were stretched really thin.

There was a time

when Wizards of the Coast

was having difficulty

getting a loan from a bank

to get WOTCgoing.

Lisa called me and asked me if I

could write a letter of recommendation

to the bank that they were

trying to get a loan from,

because I was the most professional

vendor that they were dealing with.

I wrote the bank

a letter that said

that I'd been dealing with Wizards

for a certain amount of time,

and that they'd been very

consistent about their payments.

To this day, I can't believe

that I wrote that letter to a bank

so Wizards could get a loan.

We never had

a big investor come in and say,

"I'll write you a check

for 200,000 dollars."

He figured the art

would be exciting to people.

A bunch of numbers and words

and a business plan...

not exactly exciting.

So he wanted to get art in early

and then have art shows.

We just reached out to all

the people that had invested

or that we were talking

about investing,

anybody within

the extended family.

"Hey, come on over, bring

your friends and show off the art."

We actually used the yard

that was outside.

The yard was laid out.

It was Anson and Mark,

Dan Frazier,

Doug Shuler, Amy Weber,

Sandra Everingham,

Andi Rusu, myself,

those were the key artists.

A friend of mine invested

and a friend

of my father's invested,

and both of them

retired off of that,

so I remember that

more than the actual event.

What small companies do

is you go out

and you pitch

to friends and family,

friends of family,

family of friends of family.

It's like going out to the field

and turning over rocks,

and every once in a while

you find a couple hundred bucks.

While I was working at Boeing,

there was a janitor

who I'd always chat up with

because I'd be working late,

and we just got to know each other, I

was always talking about my company,

and one night she says,

"Can I invest in your company?"

I'm just like,

"I really need money,

that would be great,"

but I'm also struggling

with the guilt of, like,

this person is an elderly lady,

she's working as a janitor,

I just felt

very conflicted about it,

but she asked,

like, "Okay, yeah,"

so she wrote me a check.

And it was

a very specific amount,

it was like 1,258 dollars.

This is like, what, that's exactly how

much money she had for retirement?

A lot of us were working

for not much at that point,

trying to make sure that we

were going to survive long enough

to get Magic out the door.

That was probably the

hardest thing I've ever done.

But it didn't

feel like it at that time

because we were all really stupid

and young and we didn't know,

and everything wasn't as hard.

So as gamers ourselves, we

were very excited for the release.

More so as gamers than we were

as the creators of the game,

because we just

wanted to play it.

The moment that I was confident

that we were gonna

have a product,

was when I actually

got a bunch of cards.

When the first cards came in and

we held them, it was mostly rares.

We didn't get booster packs,

we just got boxes of rare cards.

The game

was real to me at that point,

it felt wonderful to hold

the final product.

It made us all feel that we'd

been working together

for all that time

for a real reason.

This was our game, we knew this

was gonna change gaming forever.

I'm interested in this Magic:

The Gathering thing.

The best thing

is probably this gift set.

It gets two decks,

packets like this,

you supplement the decks

with boosters,

15 cards in each pack.

I'll let you dig around

for good luck.

Building up to the release

of Magic: The Gathering,

the question's how to sell it.

You couldn't call

a distributor up and say,

"I got this game with starter

decks with booster packs," right?

We had a good relationship

with a number of distributors

of table-top games.

Our biggest distributor at the

time was Capital Distributors.

I put out a whole ad

called "The Anatomy of the Card"

and their big, pricey

preorder thing.

They were kind of excited

to see what was gonna happen.

And then there's an order

for six decks and two boosters.

Not six displays or six cases,

six decks and two boosters.

From our biggest distributor.

And I freaked out.

I totally freaked out.

I hid the order.

All our money

and all our effort,

and basically

the company's on the line,

and Peter came and said,

"Oh, we've got the order

from Capitol City."

He's kind of leveraged himself,

he's made promises,

he's co-signed loans and stuff,

his own personal life is

in big jeopardy if this thing

goes down the drain.

No, there's no backup plan.

Backup plan?

It's having a business.

And I'm like "No,

I haven't got it yet."

I totally lied to him

because I knew

if he saw that order,

he would be devastated,

he might just give up.

Magic was a big risk

for Wizards of the Coast.

Think about it, you're trying

to introduce not just like,

"Here our new

role-playing game,"

but "Here's our entirely new

kind of game," period.

I started calling distributors,

trying to explain it to them,

it's a trading card game,

everybody makes their own deck

out of a pool of cards,

and they were just like,

"What are you talking about?"

Wait a minute,

there's a couple hundred cards

but if I buy a deck

I only get some of them?

You're only selling me

some of the game?

What kind of scam is that?

I told Peter, I said,

"Well, you know,

we get it out there, it's gonna

sell itself, practically."

And Lisa went out and aggressively

pimped it the best she could.

And I'm giving you

this guarantee of mine,

if I'm wrong, you can return it,

but I want you guys

to go all-in on this.

And so, they did.

Still, the initial numbers

were pretty modest

because nobody understood

what it was gonna be.

These days, Magic is

this huge Juggernaut.

But when we were

first starting out,

there was

this moment of time when

it almost didn't happen.

As fast as this train

was going on the track,

we were only

a track in front of it.

If we cannot launch at Gen Con,

we're done, we're gonna

be closed.

If the cards don't hit Gen Con,

my whole plan is down the drain.

We would've gone

out of business, for sure.

Our role-playing lines

had not done that well.

We had 0 dollars left.

I still had my day job

at Boeing.

In order for us

to have Magic cards to sell,

Cartamundi had to print them.

For Cartamundi to print them,

they needed to make

printing plates.

We had to send them

pieces of film

that they expose on the plate

to make the plate.

We had to have it

in Belgium on Monday.

Thursday at 4:30,

we finally get all the things

done, the files done,

I pick up the drive,

we head downtown,

and drop it off

at the Imagesetting Bureau.

And I go home

to collapse in bed.

Most companies didn't have

an image setter,

which is basically a giant,

35mm camera,

to print film

which could be sent to printers

and be made into plates.

So Wizards would send the cards

to the service bureau

and we would make film.

Four something or other the

next morning, my phone rings,

and I'm like,

"Who's calling me now?

I want to sleep."

I pick up the phone.

It's Vic, from Wizards, going,

"They're not going

to do our job.

We're screwed, we're done,

we're gonna go bankrupt."

I was like, "What?

Dang it, I'm not gonna quit now,

There's gotta be

something we can do,

There's gotta be another machine

in town, somewhere.

We just have to find it."

So I called the company that

made the image-setting equipment,

Compugraphic, who made

this Laser 9600, and said,

"Who else has bought

one of these machines,

the machine that's big enough

to run our film?"

There was another image setting

company in town that had one.

A company called CMYK.

And they were even

open on weekends!

In the old days,

the files were so large

that they had to bring

1GB hard drives.

Ooh. And we used

to call it "sneaker net."

Instead of bringing disks, they

would actually bring hard drives.

It seemed like they spent

the rest of the weekend

running the job.

The last film came out the

machine Monday morning,

I think around 9 or 10.

And met them there

and packed it all up,

and shipped it off

to Cartamundi.

All the files have gone to

Cartamundi, they're printing the cards,

but I still haven't got

all the money I need.

I was raising money

up until the very last minute.

These people

that invested money into it,

we were not aware that they

were that short on cash.

Nor would that have made

that much of a difference to us.

I just don't think we knew

enough about business to know

what a problem it was.

I get this phone call

from Luc Mertens, he says, "Hey,

we have the first cards

off the press,

if you'd like,

I could send them to you."

So I was like, "Yes!

Yes, send me Magic cards!

We would like to see

the Magic cards!"

Origins was the first show where

we showed Magic cards in public.

We had a small 10x20 booth,

and one of the sales reps

from one of our distributors,

Wargames West, comes up, I go, "Hey,

I gotta show you this new card game."

Wargames West guy's all had

this cowboy theme going,

with a cowboy hat

and stuff like that.

The first demo I did of Magic:

The Gathering with actual cards

was with this guy,

a sales rep for Wargames West.

And I show him the game, he

goes, "Wow, that's pretty interesting."

Huh. "I think I'm gonna

show this to Phil."

So he goes off, he comes back

about half an hour later

with another guy,

a slightly taller guy,

slightly bigger hat,

and I demo the game to Phil.

"Wow, this is really good,

I think we need to show Stan."

Half an hour later,

they come back

with an even taller guy

and an even bigger hat.

And he's like,

"Oh my gosh, this is awesome.

I think we need

to talk to Wayne."

So they all go out.

They come back

with a fourth guy,

even bigger, even taller,

biggest hat yet, ten gallon hat,

comes up, and he's

the owner of the company.

And I demo the game to him.

I go, "Well, Wayne,

I'm a little short on money."

Every conversation I had with

anybody was like, "I need money."

He made the last investment

that we needed

to get the product out the door,

and he basically

paid in advance for an order,

then I gave him

an extra discount.

That's how Magic got funded,

it was lots of moments like that.

One of the things I did

to promote Magic was,

I went on a retail tour

for the two weeks

leading up to Gen Con.

Magic had just shipped,

the first couple stores

we went to,

nobody had any idea what it was.

Just doing cold demos.

The last store I went to

was Wargames West

in Albuquerque, New Mexico.

They had promoted it,

they bought deep into it.

This was the first time I got

to see Magic in all its glory,

like, people

just rabid about it.

How often do you play?

Oh.

It's probably easier to answer

when I don't play, actually.

There was like 70 gamers

there, waiting for me to show up,

they wanted autographs,

they rolled out the red carpet,

they were videotaping

me arriving,

which was weird,

This is not a typical thing

that CEOs do.

It was like being a rock star.

Yes, it was totally,

totally unexpected.

That was the harbinger

of what was to come,

that was the energy that I took

going into Gen Con

for the official launch

a few days later.

Magic: The Gathering.

This man doesn't understand it.

It's got some interesting pictures

of really horrible-looking things.

The release of Magic,

the official release of Magic,

was at Gen Con in Milwaukee

in 1993.

If Magic: The Gathering

failed, then we were done.

This was so new, it wasn't just

creating a new game,

it was creating a new category.

You're all in, it's like

playing poker, we were all in,

all our chips are on the table.

We all believed in this so well.

We just believed in our hearts

that this was gonna

be successful.

I knew it was gonna be special

because I wanted it.

And I was the customer.

My idea was basically

to try to infect

as many gamers at Gen Con

as I possibly could.

Figured

that all the alpha gamers

from all over the world

come to Gen Con.

If we could get these cards in

their hands, they'll take them back

to their local communities,

infect people,

get people hooked,

those people buy the game

and then it would spread.

That was kind of my idea

of how to virally market this

back before the word "viral"

was probably even thought about

with marketing.

We shipped

a lot of product to the show.

We were very optimistic.

It's a four-day show.

We set up our booth

on Wednesday,

but our cards haven't arrived.

Show starts on Thursday.

We go down Thursday morning,

product's not there.

The cards were

in Los Angeles Port,

and it needed

to get through Customs.

The whole first day

of the show goes by,

still no cards.

There were people

that had the cards,

they'd come

from their local retail stores,

they'd bought them from Peter

when he went through the West Coast.

There were players who were

anxious to buy Magic: The Gathering.

People had heard about it.

Yeah, it's a very fun game,

you learn a lot,

it makes you think a lot.

Friday, day two of the show.

Morning, no cards.

Noon, no cards.

But there were people

waiting for the cards.

Having this whole mob of people

constantly coming

by the booth saying,

"Is it here yet?",

was kind of my first sign that,

"Oh, this is gonna be

a bigger deal

than I thought it was gonna be."

At about 2 o'clock

in the afternoon on Friday,

we get the word,

"Magic has arrived."

All the people that were

standing around, waiting,

we invited them to come along

and help us carry the cards.

So we all go trace off

back to the loading docks.

You know, it was just

such a great sight to see.

All these gamers following

Lisa, Jesper, Jay and I.

So we were all carrying them on

our shoulders, they were kind of heavy,

and there's a whole line of us

bringing these Magic cards

up to the booth

from the loading dock.

Okay, there was a few minutes

to open these up.

It was a full year from

when I said, "Sure, I'll do 15,"

to when I saw these cards

being delivered at Gen Con

on skids, and they were

coming and going

as fast as they could

get them in the building.

It was just this stampede

of a huge, huge line

going just back forever.

I couldn't even

see the end of it.

The second we got on there,

the people that knew

a lot about the game

came and bought them,

and they all started

just sitting on the ground

and ripping open decks

and booster packs and playing.

And we were not prepared

for that at all.

We didn't have anything,

we had a table,

we had a cash box, a calculator

and a little pad

of carbon-copy receipts.

It was my job

to write the receipts.

I was writing

as fast as I could.

In the middle of the second day,

my finger split open.

I'm sitting there going, "Oh,

I'm bleeding, what do I do?"

Peter's first wife

was sitting next to me,

we're in the cash register and she

said, "Don't bleed on the money."

It was

actually really frustrating.

We were so busy selling them

that I didn't get to actually

open one,

look at it and play with it.

People were like,

"Oh, they're so cool!

I got this, I got that!"

And I'm like, "I want mine."

It was such a relief.

There was something magical

about being out in the market,

seeing people for the first time

being super excited about it.

Boom, it takes off.

They literally could not

print them fast enough.

We blew through all of our

expectations, a lot of projections.

The first print run

lasted six weeks.

We had projected it would last

six months to a year.

We didn't have enough money to

print the ten million cards we wanted to.

We had enough to print like 2.6.

The first 2.5 million cards

of that ten million cards

were sold out within two weeks

and the next 7.5 million cards

were sold out

before we got them.

There was this huge

conspiracy theory

that we had deliberately

shortened the market

to drive up the value

of the cards as a collectible.

When really, we just had no

idea it was gonna sell that well

and didn't have the money

to reprint at the time.

When Magic just came out

and it was

that popular that fast,

"Okay, now I'm scared."

Although this game

has come on like Game Busters,

Richard insists

that it's not a fad.

In the early days of Magic,

the word "fad"

was used in the same breath

all the time.

Everyone was like, "This is a

fun thing, it's gonna come and go."

In fact, some day,

he hopes that his game

will become an integral

part of all of our lives.

And it probably will.

After all,

who doesn't like Magic?

We certainly didn't realize

that this was going to be

hundreds of millions of dollars.

This could make

millions of dollars.

So, like, a year

of being perpetually surprised.

I was bulled over.

There was this feeling like,

"Okay, we're on the right path."

After Gen Con,

basically everything changed.

We were so focused

on getting it out the door,

getting it sold, that we didn't

think about what came next.

The idea, originally, we were to

produce Magic: The Gathering,

it hadn't begun.

That road was successful,

I expected there to be

more versions of Magic.

We would do 300 cards now

in the Ice Age,

300 cards now in the Savannah.

Magic: The Gathering

was gonna go away.

It was actually just a set.

It became clear

that we were onto something,

so we decided, "We need to make

Magic: The Gathering the brand."

What we decided was that

we would come out with sets.

Expansions, if you will.

We thought that we could

release expansions at a certain rate

and it's like no, we're gonna

have to reprint the original set

more than once

in order to make it to the part

where we have an expansion.

There were all these problems

that were so complex to solve.

So there was a big trip

that we planned out

where Lisa and Jesper and myself

went to the University

of Pennsylvania

and met with Richard and

Skaff and Jim and all those guys.

Several major decisions

were made

that decided the fate of a

lot of things going forward.

What we decided was that we

were going to come out with sets.

Several times a year,

new card sets called expansions

are released.

These cards, when added

to a player's arsenal,

increase the game power

for the player.

We really didn't think

that anyone

would actually buy

an entire box of boosters,

how crazy is that?

That's way too many cards!

Many Magic players

around the world

spend over 1,000 dollars

each year

on new Magic decks

and booster packs.

Yeah, okay, yeah, alright,

we learned better.

Very quickly, game stores

wanted more Magic products.

This is

what an Alpha looked like.

Very simple design,

no words here.

This is

what an unlimited looked like,

that beautiful bold "unlimited."

Now these were $7.95,

that's what they

were marketed for.

Today, each of these

would probably be

$100,000 sealed,

I'm not sure if Alpha more.

Here is Revised.

Still obtainable this day,

still in stock

at Dice City Games.

A mere $1,500 for a Revised

starter deck today.

The early release schedule

to follow was very ambitious.

The Alpha and Beta

were almost like a wisp,

there were people who were

there, they got in early,

but really,

Unlimited is, I think,

what made the game

nationally recognized.

And then just a couple

of months later, Arabian Nights.

And then just a couple of months

after that, Antiquities.

And then Legends.

And then The Dark.

And then Fallen Empires.

All within one year.

That all happens December of '93

to November of '94.

Magic,

as it was first published,

considered it its own world.

That was when I came up

with the concept

of Magic being a multiverse.

With Arabian Nights,

I saw it as being

in the Magic world,

but in its own capsule,

so to speak.

In all the Magic sets,

including Alpha,

Arabian is the one

most done by one person

and most done by Richard.

He pretty closed it

from scratch.

A card like Shahrazad,

that's like Richard to the core.

Richard really wanted

the Shahrazad card

to create a game

within the game.

It was the very first

expansion for Magic,

and we didn't yet have

a total protocol

for how the expansions worked.

I got a call

from the typesetting saying,

"Hey, where is the flavor text?"

There wasn't any.

On some cards, on the bottom

of the rules text box,

you will find italicized text

that tells a little bit more

about the story

or the worlds of Magic.

We call this "flavor text."

When I got the card file

from Richard,

it didn't have

any flavor text in it.

And so when the typesetter

gets it,

he notices that on all

of the very basic creatures,

there is nothing

in the text box.

You start looking

at these cards, and you're like,

"That looks kind of bad."

I thought that,

not given any flavor text,

then there must not be

flavor text in expansions.

What it's used for

is to bring additional depth

or even additional clarity,

sometimes on a card level,

or sometimes

on a larger world level.

They paged me.

And I said, "Who's writing?"

and they said, "You should."

I had taken back to the library

all of the reference books

about Arabian Nights.

The only ones

that I had left were

this Junior Classics edition

and one translation that I had,

I found

as many quotes as I could

and made up other ones

and stayed up

all night doing that.

When entire sets

go without flavor text,

I don't think so.

If that happened, the people

responsible for writing it

would probably soon

find themselves in need of jobs.

In doing the flavor text

all in a hurry like that,

there's a card called

Stone-Throwing Devils

that was a big mistake.

The flavor text

I wrote for that one,

"Sometimes who has the most sin

cast the first stone,"

a Palestinian player

contacted us and said, "Hey,

do you know that stone-throwing

devils is a racial slur?"

And I'm like "What?"

The art of it is devils clearly

in a Middle-Eastern setting.

And I just felt

so bad about that.

I went and talked

to Skaff and Peter

and said, "Look, I know we can't

recall the cards,

you can't do that,

they're out there,

but can we apologize to them,

can we promise them

we will never reprint this card?

Some people

got really mad about it."

And Peter took some heat,

and we dealt with it.

I just really wish

I had known about that

in the first place

to have never put it out.

We wanted to bring

more people into gaming

by highlighting their cultures

or things from their cultures

to make it more inclusive.

So after the Arabian Nights

set had come out,

some of them were made

available in later sets,

and Piety, it's got a quote

from the Qur'an on it.

"Whoever obeys God

and His Prophet,

fears God and does his duty

to Him, will surely find success."

In later context, like,

I might not feel necessarily

comfortable with

taking a quote from the Qur'an

and putting it

into the flavor text

for a game that's,

otherwise, entirely fantasy.

But at the time,

it meant a hell of a lot.

In Richard's mind,

there was definitely this idea

that different sets would have

a different card back.

It was brown

for the initial first edition,

but Arabian Nights

was gonna have a purple back.

So what if you could tell

by the card back?

"Oh, the next card up

is an Arabian Nights card."

He didn't immediately

assume that that was bad.

You don't know

which Arabian Nights card it is.

Unless that's the only Arabian

Nights card you put in your deck.

I wanted it to have

a different card back

because I didn't want

people to feel

like they were obliged

to buy into this,

strong-armed into an endless

parade of expansions.

Our customers,

before they'd even played it,

were positive that this

was a terrible idea.

When they found out that the

cards were going to be marked,

that you'd be able

to tell them apart.

Now of course,

we'd been playtesting it,

it worked fine.

I argued very strongly

for the same card back.

It is, I think,

the only argument

that Richard ever lost

that he cared about.

I was getting

lots of pushback on this.

But I felt

very strongly about it.

I thought I won

the argument at that point.

Peter told me I did.

But in the last few years,

he has told me that I did not.

Peter was gonna back me

to the end on it.

He was gonna do

different card backs anyway

because Richard

felt so strongly about it.

Last minute, midnight,

I decided to relent

and say, "Okay,

let's make them

the same card back."

That ability to have

all the cards be interchangeable

is absolutely fundamental

to Magic's success.

I can play with my cards

from 10, 15, 20 years ago

with the cards

I'm opening up right now

and if I stop playing Magic,

I can come back in eight years

and not only

still know what's going on,

but dust off my old cards

and use them together.

Making it so that all the cards

had the same back

kept this magic

of a boundless world alive.

They intended

for this game to continue on

for the indefinite future.

I think it's every single

visual creative's first instinct

when they walk

in the doors of Wizards to go,

"Great, gonna change

the back of the Magic card,"

and one of the first heartbreaks

I have to do to that person

is to say,

"No, you will never

be able to do this thing."

It's good enough.

It's the best I can say looking back on it.

If I were to do it now,

it would be done differently.

To keep the game

fresh and ever-changing,

new cards

are always in the works.

Artists and designers

take a great deal of pride

in the imagination

that goes into their creations.

There was a point in time where

the designers that made Magic

were these six people,

all of Magic R&D went to Tahoe

to have a sort of vacation,

that's when this picture was taken.

And I remember

we were joking on the plane

that if that plane went down,

that Magic was in real,

real trouble.

First is Bill Rose,

Bill Rose was one

of the original playtesters

of Magic,

and he's still at Wizards.

He's the vice president

of Tabletop Magic.

This is Henry Stern, he was a

pro-player that came to work for us.

Mike Elliott,

very prolific designer.

That's me, a young me.

William Jockusch

was kind of our first

play designer, if you will.

And that's Joel Mick.

I initially started working

for Wizards as lead designer

in December of 1994.

Richard was looking for a way

to transition away from his

responsibilities for Magic.

I became somebody

they would come to,

but I wanted

the designers to become

empowered to make the

changes that needed to be made.

I think Richard's

probably just as proud

of creating a game

for game designers

as he is as creating

a game for gamers.

Magic is catnip

to game designers.

There's almost no bottom,

we made so many different sets.

Why is this set we made different

from the other sets we made?

What makes someone go,

"I wanna play that set"?

Day one of design,

when you sit down

and it's a total blank slate

except for maybe

the concept of the world,

you get to do

kind of whatever you want.

People have a creative lead

and a game design lead

working really hand in hand.

While I'm doing portrait design,

they're doing

exploratory world building.

What kind of worlds

do we wanna return to?

They need a refresh

or do they just need

a loving glimpse backwards?

Creatives are like, "I wanna make this

into a rogue where there is no fighting,"

and the design person would say, "That

doesn't make any sense, you can't do that."

Novelty is really important.

There's not just one answer for the card.

I like designing Magic cards where

a player can look at and be like,

"Wow, what can I do with this?"

My job is basically

to come up with the stats

and abilities

and the cost of the card.

It's like, "Okay,

we're doing Victorian horror."

We're gonna want to make sure

we've got all these

creature types,

cornerstones of the genre, your vampires,

your werewolves, your zombies, etcetera.

We want to make sure that your

mechanics match what's going on there.

For example, Innistrad has a lot

of cards which use the number 13.

It's got cards

that come back from the dead,

because that's

what a lot of monsters do.

And of course, there's humans

working together.

It plays a lot

with the graveyard, a location

that normally, in Magic,

that's where the dead things go,

we kind of put that

aside, we don't touch it.

Well, in Innistrad, things

come out of the graveyard

over and over and over again.

So you're really

creating a vibe.

Normally, when we're done with

playtest cards, we get rid of them.

Yeah, this is all Mirage.

Could be the only ones

in existence, I have no idea.

I just want to keep the history

of Magic design alive,

and they hold

a warm place in my heart.

Magic sets come out on an

extraordinarily long timeline.

You work on sets three,

four, five years sometimes

before they even come out.

I think the hardest

part of my job is

I have to do something

that I'm so invested in

and so excited by and I know

the audience is going to love,

and then, for two years,

I do not talk about it.

And I have to take abuse for years

about, "Why haven't you done this?",

when I know we've done it.

So people, it's coming!

We're making the product!

It's coming, I swear!

Wizards keeps

releasing new stuff

on a pretty regular basis.

There is so much variety,

that once you get engaged with

it, you wanna see all the variety.

At some point,

we're going to run out of ideas.

We're gonna say, "Yeah, we're done,

we've made everything we can make."

I have full confidence

we'll have endless ideas.

To me, as a designer,

that is part of the excitement

and mystery of Magic.

- Exhilarating.

- Confusing.

Magic: The Gathering

one rule would be a thrill.

This game is a blast.

In my opinion, it was Magic

that was leading the growth

of gaming at that time.

Hobby gaming

really started to grow,

but also games and card games

pushed out

much deeper in the mainstream.

Experiencing meteoric growth,

the company has seen

its revenue increase

from less than one million

dollars in 1993

to more than 150 million

dollars in 1998.

Card roleplaying lies

a year before Magic came out,

the revenue's

like 100,000 dollars.

And in the year Magic came out,

the revenue was two million,

and then went to like 57 million

and then after

to like 127 million

in 19... 95?

The growth curve on Magic revenues

was just crazy. It was just insane.

In two years, we'd gotten to four buildings

and then had to move out to a new complex.

The company currently employs

more than 600 people worldwide

and has international offices

in Antwerp, Paris, London,

Beijing and Milan.

It was big business.

We were making like...

300 to 500 million

dollars a year

in sales, globally.

Woohoo, yay!

Very exciting.

But actually, oddly,

the first two years

after Magic was released,

I was really down,

I was very depressed,

and it wasn't long

before I realized

that I was in way over my head.

Psychologically, emotionally,

one of the lowest points of my life,

because even though

Magic is so successful,

I was really discouraged about

my own ability to run a company.

I felt like I was

screwing up a lot.

In 1995, I went back to school,

went to the University

of Washington,

where they had an MBA program

for executives.

Part of surviving was growing,

as an individual,

and getting new skills.

It really turned my life around.

He came to me and said, "Lisa,

you should go do that,"

so I went and did it too.

Because of my inexperience,

we certainly made some mistakes.

Hired a lot of people who

probably shouldn't have been hired,

because they couldn't

be trusted to do a good job.

There was this guy Ralph, he

was coming in and helping us a lot

with doing photography.

At some point, we decided

to put in a payroll system.

And my mom was

doing all the books.

So my mom worked around

through everybody's name.

Ralph hadn't been

in the building that day.

One day, Jesper comes into

my office and he's really upset.

"You gotta fire this guy Ralph,

he's just in the way,

he doesn't do anything useful."

I'm like, "Well,

he works for you, right?

Why don't you take care

of it? You fire him."

And he's like, "No,

he doesn't work for me."

"Well, maybe he works for Lisa."

So we run over to Lisa's office.

"Lisa, does Ralph work for you?"

"I never hired him,

I thought you hired him."

Who the heck does he work for?

So this guy had worked there

for six months

to hold a paycheck and

everything and didn't have a boss.

Just how big is Magic?

It's a game that came out

on August of 1993,

we've sold over 2 billion cards.

Wizards changed in those years

in a lot of ways.

I would say mostly for the better,

certainly some people would disagree.

My first stretch

of Wizards of the Coast was

from '92 to '94.

I don't think I can express how

much work we were doing at the time.

At one point, I was working

22-hour days.

So I quit the company,

then I came back...

two years later.

And at that point,

it was a corporate machine.

It wasn't the friendly,

innovative game company.

We were all growing up, right?

We were a bunch of young kids

who made a very

successful game company.

None of us had ever

run a big company.

The onus on all of us

original founders

was to up our game.

Do we want to pull back,

be a smaller company?

Make games and have fun?

Or do we wanna...

really get serious

about the money part?

And we put on our grown-up hats

and bring in outsiders?

We all kind of looked

at each other like...

When else are we going to get

an opportunity like Magic gave us

to make a personal fortune?

We all kind of agreed,

so Peter said, "Alright.

Starting tomorrow,

it's gonna be serious.

We're gonna run this

like a business."

There comes a time

in a corporation

where you go

from making the product

for your customers

to making the product

for your shareholders.

Wizards did not know

how much it wanted to grow,

how fast it wanted to grow.

We were bringing

people in from outside,

they had different perspectives

about what should be done,

and sometimes...

Those weren't perspectives that

really worked in the hobby industry.

Many times,

they didn't play the games.

I didn't like

having to answer questions

from people who had never

gamed in their lives

and who were telling me

what I should do

to make products to sell to me,

who is the target market.

Sometimes, those people

wanted to take the game

in a way

maybe you didn't agree with.

It led to some internal

squabbles and fights and stuff.

Power plays.

I don't wanna talk

about which ones.

People who didn't understand what

we were doing who were in charge

had a lot to lose, and they

didn't want to trust anybody.

So they started micromanaging

to the point

where it just became a job.

Like the kind of job

where the alarm goes off

and you roll your eyes thinking,

"What am I doing here?"

It was

us learning the corporate game,

because it's a game too, right?

Just like the growth

of Magic was affecting Wizards,

the growth of Wizards was

affecting Magic: The Gathering.

Collecting them is half the fun!

They can also be profitable.

There you go.

We'd lost control of what it

meant to be Magic: The Gathering.

It had turned into something that

was about speculators and collectors.

The brand was about scarcity.

These were not what we

would consider desirable traits.

One great way to make money was to

go out and buy a bunch of Magic cards

and turn around and sell them to

somebody else and inflate the price.

This driving up

of the prices was really scary,

really dangerous,

really bad for the game.

We quickly had to figure out

how do we reposition this brand.

From the beginning,

we talked about Magic

as being both

a collectible and a game.

And we assumed that there

would be some people

who were only collectors and

some people who were only players.

I store my cards

in an old card catalogue.

I am a public librarian.

I do have them organized

not only by color,

then alphabetically,

if in rarity.

And it's been perfect.

Come with me.

This is what over one million

Magic cards looks like.

If I'm spending a lot of money

on Magic cards as a gamer,

I'm gonna get to the point where

I just what these specific cards.

We probably have some, like 12, 15

million cards stored away here and there.

I was a super hardcore collector,

I had full sets of everything.

And we were so far in that we were

buying boxes and boxes of product,

like every single set.

My only income

is selling Magic cards.

These go, depending on the

condition, from around 200 to a grand.

I brought in Magic cards.

My husband

played Magic in the '90s.

He wanted to have

a complete set.

All these cards were printed

in 1993 as part of the Beta set.

I anticipated

the secondary market, certainly,

but I did not anticipate

how quickly it was established.

Every time

a new set comes out, we decide

how many boxes we're just

gonna split apart for individual sales.

Magic had a lot of people who

were very, very interested in playing.

But they go to the store and they're

gonna buy 15 cards for 20 dollars.

Come on. It is different, the idea

that there is expensive cards out there

versus "I can't buy the product

for prices that are gauging me."

It's a living, breathing thing,

the secondary market.

It's like an unregulated

stock market.

And the market

fluctuates frequently.

The ultimate card we've made

so far is probably the Black Lotus.

Can I pull Black Lotus out?

This is a Black Lotus.

The most famous

Magic: The Gathering card.

The Black Lotus became this kind

of pop culture icon for Magic,

because it let you have

these incredibly expl*sive turns

no other card in the game

allowed you to do.

Cards like Black Lotus,

it allows you to accelerate

turns and turns

beyond your opponent.

When you have it in your hand

on turn one,

you're gonna do something

really degenerate, really powerful.

This deck currently has

nine Mox Sapphires,

six Juggernauts

four Ancestral Recalls,

six Time Walks,

three Timetwisters

and eight Black Lotuses

you can cast them all

in one turn.

The other player doesn't even

have a chance to play.

I've only failed to win

with this deck once.

Oh well.

Absolutely for sale.

I'm not authorized

to make that transaction.

I remember being in San Diego

Comic Con and seeing a Black Lotus

for five dollars in 1994.

"I'm not gonna pay

five dollars for a Black Lotus."

Oi, oi.

You might be willing to pay

300 to 500 dollars

to get a very good quality

Black Lotus in your collection.

You mean you.

The Black Lotus,

the crme de la crme,

that's the card everybody wants,

is 15 to 20,000

in its current condition.

Oh my gosh.

The highest we've sold was,

I think, about 80,000 dollars.

Most expensive Magic card

to ever pass through my doors,

the Black Lotus, from the original

printing, sold for five figures.

What is the highest amount

of money you've ever paid

for a Magic:

The Gathering card?

800,000, it was an artist print,

Chris Rush-signed Black Lotus.

We are given almost complete

freedom with what we wanna do.

We're given the card title...

Chris Rush, he became and is

one of the biggest names,

as an artist, in Magic.

And all because

of his Black Lotus.

The painting, if it ever

changed hands,

would've been

unbelievably valuable.

I would guess,

if that went up for auction,

it would be several

hundred thousand dollars.

There are few constants

in this chaotic life:

death, taxes and Magic: The

Gathering's Black Lotus card.

An Alpha Black Lotus card

fetched three million dollars

at an auction last week.

Black Lotus? What do you think?

I think I had the only one

in our little group of employees

who were playtesting them.

This is

what you call a holy grail.

I kept hearing these Magic cards

were worth a lot of money,

and so I wasn't really against

the speculation part of it.

There were many people at

Wizards who were just delighted by it.

That's amazing! Everybody loves our game!

They're willing to pay this much for it!

Speculators come in,

they drive the prices way up,

and then there's a crash.

For people in the game design,

this was like the eventual

death of the game.

What you really don't want

is speculators to come in

so that your average player

can't play.

The game is for the players,

not for the speculators.

The biggest crisis

that we went through

with Magic: The Gathering

after launch was with the fifth

expansion for Magic: The Gathering,

the card expansion

called Fallen Empires.

So Fallen Empires

was a very interesting set.

My favorite set, I love its art

direction, I love the feel of it.

I love Fallen Empires.

Fallen Empires is largely viewed

as the worst Magic set

of all time.

The game was growing so fast.

Arabian Nights

was five million cards.

Antiquities, 15 million cards.

Legends, 35 million cards.

We're soliciting

orders from distributors

and, not on purpose, by the

time we ship a given expansion,

it's far less product than what

the demand for the product was.

The hard thing, we never seemed

to catch up to demand.

People were really

upset about this.

You can imagine.

Magic in particular

has always been

a matter of, "I would like X",

"Well, you might get half X."

The retailers were not getting

all the product

they were ordering,

and so they were inflating

how much product they wanted.

Oh, well, if I'm ordering X

and only getting half X,

then I'm gonna order four X.

The gamers are doing

the same thing.

For set after set after set,

they're going to multiple

retailers and ordering product.

Fallen Empires was

the first time we said,

"We're gonna take orders

and we're gonna print exactly

what you guys say you need."

We promised to distributors,

"We will ship you

as much as you order."

They all

didn't trust us to do that.

"Well, I'm only gonna get

a tenth of what I order.

If I really want 100,

I want 1,000!"

I remember Wargames West,

he called to get a restock.

As he talked to me,

he kept doubling his order

and doubling his order.

He's like, "How many do you have in

the warehouse? I need to buy them all."

And he did,

he bought every single last one.

Wizards turned on the faucet

and just let it go,

and you went from having a few hundred

thousand boxes of this set or that set

to millions of boxes.

It was intentionally

printed so high

we knew it could not

possibly sell out.

I don't know, something like 300

million cards we ended up printing.

There was far more printed

than anybody wanted.

And everybody went, "Oh-oh."

All the distributors were like,

"Oh, no!"

We didn't mean it!

They all got stuck with a bunch of

product and they couldn't resell it.

Here's two pallets

of Fallen Empires!

People were saying

the fad's over,

those cards

were available for cheap.

I mean, they were very upset,

even though they're really

a part of the problem.

Magic's a collectible product,

there needs to be a bit of scarcity,

not so much

that it feels artificial

or it feels like they're

manipulating the market, if you will.

It was when the bubble burst.

Almost immediately,

the players were turned.

They weren't trying to get it because

they wanted the price to go up,

they weren't trying to get it

because they wanted to play it.

Wizards of the Coast now faces

a common business challenge:

how do you keep the magic alive?

In the wake of Fallen Empires,

we put together a strategy

to change the culture of Magic

to being about competition.

There's only so much you can do

within your own little pot

of people playing Magic,

and if you're being asked to

spend all this money on cards,

you really want there to be

some utility to those cards.

Magic in '95

had been out for two years

and it hit its peak, numbers

were starting to trend down,

that's the first time, really,

that that had happened.

If you're a casual player,

you might just buy a deck

and a couple boosters and

play forever with that deck, right?

We needed to drive the sales,

and organized play

was a way to do that.

Organized play, in my mind,

became the primary way

that we used

for promoting the product

and that was also

part of the product.

Making it a lifestyle,

making it into a hobby,

making it something

that people did every week,

every night.

You were gonna get these cards

and you were gonna get access

into a scene where you can

compete with those cards.

It wasn't this concept of your

local friendly game store back then.

Like, that idea

just didn't exist.

In a recent survey,

when young men were asked

who they'd most like

to square off against,

Bill Gates and Bill Clinton

were near the bottom of the list.

At the top,

actress Jenny McCarthy

and comedians Jim Carrey

and Jerry Seinfeld.

In the early, early days, you were always

looking for someone new to play with.

For anyone that played Magic, it

was a master stroke of marketing.

No matter where you are,

you know that if you

can find a store

on a Friday night,

they're probably playing Magic.

I'm Elaine.

- And where are you from?

- Right outside here.

My husband and I,

we would get right off of work

and be like, "Okay,

let's go to Friday Magic!"

When we came

and worked for Wizards,

we're like, "You know

what we should be doing?

We should be trying to get

that experience

that we loved so much

and get that out to everyone."

Friday Night Magic

is Wizards' brand.

It is an official

yet casual experience

where people can often get

the first taste

of true competitive play.

Once we fired up the whole

organized play program,

we attracted

a whole new customer base

that loved the game

for its competition.

400 avid players

from around the world

competing for big bucks.

I liked seeing

the same faces again and again,

sort of seeing

that community build.

It was also sort of seeing

the stars,

seeing the people

who are the favorites.

In 1996, Wizards

launched the Pro Tour,

a series

of competitive tournaments

where we put

a lot of prize money

on winning Magic games.

And we were unsure how positive

the effect would be on the market.

I know Skaff Elias

was the first person

who ever said the words

"intellectual sport" in my presence.

It seemed kind of,

"Yeah, maybe."

It was easy

for me to convince Richard.

He was onboard immediately.

I take games very seriously.

The reason I take them seriously

is because I consider them

the intellectual counterpart

to sports.

It was not my concept,

but I became convinced

that it was a really good way

to give Magic a long life.

Richard and I went to Peter

and I think it was one of the

harder decisions, probably,

that he had to make.

It was very controversial,

much more controversial

than people

can even possibly imagine today.

The idea of repositioning Magic

as an actual sport

and creating a whole

organized play program

was a tough sell

within the company,

not everybody liked this idea.

People really felt

like it was sullying the game.

It wasn't meant to be competitive,

it was meant to be a hobby.

They were worried that it

would make Magic too serious.

And I convinced a lot of them

that that wasn't the case

in the same way

that the NBA doesn't make it

so people don't play

basketball casually.

But because of the NBA,

they're there

playing basketball casually.

We did a lot of research.

We hired a ton

of sports consultants

from all around, from golf,

tennis, Major League Baseball.

And the other person

that was really helpful there

in the early stages

was a guy called Rick Arons.

And he came from a professional

sports background.

In conversations he had with

Richard Garfield and Skaff Elias,

emerged this strategy,

to market Magic

in the way that a sport

would be marketed

and to structure

the sport of Magic.

We knew it was a big swing,

and we were also nervous as to

whether it would be

worth it in the long run.

The board game called

Magic: The Gathering.

The hottest of these new

non-electronic diversions

has now spawned

a professional play-off tour.

128 players,

all males in their 20s,

from 25 countries,

are in the run to compete

for 200,000 dollars.

We're gonna have a professional

tournament league,

five tournaments in a year,

and we're gonna give out

a million dollars in prize money

to people that place well

in these tournaments.

We created a sport.

The place: New York City!

The time: February 17th

and 18th of 1996.

The event:

The very first tournament

of the Magic: The Gathering

professional tour.

Pro Tours and Gran Prix

and World Championships,

and really codifying

the way we play Magic

and the rules with which

we play Magic.

To be qualified to play at

a professional tournament,

you have to win

in a Pro Tour qualifier.

I didn't know what that meant, it

sounded like fantasy and professional.

That's when I learnt, "Oh, there's

actually a Pro Tour for all of this."

And I was like,

"I gotta try this."

If it's a one-day tournament,

you probably play

eight to ten rounds,

each round

is 30 minutes to an hour.

By the time you get

to the end of that day,

your brain is mush.

You make it to the top eight,

you're doing it a third time.

This is a true story.

I remember the last round

of this tournament,

I sat down

against my round eight opponent,

I think his name

was Keith or something,

he was like this gigantic,

muscular guy, right?

And super intimidating.

And I was like,

"Hey, if we both draw,

we get to make top eight,

do you wanna draw?"

And he looks at me and is like,

"No, why would I want

to draw with you?

You're just a little girl."

So we play and the match-up

just happened to be

really good for me

and I crushed him.

This guy was so angry

that I remember

he threw his deck across

the room, he took the deck

in the deck box and just

chucked it at the wall.

I was really in shock, like,

"What just happened?"

I ended up going into

the top eight as first seed,

and this opponent ended up

not even making top eight.

If you were good enough,

you could rise

to a level of stardom,

effectively.

That's the Hammer,

ex-arm wrestler.

Number one wild man on the

circuit and East Coast Magic expert.

Maybe I can get Hammer

to show me around.

- Hey.

- Hi.

We got Magic:

The Gathering on ESPN too.

We invested in figuring out

how to do camera angles,

card games, and the whole tournament

scene became a really big deal.

Richard and I were

travelling all around the world,

giving out big checks.

Shawn "Hammer" Regnier was

handed a check for 17,000 dollars.

I practiced hard.

Magic is my life.

Once you give away money,

it seems like the whole world

says, "Oh, this must not

just be a little game kids play."

Devoting your life to becoming

a professional player,

everything that that entails,

that really should be rewarded.

The hours, the years

he's poured in,

this is a journey that started

when Reid Duke was

five years old.

He has dedicated his life

to Magic: The Gathering.

For much of the time

that I was playing,

a Grand Prize would be

around 10,000 dollars.

And then the Pro Tours,

they're very prestigious,

they would be in the ball park of

40 or 50,000-dollar Grand Prize.

300,000 dollars

was the biggest prize pool

that I know of

for a Magic tournament,

that was the World

Championship in 2020.

Winning 40,000 dollars,

from the United States,

Brian Kibler.

I believe my lifetime

Magic prize winnings

was somewhere on the realm

of 300,000 dollars.

Which is a lot of money, but it's

not necessarily that much money

when you consider that

spread out over ten years.

And it doesn't take into account

flights and hotels and things like that.

For the big guys, the Pro Tour

with 125 of the world's

best Magic players,

this is serious competition.

Lisa Stevens, on Play by Play.

This one is crazy, it could

turn the whole game around.

Some of the top guys had

put together 100,000 dollars,

but that was probably maybe 10

or 15 of those people in the world

was people, if they got a couple thousand

dollars during the course of the year,

it was enough to maybe

buy some more Magic cards.

It's pretty exciting, it's a lot

of fun talking to the players,

seeing what strategies

they're evolving.

Taking Magic seriously, which

is what they're starting to do.

I didn't sleep last night,

playtested with my friends.

I maybe spend six hours

a day, at least.

I do play competitive events,

and I do at least

40 hours of practice a week.

But for me,

they're not competitive.

I win, great, if I lose, okay.

I just get to play more Magic

and maybe I'll

get something out of it.

My mom and my aunt

took all of these T-shirts

and turned them into

this giant blanket.

Each of these patches represents

a different Pro Tour

that I played in.

Pro Tour Mainz,

which was in Germany,

it was at the same time

as one of my university finals,

and I travelled across the world

and I came in 11th place,

and that was really awesome.

However, I did not do nearly

as well in the university final.

But... It all worked out.

Magic: The Gathering

was accepted last fall

by China's Sports For All

Administration Center

to be named an official non-Olympic

mind sport for the masses.

It was the nerd

answer to sports, in a way.

There was nothing like that

for me when I grew up.

There was, at the time,

a very strong,

negative social feedback.

"Oh, you're nerds and you're playing

this and you're wasting your time."

There were kids in school

who were, like,

making fun of me

for playing Magic,

I'm like, "Yeah,

I'm the top ranked player

literally in the world."

At the time, right?

That was hard to make fun of

or at least make me care

that they were making fun of it.

And now we have E-Sports

that's grown out of that.

I think it's just fantastic.

I can't describe completely

how exciting

this is for me personally

as the founder

of Wizards of the Coast.

It's been like a dream

come true to add

this dimension to gaming

and this dimension

to Magic: The Gathering.

This was a moment

where we faced a crisis

of Magic: The Gathering having

bad brand image on the market

and bad behavior patterns

and having a crash,

and us having to fix it.

Peter got feedback

from the distributors

and the retailers

that this was the thing

that saved Magic.

I think it was a point

where we were

smart as a business.

As opposed to lucky

because we met Richard Garfield

and he designed

the next hit game.

Wizards of the Coast's

expensive line

of popular games and novels,

world-wide organized

play program

and enormously successful

game conventions,

positioned the company

for continued growth

and profitability.

As Magic survived

its early tests

of, like,

the Fallen Empires problem,

it was clear this was

gonna be a perennial product

that had really high revenue

and really high margins.

Wizards of the Coast, as a company,

started to become really valuable.

Starting around 1997,

there started to be

this discussion at a board level

about how we would

find value for shareholders.

And the pressure to do that

ratcheted it up each year.

It was very difficult

for a company like Wizards,

privately held,

how do the shareholders get their

money back out of the company.

We had shareholders.

And we were all

said shareholders,

but it was a small company,

it didn't matter, right?

It was kind of the idea

that your stock is worthless

when part of a game company.

There were a lot of people that

had stock, a lot of employees.

All said now,

that stock's worth money.

Stock was like 25 cents a share,

it was this sort of fake value

that they just put on it

to have a value.

They really needed

a printer desk.

And we happened to have one

that we didn't need

and so I think I got 30 shares

of stock for this printer desk.

So people started getting out

their paper and pencil,

figuring out their net worth

based on how much is this company

worth and how much they have.

Stock buybacks were a problem.

Since nobody really knew

what the value was,

those were going

to be very contentious.

The variance of what people

thought the stock might be worth

was at least a factor of ten.

It did not seem like a path

we could go in.

So there became

a lot of pressure

on me and the board of directors

for there to be

some sort of liquidity event.

An event where people

who had stock in the company

could convert it into cash.

You might say, "I'm worth

500,000 dollars on paper,"

but you can't take that down

and buy a house.

People really understood that

the way to get the money out

was either they had to go public

or they had to buy a public company

or they had to be bought

by a public company.

There were a number of people

that made offers to us over the years,

were offering too little money,

so we all just passed on it.

Well, I had met a guy at Hasbro

named Tom Dusenberry

who was in charge

of Hasbro Electronics.

He said, "Hey, Peter, if you

want to sell this company,

be sure to give me a call, because

Hasbro would be interested."

They give Tom a call

after that one board meeting

and I say "Well, I think my

board's ready to sell this company."

I had an idea

something was going down,

I was coming in

from a lunch basketball game,

and I was walking in,

with my sweaty clothes

as I was going up to the shower,

and as I walked upstairs,

and here comes Peter in a suit

with a couple

other people in suits.

I recognize one of them as Alan

Hassenfeld, the CEO of Hasbro.

And at that point,

I knew something was up.

We pursued other options,

but as we went through the year,

the more we talked with Hasbro,

we invested

in that relationship,

by summer, it looked

like the best option.

He knew I

was kind of against it,

because I thought we still

had more room to grow.

When they finally

negotiated the deal,

Peter came into my office.

Peter put a number

on a piece of paper.

What my shares would be worth

if we sold to Hasbro.

And he put it on the table

and he gave me

a set of craps dice

and he said,

"Are you going to cash that in

or are you gonna roll the dice

and see what happens?"

I looked at that number and it was bigger

than anything I've ever thought about.

And I was like, "I'm out."

And that's how he convinced me

to sell to Hasbro.

It was a pretty fair deal.

Everyone more or less agreed.

Some, begrudgingly.

The price was a combination

of an asset purchase upfront,

with what is called

a balance sheet adjustment,

and an earnout.

In September of 1999,

Hasbro bought Wizards

for 325 million dollars.

The number

that generally gets reported

is much lower

than it actually was

because

of the earnout that followed.

The total price all came up

to just shy

of half a million dollars.

The investor story

about the janitor,

I think their stock ended up being

worth about three billion bucks.

So...

Worked out pretty good.

So I was there the day they

handed out the buyout checks.

And they were like physical checks

that they handed to everybody.

I was walking between buildings

and I saw Richard

walking across the Mana Pool,

just what we called the little courtyard

that was in the interior of the building,

and his wife at the time

was walking the other way,

and I saw the moment

when Richard held up his check

and she went...

Buyout day was

so incredibly energetic,

party time, like people

were really, really happy,

we're talking major life-changing

amounts of money that people got.

I ended up

with multi-millions of dollars.

I had never conceived

of having that much money so...

Wow.

I was able to buy this house,

I was able to buy

a house for my parents,

I could loan my brother

the money to buy a house,

I could loan my best friends

the money to buy a house.

People I could take care of,

who were always

supportive of me.

And that was just

the best feeling ever.

I think Wizards of the Coast

broke that mold,

Magic broke that mold.

Holy cow,

there's big money in this.

And Magic was regularly

bringing in 400, 500 million.

But Peter liked

to put it more succinctly.

Make games as big as movies.

And then we were sitting there,

looking at our 500 million

dollars, going,

"Jeez, there's not many movies

that gross 500 million dollars."

To take what was

special about Magic

but then leverage Hasbro's reach

to get it

in front of more people

and on a global basis, that

was just such a huge opportunity.

When Hasbro came and bought us,

there was this sort

of validation that our industry

was worth someone buying.

It brought a level

of professionalism

and oversight that I think

probably we needed.

Though it's interesting,

because I don't think Hasbro,

at least while I was there, never

really understood what we did,

it was just kind of this

voodoo magic that we did.

And it wasn't Easy-Bake Oven

and it wasn't Monopoly.

I left Wizards within a year

of it being sold to Hasbro.

I can imagine

somebody on the outside saying,

"Oh, yeah, he didn't want to

work for Hasbro" or something.

It wasn't anything like that.

Shortly after Hasbro bought us,

they sold

all their digital rights

to another company,

and it wasn't tenable for me,

that's what I wanted to do,

so I left to do that.

The best part of Magic,

by far, is the gathering.

It's so important they put

it in the name of the game.

It's always been the gathering

that's the important part.

That is the magic.

Magic: The Gathering

is a community,

a shared culture, in many ways.

There are around 10

million active Magic players.

If I bring up Magic: The Gathering,

almost anywhere to anyone,

a lot of times they play it, a

lot of times they're a fan of it,

but they don't think

anyone else is.

Even with that

massive of a community.

It is who you are,

it is something that you do

to express something

about yourself.

I'm saying most Magic players

spend substantially

more time thinking

about the game

than they do

actually playing it.

It's literally a blank canvas

where all

of the paint colors are

the thousands of cards

that you have at your disposal.

You really get

to express yourself.

There's so many different ways

to evolve yourself with Magic

that have nothing to do

with even just playing the game.

If you wanna be a cosplayer,

you can do that.

If you wanna get into the story

and the creative, you can do that.

If you want to, like,

competitively, you can do that.

If you wanna play socially,

casually only, you can do that.

You can go on and on and on.

Magic innovated

in all kinds of ways,

there's Standard format,

there's Legacy...

Pioneer, Modern, Vintage...

Circle Magic,

Grand Mele, 5 Star,

there is Commander...

- Commander.

- Commander.

Commander is one

of the most wonderful

success stories

in Magic's history.

Commander has become the

most popular way of playing Magic.

And that's amazing.

It was a whole play format

that was created by fans.

What's different about

Commander is its philosophy.

In fact, Commander is the only

format that actually has a philosophy.

It's a social format first

and a mechanical one second.

Fun is the primary goal

in Commander, winning is not.

Most of the mentality

surrounding Commander

is that everyone is just there

to have a good time.

As opposed to competitive

Magic where I'm there to k*ll you.

It's about having a great story,

it's about watching this

ridiculous interaction pop off

that has no business

being on the table.

That's fun, that's cool,

that's creative,

that's neat, that's engaging.

Commander began as a format

called Elder Dragon Highlander.

And the idea was

Highlander, like the movie.

"There can be only one!"

There can be only one.

There can only be one

of any card in your deck.

Commander is a multiplayer

casual format

where each player

builds their deck

around a particular

legendary creature.

You have a 100-card deck

and it's all based around your

Commander, which is one card,

and then 99 other cards.

Commander is a format

unlike any other,

and not just because

of the play style of it,

but because

of how it was created.

I am a retired level five

Magic judge.

I also happen to be

the creator of EDH,

which turned into Commander.

It was created

external to Wizards

and it started

within a small group.

I envisioned it as something

Pro Tour judges were playing

as they were

winding down from a day.

It seemed to me there was room

for low stakes

or no stakes Magic.

The idea is these are cool Magic

cards that never had a home,

let's put them in a deck

and see what they do.

The social aspect is

hard baked into Commander's DNA.

Now that I'm kind

of removed from that lifestyle

of I have to win every single

game that I play, I love Commander.

In 2002, I was stationed

at Elmendorf Air Force Base

in Anchorage, Alaska,

and I had a pretty good

gaming group

our friend Adam Stanley

had come up with.

Sort of proto EDH.

And then I made some tweaks

to make it viable.

And they start talking about it.

And they start showing it

to judges at tournaments.

August of 2004,

I wrote a Star City article

about the format.

That article was

the birth of EDH.

And Wizards watched

from the sidelines,

and initially, we were

actually kind of scared.

Maybe this is bad

for our business?

One day, we woke up

and it was like, "Wow,

everyone's playing Commander."

And that's when we knew we needed

to start making Commander sets.

Wizards of the Coast

approached our manager,

he came to me and said,

"They're talking very seriously

about making EDH product."

The only thing is, we're gonna

have to change the name.

Turns out Highlander

is very litigious, so...

There can be only one.

Over time, once Wizards

adapted the format,

we changed the official name

to Commander.

The Commander series

comes in five separate packs.

Each pack contains

one unique deck.

In each deck, there are three legendary

commanders you can choose from.

I think I have over 70

Commander decks at this point?

I loved trying

the different mechanics

and seeing what they do.

I like to think about ways

to build decks

that are not typical

and to think about combinations

and interactions that can be done

in unique and interesting ways.

It's like a box of Legos

or something like that,

do what you want with this,

and some people will build

according to the instructions,

and some people will rally with some

masterpiece you never saw coming.

What people were looking for

that they found in Commander,

I was playing

similar sorts of things.

Big team games where you play

with over 100 different people.

So it was great to see

players doing that themselves.

It's that there is a community,

it's that there is something

you can come together with,

an acknowledgement

of a deeper connection

than just what the rules say

the cards do.

The picture of four, five people

sitting around a table,

smiling, laughing,

cracking jokes, that is the

quintessential Magic experience.

When I see the endurance

that Magic has had

and the influence it's had

on so many different games

and sorts of games,

it feels great.

It's almost like it's not real.

That it got as big as it did

and that it's still going.

Some person that I randomly

meet in a completely different context

finds out I worked on Magic: The

Gathering, they're like, "Really?

That's so cool!"

The idea that people

would take games seriously

has been probably

the single thing that I'm

the most proud of,

looking back at all.

I feel so lucky

that I happened to be

in the same hallway Richard was

when he invented this thing.

I'm very proud and honored

to have been part of it.

And I'm thankful I was allowed

the opportunity to be part of it.

I like to view games in the same

way that I viewed academics.

In Mathematics,

it felt like everybody

was working together,

providing each other

theorems and concepts,

and when somebody came along

with something that worked,

it would be used by everybody.

I feel like I managed

to do that with Magic

and that it's influenced

a lot of things

in sort of a similar way.

It's terrific to look back

over its influence.

Looking back

at what we created in Magic

is just pride.

I was a cog in this machine

that did some

pretty dang cool things,

and we changed the world.

Everything changed!

Good Lord, the wake

we left, who knew?

I just feel... I mean, blessed.

Lucky, fortunate,

that Richard Garfield

had this amazing invention

and I happened to be in the

right place at the right time.

I really love Richard,

My life is good in so many ways

because of what he did,

and I'm just thankful

I had the opportunity.