Upon arriving at Wizards of the Coast`s Seattle headquarters, I was welcomed by both the company team and a striking, massive statue of a copper dragon, none other than Mitzy, an iconic Magic: The Gathering mascot. After admiring Mitzy and a wall displaying three decades of Magic`s history through unopened booster packs, I was guided to what was ostensibly a dining hall. However, the abundance of Magic cards spread across the tables suggested it served more as a play space than a conventional eating area.
During my visit, I observed staff and press members alike eagerly sorting through card collections or sifting through the studio`s bulk card boxes, then settling down for multiple games. This palpable enthusiasm for Magic wasn`t just a fleeting interest among the visiting press, but a deeply ingrained aspect of the studio`s vibrant culture.
It`s profoundly inspiring to be among the creators of a product you cherish, and to witness their authentic passion and reverence for their work. Yet, as discussions shifted to the primary purpose of my visit—Magic: The Gathering`s Spider-Man collaboration—a subtle unease began to surface.
Surrounded by the visionary minds behind beloved Magic planes and lore, with iconic figures like Liliana Vess, Chandra Nalaar, and Shivan dragons visually present, the conversation predominantly revolved around Spider-Man. While I understood the rationale for highlighting their major Marvel collaboration, which had just launched, it made me question the focus on core Magic identity amidst the crossover excitement.

My sentiments partly stem from increasing reservations about `Universes Beyond,` the Magic: The Gathering initiative that adapts various external intellectual properties—such as Final Fantasy, Fallout, Assassin`s Creed, Doctor Who, and Spider-Man—into Magic cards. With three of seven planned sets for 2025 being Universes Beyond releases, this trend, while not inherently negative, has generated community friction. Concerns include hobby accessibility due to collector-driven pricing and original Magic sets, like Tarkir: Dragonstorm and Edge of Eternities, feeling overshadowed.
Mark Rosewater (Head Designer), Cory Bowen (Lead Designer), and Sarah Wassell (Senior Art Director) were open to discussing these community concerns. They emphasized that Universes Beyond, including the forthcoming Spider-Man set, represents a passionate endeavor. They see these crossovers as a means to both celebrate external fandoms and expand/satisfy the broad Magic community. While the future evolution of Magic: The Gathering is uncertain, this discussion highlighted that game passion and adaptability are key driving forces.
Interview: Universes Beyond and Community Feedback
Q: Universes Beyond sets are commercially successful, yet frequently face criticism regarding their release frequency. Does the design team acknowledge these concerns as valid, and are there strategies in place to address them?
Rosewater: Our approach to Magic design, consistent since its inception, involves experimenting with new ideas and gauging player reception. If an initiative resonates, we expand on it; if not, we scale back. This principle applied to Universes Beyond: an initial limited release garnered positive feedback, leading to increased production. The current abundance of Universes Beyond content directly reflects immense player excitement. Notably, the Final Fantasy set, released earlier this year, surpassed The Lord of the Rings as Magic`s all-time best-selling set. We respond to player demand; the commercial success of Universes Beyond confirms a strong, engaged audience. If players weren`t enthusiastic or purchasing these products in large quantities, we wouldn`t continue to produce them at this scale.
Wassell: It`s also important to remember that Magic is a physical product, an analog manufacturing process. Cards are produced by large machinery, making rapid adjustments difficult once a product reaches a specific stage in production.
Bowen: However, we constantly incorporate feedback. Our commitment is to deliver what players desire. Currently, there`s significant demand for both Universes Beyond and original magical worlds, and we intend to continue providing them as long as that demand persists, adapting as swiftly as our manufacturing capabilities permit.
Q: Given the extensive development time for Universes Beyond sets, particularly with major IPs—the Final Fantasy set reportedly took over five years—does the long lead time influence your strategy? Does it encourage focusing on smaller-scale initiatives like Secret Lair drops, rather than maintaining the current volume of large Universes Beyond releases?
Rosewater: When evaluating potential collaborations, Magic offers a range of integration methods, including full-scale sets, Secret Lair drops, and intermediate products like Commander Decks. Our goal is to determine the most suitable Magic product type for each intellectual property`s scope. Some properties are best suited for a limited release via Secret Lair, while others merit a complete set. For extensive IPs like Marvel, even a single set isn`t sufficient, necessitating multiple releases due to the wealth of source material. We maintain significant flexibility to accommodate the unique requirements of each property, as evidenced by our numerous collaborations.
Q: Does working within the constraints of an existing intellectual property or a real-world setting ever feel creatively restrictive?
Bowen: It`s genuinely enjoyable. While there`s inherent freedom in inventing original content, there`s a unique satisfaction in translating familiar concepts into the Magic framework. My affection for `City Pigeon` highlights this, as I believe it perfectly encapsulates the creative pleasure experienced during this set`s development.
Rosewater: Personally, I enjoy occasional departures from routine; it provides a refreshing change. Developing a set based on a real-world setting offered a unique and engaging challenge. I appreciate the ability to alternate between original and established worlds. While I wouldn`t want to exclusively focus on crossovers, this particular experience felt invigorating precisely because it diverged from our usual practice.
Q: Considering influential pop culture artists like Kirby, McFarlane, and Romita Sr., what was the experience of incorporating their iconic creations and illustrations into the set?
Wassell: It was an incredible, almost overwhelming experience. To feature their names on a Magic card, and to meticulously study their artwork to both honor its legacy and adapt it for a new context, instilled in us a profound sense of responsibility. We felt that, akin to `with great power comes great responsibility,` the same applies to `great art.` We were thrilled by the opportunity but equally committed to preserving the integrity and spirit of their original creations.
Rosewater: A fantastic aspect of Universes Beyond is the eventual opportunity to engage with what I term a `passion property`—a franchise that holds personal significance, shaping one`s identity from childhood. For me, growing up with comics and constantly wearing superhero apparel, this resonates deeply. The chance to create these cards, specifically for fellow enthusiasts, has been immensely and endlessly enjoyable. I could dedicate countless hours to meticulously reviewing every detail of the Spider-Man set, driven by the challenge of encapsulating those subtle, iconic moments. I recall editing flavor text that incorrectly stated Spider-Man`s webs dissolved in 30 minutes; I knew the precise comic book lore for web dissolution time. That attention to detail is crucial, as I care deeply, and I know the fans will too. Our goal is to craft not just the best possible Magic set, but also the most authentic Spider-Man set for its dedicated fanbase.

Q: Describe the process of integrating newly commissioned artwork with pre-existing iconic illustrations for the set. Was the aim to maintain a consistent tone with the original artists` styles, or did you embrace a more experimental approach?
Wassell: From a visual standpoint, we were particularly enthusiastic about honoring the distinct artistic eras of comic books, an approach we adopted from the project`s outset. Our process was highly intentional: we consciously decided when to evoke the `Golden Age,` explore the `Dark Ages,` or collaborate with contemporary Marvel artists to showcase modern styles and their evolution. We were very precise in our deployment of these diverse visual aesthetics.
Q: Despite Spider-Man`s fantastical elements and Doctor Who`s comparatively `grounded` aspects, this set feels exceptionally realistic, largely due to its New York setting. What specific challenges arose in designing cards for a world akin to our own universe, while ensuring they seamlessly fit within Magic`s established multiverse of diverse planes?
Bowen: From a design perspective, it presented unique difficulties, though certain elements were surprisingly straightforward. Creating a bird, like the `City Pigeon,` or leveraging existing food tokens for thematically resonant effects, was relatively simple. However, conceptualizing a `Taxi Driver` as a creature posed an unusual design challenge. While it might appear daunting, the more we work with elements like vehicles, food, land-based locations, and specific creature types, the clearer it becomes that Magic possesses the inherent mechanics to represent such concepts. I found translating environmental aspects into Magic much easier than capturing Spider-Man`s unique actions—his punches or acrobatic maneuvers were more challenging to represent mechanically. Magic`s strength lies in its extensive world-building toolkit, which proved invaluable for expressing this distinct setting.
Rosewater: With 32 years of game development under our belt, Magic possesses a vast array of design tools. It`s primarily about adapting these tools to suit each new world we create. While we constantly build new, fantastical settings, this particular set, as you noted, veered closer to `Our World` than typical Magic releases. Nevertheless, we had the necessary mechanisms to capture its essence, even if a `hot dog` card feels less fantastical than our usual fare.
Wassell: Conversely, some aspects became simpler. Having personal experience with New York City, I could apply that knowledge directly. For instance, when reviewing artist sketches for a card featuring a bodega or a rental truck, I could immediately flag inconsistencies, such as a pristine truck in a New York street scene. These precise world-building details, immersing ourselves in the authentic, in-world experience of objects, vehicles, and animals, are what I find most engaging.
Bowen: Such meticulous details are crucial for player immersion. This particular world is New York, a city with much to admire. Our goal is to immerse players in its unique environment, much as we do when introducing them to an entirely new plane of our own creation.
Rosewater: The fundamental distinction lies in creative control. When we invent a new Magic plane, we have complete freedom to define its appearance and logic. There`s no external reference for players to dispute, `That`s not how it looks in that world,` because we are the arbiters of that world. With New York, however, there`s a collective understanding of its visual identity. This is the inherent challenge: we`re accustomed to fabricating worlds without external scrutiny, but we cannot simply invent New York; it exists as it is.

Q: Designing mechanics for superheroes presents a unique balancing act. While these characters are intrinsically powerful, and you likely wish to reflect that strength, you must also avoid creating game-breaking or excessively dominant cards. How do you navigate this challenge?
Bowen: Magic offers ample space for both abstract and specific mechanical representations. While these superhero characters are larger-than-life, their playability remains paramount; gameplay always takes precedence. Consequently, not every Spider-Man variant can be a 10/10 or 8/8, even if that might proportionally represent a `spider`s` strength; they must function effectively within the game`s ecosystems. Rarity, for instance, is an excellent tool to convey significance, like designating Cosmic Spider-Man as a Mythic rare to reflect his elevated status. This also allows for relative power expression among different Spider-characters. While the notion of a taxi driver defeating Spider-Man in combat might seem odd, Magic inherently involves a degree of abstractness—after all, fifteen squirrels can vanquish an Elder God. This built-in suspension of disbelief greatly aids our design process.
Rosewater: The primary objective in Magic card design is to create engaging cards with impactful abilities. The Marvel universe, with its array of superheroes, supervillains, fantastical powers, and visually striking costumes, proved an ideal fit for crafting truly spectacular Magic cards. Their inherently fantastical nature translates seamlessly into enjoyable and powerful game pieces.
Q: Wizards of the Coast reintroduced MSRP last year, which was met with enthusiasm, but it`s a suggested, not enforced, price. Since then, prices have escalated to unprecedented levels, seemingly linked to increased Universes Beyond production. Does the team intend to address these pricing concerns, or is this situation beyond your control?
Rosewater: As you accurately pointed out, we lack control over pricing. This is a fundamental aspect of capitalism, where retailers determine their own prices. It`s a complex issue entirely beyond our influence.
Bowen: I can confirm that those of us present in this discussion are not involved in pricing decisions.
Note: This interview has undergone minor edits for conciseness, clarity, and ease of reading.
