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Magic: The Gathering Drive to Work Podcast

#1342: The Rule

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

Duels Of The Planeswalkers, Magic The Gathering, Games, Mark Rosewater, Ccg, Leisure, Mtg, Game Design

4.7801 Ratings

🗓️ 22 May 2026

⏱️ 31 minutes

🧾️ Download transcript

Summary

What is "the rule"? Why does Magic have it? (It didn't always.)

Transcript

Click on a timestamp to play from that location

0:00.0

I'm pulling on my driveway. We all know what that means. It's time another drive to work.

0:07.2

Okay, so today's topic is on something that I don't even know the name of. I'm just calling it the

0:12.7

rule. So in magic, we have a rule that says all cards, and this is in Blackborder,

0:22.7

unsets work a little differently, we'll get to that,

0:24.6

but in Blackborder, all cards with the same English name

0:29.3

have to function mechanically identically.

0:33.0

Meaning it doesn't matter what version you play of a card.

0:38.2

It doesn't matter what it said it comes from, what arts on it.

0:41.4

It doesn't matter the version you have, that all cards with the same name function identically.

0:47.4

Now, interestingly, this rule did not always exist.

0:50.4

So we're going to talk a little bit about where the rule came from, why we have the rule,

0:59.6

and just talk a bit about sort of, it's a history lesson, actually, about the evolution of magic and the need for the rule. So that's today's topic. It's more than you possibly wanted to know

1:05.4

about the rule, the thing that it's, the unnamed thing that I'm now explaining right now. So let's begin our story all the way back in Alpha.

1:14.7

So, um, magic is a card game, which means we have to print the cards.

1:22.6

And early on, so when Wizards of the Coast, when Richard Garfield first came to pitch, not even Magic, he was pitching Robo Rally, and they were a tiny company, and they're like, we don't have the resources to make a game with lots of pieces. And Richard said, what can you make? And they said, well, we have a printer. We can make cards, and we have access to artists. We could have cards with pretty pictures on them.

1:45.1

And so Richard set off to make a game to be played in between Dungeon Dragon games,

1:49.0

which is what, you know, he made magic.

1:51.5

So when Alpha came out, there were a lot of mistakes on the sheets.

1:59.9

And mostly, they'd just never done this before. This was the company sort of, like, magic as a product, it's a pretty complex product. Especially when you take into account that it hadn't been made before. Like, it's not like, you know, if you're going to make a trading card game now, well, you can look at other trading card games, but this was them. I mean, they had trading cards to look at, so they had a little bit of, a little bit of things to work

2:20.6

with. But the idea essentially was they were doing it for the first time, and early magic was

2:26.3

played with lots of printing issues. And it varied from set to set. I'm going to go through Alpha in a second.

2:35.6

But like Arabian Nights, some of the cards were darker than they were supposed to be.

...

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