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This is my favorite alternative form of Magic:

https://articles.starcitygames.com/articles/the-danger-room/

"I have a feeling that roughly 25% of games are decided by a player drawing too few lands, 25% of games are decided by a player drawing too many lands, 25% of games are decided by a player having a legitimate bomb not get answered immediately, and the last 25% of games are the ones that everybody hopes for where there is a ton of back-and-forth on both sides. I wanted to create a format that eliminated those unpleasant 75% of games that are unfulfilling and foster a format where ALL of the games were as interactive as possible."

My biggest beef with Magic isn't the lands system, but that the game is fundamentally stingy with cards, leading to many non-games, and/or turns where you pray for the right top-deck and don't get it.

(This is one major reason I play Netrunner instead, where your action economy can be spent on draw. You might have weak turns, but never non-turns.)

Given the huge cardpool, there's no real way to "fix" MtG that couldn't be exploited in the metagame (aside from limited, or social formats like Commander).

But that aside, I think there are two relatively minor fixes which would go a long way:

- You can spend your "land for turn" to exile the land instead, and draw a card.

- Before your starting draw, Scry 1.

I haven't tried this because I haven't played Magic in over 20 years, but I always thought it would be more fun if you had two draw decks where the second was only allowed to include basic lands.

Then in the draw phase you could choose which deck to draw from, eliminating the mana flood/drought possibility that ruins games.

Maybe some additional rules to limit how many lands you're allowed to draw in the initial draw to one or two, I dunno.

Alternatively you give everyone a free mulligan and if they decide to start with <3 lands in their hand or no mana ramp that's on them.

My issue with guaranteed lands is that they remove the randomness of some lands. I am not guaranteed to get my "no maximum hand size" land and my rogue passage to make my creature unblockable in a typical game of commander. I have to plan for it by using stuff like expedition map.

My brother and I made up a version of Magic as kids where all the mana is laid out sideways in staggered rows between the players, creating a sort of hex grid landscape. You drew and played from your deck, but placed cards on the "map" created by the mana on the board, only where the adjacent mana matched their cost, and moved around attacking each other. Six adjacencies meant cards could cost up to seven and work in the format.

It was great fun, and also completely unbalanced. Once you knew your opponent's powerful card, it focused battles around the intersections where they could spawn. I've heard of other people doing similar things, but never an official format that used mana as a landscape game board.

We mostly did it that way because we didn't know the actual rules, which I recall being widely true of both Magic and Pokémon among kids who collected the cards in the 2000s.

Interesting. I've been kicking around the idea of designing a similar game (probably in computer format tbh), specifically with the idea of mana being geographically located in a hex grid.

Any ideas for a more balanced version, or other thoughts about it? I'm sure I'm not the only one who would be curious to hear more details.

You might be interested in the relatively new TCG Sorcery: Contested Realm. It’s a a game that plays lands to a grid and creatures on the lands, somewhat like the game you invented. Also has an artistic direction reminiscent of 90s era magic.
90s kids won at MTG by having the more convincing argument.
That looks really fun, the problem being deck assembly. My issue with modern magic is the complexity of the ever-changing rules and playing against people who have put time into it, that laugh maniacally as they combo you. The asymmetrical play makes board games more appealing.

I especially love the art and simplicity of revised and third editions.

I don’t play much, but some people who play the “commander” format build decks that are carefully balanced against each other. My buddy and I had a blast collecting most of the Lord of the Rings set and playing games of Hobbits vs Sauron, Gandalf vs Galadriel, etc.

That’s how I first played it when I was 14 too. My friend hand a deck of each color and we just took turns playing them.

You might be able to find someone who has built 4 balanced commander decks and you can just play

New rules were always added to each set. I do think deciding on a common "power level" is an issue in casual play. To that end, the commander team set up power level brackets to categorize your decks. This is one of the reasons I like limited though, or if deck building seems daunting, jump start.
Magic is best played in a shared house. We all pretty much stopped buying cards when we went our separate ways. We do occasionally get a draft box in and have a night of it when we get the chance.

Pairs particularly well with cannabis and ample free time. God I miss Magic.

I play casually on rare occasion and mostly play unmodified or very slightly modified pre-constructed commander decks. Best way to play casually IMO.
This is cool. 40 card decks are great! In addition to being physically ergonomic, I find 40 cards to be a fun deck-building size. With about 17 lands, you get 23 choices to make of what to include outside of that, which feels like a sweet spot between deck-building expressiveness and decision fatigue.

As an aside, I'm convinced that a big reason WotC (and FLGS) are pushing commander so hard is because 100 card decks means you get to sell more cards.

It's a big reason cube is popular among people with a large enough card pool: I might not, reliably, find every card in my deck for every given game (barring a vintage cube with a lot of tooling to do just that), but the majority of my gameplan is going to work out, because the percentage of the deck you see is quite high.

The thing with commander is that it originally wanted unpredictability along with minimal bans: Any card you own, pretty much. A 40 card eternal constructed format would be extremely consistent: For most tasks, there's probably 3 or 4 cards that do the same thing with minimal differences, or tutors to go fetch them. So even if you were going to make an Underground Breach deck, something based on Doomsday, or even a random storm deck that kills everyone going infinite-ish. you'd get that, immediately. You could even get maximum consistency with lower power cards, after you make a big ban list. With 100, consistency is harder, although it does get a bit easier every year, given that they are releasing 6 or 7 new sets a year.

Wizards embraced commander because nobody else was playing anything else that used new cards, as Standard was way, way too expensive, and Modern accelerated so much it's almost vintage-adjacent. And it's not as if Wizards would make any money at all if they decided that no, pauper is where it's at. They have a big problem in their handsif they want to release enough cards to sell to collectors with infinite maws along with having a game that people actually want to play using the newest cards. The amount of sets you would print every year is completely different for both groups.

Powerful argument for Tiny Leaders as a format.

(I still want to make a Commander deck which can be split in half, have one or two Commanders added, and work as a Tiny Leaders/Duel Deck pair)

Random fact that I learned recently but I find it interesting: the create of MTG is a direct descendant of a US President. President James Garfield was his great-great grandfather.
Huh, the more you know. I've seen Richard Garfield's name mentioned a bunch over the years, but somehow I've never seen this fact brought up before.

https://en.wikipedia.org/wiki/Richard_Garfield

I love 40 card MTG. It's one of my fav ways to play. If you play a bunch of games in a row with someone it starts feeling like chess, much more deterministic when you're used to their deck. Getting two foundations boosters and shuffling them is such a great way to play. I'll definitely take a look at this
Agreed. Playing the same pair of decks with a friend over and over is so fun -- you really start to learn the decks, and the early game becomes extremely tactical.
What I've done a couple times but it is kind of a pain because it messes up the sorting of my collection is to make "packs" out of my collection and draft with friends. It's a lot easier to just buy a booster box and draft from that. But at least with old cards you don't have to contend with Sephiroth, the Ninja Turtles, and My Little Pony.
This is a pretty common format called cube.

You can grab a list from somewhere like cube cobra. Buy the cards, or use an online draft tool or print a bunch of proxies and play. Its a fun way to play with cards that are just sitting in bulk boxes and play without having to buy a whole booster box

> But at least with old cards you don't have to contend with Sephiroth, the Ninja Turtles, and My Little Pony.

I thought you were joking, unfortunately you weren't. Money really has no taste.

Check out the Cube Draft format.

https://mtg.fandom.com/wiki/Cube_Draft

I stopped playing MtG around 1994. It is extremely unusual to see decks of cards I mostly recognize.
> What is fun?

> Here is a list of things that make a game of Magic The Gathering fun to us.

> No Discard. It sucks to have no spells to play.

> No Land destruction. It sucks to be unable to cast spells.

I've always enjoyed these kinds of house rules that let you customize TCGs to your own liking.

A while back, I bought a bulk box of common Pokemon cards and put together some decks where I limited the cards to basic or stage 1 Pokemon, no high-impact coin flips, and a single EX card per deck. I found that setup to be more enjoyable than the official format.

I had a friend back in 4th Edition who ran a blue/black deck stuffed with counters and discard stuff like Counterspell and that damn Hypnotic Specter, a flying creature that made you discard a card every time it hit you.

And not just a card: A CARD AT RANDOM.

We used to joke about how obnoxious a Specter equipped with a Viridian Longbow would be.

I've always enjoyed developing custom rules to existing games. I could easily start rambling here of my assorted inventions. One of my favorite means of playing MTG: the Hearthstone variant. This pretty much involves taking your constructed deck and removing all lands to a separate shuffled deck. Play proceeds as usual but with an additional step of drawing 1 land directly to the field. This means that by turn 7, you have 7 land available. I suspect I'm not the only one who's thought of this, right?
> No Land destruction. It sucks to be unable to cast spells.

I have yet to find someone actually running land destruction in their deck, it's such a hated mechanic.

Just as a heads-up for non-magic players, each of those 40-card decks contains several multiple-thousand dollar cards. I wouldn't be surprised if those 240 cards cost over $50,000.
Or print outs of jpgs.
Is there any reasonably practical way to play a "restricted" version of MtG with physical cards and a somewhat stable ruleset, reminiscent of what play was like in the late 90s (as I remember it)? I like what's being proposed here, but I don't have access to old cards.

I'm not averse to buying new cards, I just don't want to be on an infinite treadmill of buying new cards and learning new rules forever, it's just not fun in my opinion

If you want to restrict yourself to cards printed before a certain date, why not ask your play group to do just that? If you need more inspiration, there are unofficial formats like 93-94, Old Frame Vintage, Premodern, etc.

ETA: I don't know what gameplay is like as you remember it, but you might be interested in Pauper, especially if you are looking for a more official format. A good number of old school cards are relevant in that format, and these cards won't rotate out. Sometimes new cards enter the meta, but because you're limited to commons, it's not expensive. You also can just keep a deck around for a while. It's ok if you're not at the cutting edge of the meta...

"Moxes/Sol Ring. They are a nice touch if not found in abundance."

Seems odd when followed by every 40 card deck having all color-relevant moxen and sol ring...

That's what I love about MTG - the flexibility. For example, here's a new format I created to help even the playing field with new players: https://mrbluecoat.blogspot.com/2026/05/new-unofficial-mtg-f...
This is essentially just MTG limited -- draft or maybe team draft. Draft is my favorite part. Though I don't necessarily agree with the "things that make magic fun". Mill/Discard/Land Destro decks are fun, janky decks that rarely come together and it's fun to try and make them work.
It's light on details for talking about a "format". How many cards were in each packs? Did players get just one, or were many distributed to players? Were they randomly put together or seeded in some way? Was there a thought around rarity distribution like normal packs?

On the topic of fun 40 card decks, after my partner and I thoroughly (winston) draft through a bunch of packs in a set, I like to make a battle box of a few 40 card decks which are more coherent than the average limited deck.

I think people get too hung up on the formats in sanctioned tournaments. People says "magic is expensive", but that's not true! Modern decks in the metagame are expensive. You can play magic on the cheap an infinite number of ways. There's near endless opportunity for replay value in 3 packs per person!

The most fun I have playing Magic is a "Reasonable Cube" sealed draft:

Buy or make a cube with a very normal distribution of cards, nothing crazy (I bought a cube made by Card Kingdom some time ago). There will be 90 spells per each of 4 players. Shuffle the whole deck, and deal out the 90 per player. Now you simply make 40 card decks, typically with ~25 spells each. There will be lots of wiggle room for sideboards or even side decks. Then run a little tournament.

The games are usually that ideal Magic scenario: Nail-biting back and forth gameplay, where anything powerful has a cost and games come down to the wire.

There is an interesting old article by Magic's creator about what the game environment was like during the early playtesting days - when card packs were handed out to a community of playtesters at UPenn, and they traded in a closed ecosystem, occasionally getting an influx of additional cards. It seems like this was a pretty successful recreation of that feeling:

https://magic.wizards.com/en/news/making-magic/creation-magi...

i wish this gave more details about the format! would love to know what the overall card pool ended up being, and which decks performed best.

small plug but i run a format of magic of my own, a (non-Commander) multiplayer format that lets players play three games with side boarding. i think it's pretty cool, if anyone here wants to check it out! it's called Coalition, and we have rules and decks at https://mtgcoalition.com

The best version of MTG for experts is Mental Magic. The only thing you keep track of is the number of cards in your hand and how many lands you have in play. A card gets its identity when you play it. You can play it in a car with no board!
Try Canadian Highlander: https://canadianhighlander.ca/about/
This deck probably costs as much as a down-payment on a home...MTG prices have really inflated over the past 2 decades ,especially for limited edition sets
> Here is a list of things that make a game of Magic The Gathering fun to us.

> No Discard. It sucks to have no spells to play.

List of black deck: three Hypnotic Specter cards.

Common...

The blue deck at the end has Counterspell, Control Magic, Balance, StP, duals, respectable jewels . That is NOT my definition of a fun deck.
What is all this talk of "Candy"?
No my little ponies?
FUN? How can it be fun without discard and land destruction?

Sounds like Gen-Z mtg