Seventh Edition

Trivia on Seventh Edition

New 21 Sep 2021 Asked by wherehavealltheuswrnamesgone 57 Comments

Hey Mark! Today is my 30th birthday! I started playing when 7th edition came out. Could I get some trivia on my favorite core set, especially it’s incredibly unique art direction? (SUBQUESTION: Where is “The World of 7th Edition” on the Rabiah scale?)


Seventh Edition is the only core set to have foil cards in the original Magic frames. Happy Birthday!EDIT: I had nothing to do with art direction, so I had no trivia about it.

Seventh Edition Frame Use

New 30 Dec 2018 Asked by annorax 40 Comments

Is there any reason why a nonrandomized product (judge promos, preconstructed deck product etc) being made now wouldn't be able to use the Seventh Edition frame?


Yes, all the reasons we changed it in the first place. While the old frame might be high on nostalgia, it’s low on functionality. Things like being able to read the card name aren’t something we necessarily want to sacrifice.

Seventh Edition Distinctiveness

New 07 Nov 2017 Asked by massivekinglight-blog 49 Comments

Mark, why the Seventh Edition is so different from the others? It has a lore of paladins war and a totally distinct art style


We decided to give Seventh Edition all new art and a light story. It didn’t work out too well. People like recognizing cards by art and the story was not enough for people to get.

Seventh Edition Art Feedback

New 20 Mar 2017 Asked by grayer 39 Comments

Seventh Edition had new art for every single reprinted card, how was that received?


Horribly. It made the cards harder to recognize and not enough of the art was an upgrade from the previous version.

Vanity Card Reprints

New 06 May 2015 Asked by flavoracle 27 Comments

Since Magic "doesn't do" vanity cards anymore, does that mean Maro could never be reprinted in a future set? If it could be reprinted, would you object to new art being used if it worked for the set?


Old vanity cards are grandfathered and thus can be reprinted. Maro has already had alternate art once (in Seventh Edition).

Seventh Edition Art

New 17 Apr 2015 Asked by mistercottonsparrot 38 Comments

What exactly was going on with the art in Seventh Edition?


Someone decided that a cool selling point for Seventh Edition would be all-new art. It turns out most players like having art they recognize and have grown familiar with in their core sets.

Visions, 7th Edition Contributions

New 27 Dec 2012 Asked by cryptrat 4 Comments

Is there anything I can credit you for doing in Visions or 7th Edition?


Cards I remember designing (or co-designing) in Visions: (note this is a long time ago so my memory might be faulty) Anvil of Bogardan Brood of Cockroaches Chronatog City of Solitude Eye of Singularity Helm of Awakening Juju Bubble Necrosavant Ovinomancer Quirion Ranger Rainbow Efreet Relentless Assault Rowen Squandered Resources Suq'Ata Assassin Talruum Champion Triangle of War Cards I remember making (or co-making) in Seventh Edition: (once again my memory is not perfect) Arcane Laboratory Archivist Coat of Arms Compost Confiscate Delusions of Mediocrity Elvish Lyrist Elvish Piper Engineered Plague Evacuation Fervor Grafted Skullcap Gravedigger Hibernation Lightning Blast Maro Mawcor Might of Oaks Nature’s Revolt Opportunity Opposition Persecute Pygmy Pyrosaur Reclaim Relentless Assault Revenant Rolling Stones Rowen Seeker of Skybreak Seismic Assault Serra’s Embrace Shock Spellbook Sudden Impact Telepathy Temporal Adept Thieving Magpie Tolarian Winds Yavimaya Enchantress

Maro Power Toughness

New 02 Aug 2012 Asked by manycookies 2 Comments

If you were asked to create "Maro (Not the Mirage, Classic Sixth Edition, Seventh Edition, Eighth or Ninth Edition One)", what would its power and toughness be?


I’m also */* but the variables are different. : )

Card Power Levels

New 07 Aug 2011 Asked by chinkeeyong-blog 5 Comments

Why are so many cards Limited fodder? Couldn't the power levels of commons be recalibrated so that all of them fit into some competitive strategy somewhere?


To answer this question, I’ll quote from a column I wrote many years ago about why R&D makes bad cards. (The link for the article called “When Cards Go Bad” is at the end of this write-up.)

1) All The Cards Cannot Be Good

This first point is the most important. Card power is relative. Ancestral Recall, as an example, is only a good card until we create a card that allows you to draw four cards for U. The thing that defines the power level of any one card is the other cards that exist with it in the same environment. One way to look at this phenomenon is to look at Volcanic Hammer. When Volcanic Hammer was reprinted in Seventh Edition (it first appeared in Portal), many players complained. Why did Wizards put such a “bad card” in the basic set? In the current Standard environment though, Volcanic Hammer is seeing play. How can a “bad card” be good enough to play? The answer rests in the card Lightning Bolt. Lightning Bolt is strictly better than Volcanic Hammer. It has the same effect but its one mana cheaper and is an instant rather than a sorcery. When players first saw Volcanic Hammer, they compared it to Lightning Bolt and, in comparison, Volcanic Hammer seemed pretty damn sucky. But, when Lightning Bolt is removed from the picture, such as in the current Standard environment, Volcanic Hammer looks a lot better. As an experiment, let’s say we got together a collection of the top three hundred pro players and had them select the 1500 most powerful cards in Magic’s history. I chose 1500 as that is roughly the size of a full Standard environment. We then ran a Pro Tour for these three hundred players where the format was decks built using only those 1500 cards and basic land. After the tournament, we count how many of each card was used. Any card used in any deck or sideboard (even if there’s only one in the entire tournament) is counted. Experience (as in: years of looking at outcomes of premier events like Pro Tours, Grand Prix and Nationals) tells us that only 300-400 unique cards would see play. Why? Because even among the best cards, some cards are just better than others. Mahamoti Djinn is a solid creature, but it’s no Morphling.Regrowth is an excellent spell but it’s not Yawgmoth’s Will. In this environment, some of the “good cards” become “bad cards.“ The phenomenon always holds true. No matter what 1500 cards you pick, the cards will rank in a power order. When a player goes to build a deck (assuming his goal is to build the most competitive deck), he will choose cards at the top of the list before cards at the bottom. If we can have 300-400 good cards, doesn’t that mean we can make a large expansion where all the cards see play? Yes, in theory, we could design a 330 card set where every card sees play. But what about the next set? Would anyone buy the next small expansion if none of the cards were tournament worthy? Of course not. The only way to then make the next set have tournament-worthy cards is to increase the power level. The new more powerful cards would then displace some of the cards from the first set. Unfortunately, this solution would ultimately destroy the game as the power level would keep increasing until it spun madly out of control. R&D long ago figured out the solution to this problem. Take the 300-400 good cards and spread them out over the seven sets legal (the two blocks and the base set) in any one Standard environment. But that leaves 1100+ cards that will never see Standard play. What do we do with them? To read the rest of the article: click here:  http://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/daily/mr5


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