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- Apr 15, 2025
Fair enough. I'm going to assume anyone reading this doesn't play the game so I hope this post doesn't come across as condescending. Magic the Gathering is a fantasy game where you have five colors of magic that use mana of a corresponding color, each with their own strengths and weaknesses. To supplement this, you can play more than one color and it's often advantageous to do so. Different lands, your resource cards, generate mana of different colors. This leads to one of the biggest and shittiest of WotC's tricks.Sure, go ahead, perfect thread to do so
Lands are one of the biggest bottlenecks to playing the game because some lands generate mana of multiple colors, some generate mana faster than others, some come with other gameplay utilities. Bad land cards are worth pennies and you can even make a decent deck using them, but good land cards that should be the game's baseline can command $10, $20, even $40+ prices on the secondary market because they're rarely reprinted and always kept at rare. See the point about FOMO above.
There are even more subtle tricks WotC uses with lands such as how they're named (no, I'm not fucking kidding). Magic's story takes place across different worlds and major locations on those worlds are represented through land cards. So take something like the "triomes" from the setting of New Capenna, which each command a $10-$15 pricetag on the secondary market. Each is named for a character from New Capenna that inhabits them. You'll never see a "Raffine's Tower" from a set that doesn't take place in New Capenna because Raffine lives there in her tower. This means that anytime WotC announces that we're getting a new set from Capenna, people are already interested before they have any other information because they can safely bet those necessary cards will see a reprint. Maybe even with a fancy foil alt-art treatment if you buy the Collector's Edition packs! Spend more!
This is just one example of many but is one of the most blatant. Wizards of the Coast isn't legally allowed to acknowledge that a secondary market exists for their cards, but they know that it's crucial they contribute to its maintenance because the ecosystem of 2nd party tournaments, YouTube content creators, and the aforementioned speculators help prop their game up. If they make it too easy to get the good cards, the FOMO dries up and those institutions wither, and WotC withers in turn because they lose the guaranteed spending and the cloud of artificial hype that surrounds the game at all times.