MTG Then vs Now: How the Game (and Players) Have Changed
Howdy, card gamer!
My name’s Vincent — I’m a game designer who grew up deep in the world of trading card games, especially Magic: The Gathering. I started young. How young? My dad was cool (and crazy) enough to hire a professional MTG player to tutor me when I was ten years old. That’s how serious it got.
From 2002 to now, one thing has become very clear:
Magic: The Gathering has changed.
Hold on!
This isn’t some bitter old player rant. I’m not here to say “things were better back in my day.” Different doesn’t always mean worse. But if you’re someone who’s touched a Magic card in the last 20 years — you’ve definitely noticed:
It’s not the same game.
Playing MTG in 2002
When I first started, it was the tail end of the Odyssey block (Odyssey, Torment, Judgment) — a weird, flavorful set of cards unlike anything in modern MTG. Not long after that, came the Onslaught block, which cemented tribal (now referred to as typal) decks as a serious thing. Goblins were everywhere, and I was rocking Black-White Astral Slide Control, a deck that used cycling and flickering to grind out value.
But the cards were only part of the experience.
MTG Was Built Differently
Back then, MTG operated on a block structure — three-set arcs that all took place in the same plane or storyline. If you loved the setting, great. If you didn’t? Tough it out. Either way, the pacing of releases gave us time to fall in love with the world.
Even with mechanical or cultural experiments, the game always leaned into its high-fantasy roots. Whether we were in Kamigawa or Mirrodin, it still felt magical.
On top of that, releases were fewer and farther between. Standard was king, and if you were an MTG player, you were expected to engage with every new set. That sounds exhausting now — but at the time, it brought the community together. Everyone played the same game.
We Had Time — And That Meant Something
More time per plane.
More time to explore mechanics.
More time to care.
It wasn’t always better, but it was more focused.
Less expensive.
Less chaotic.
More immersive.
A shared experience.
MTG in 2025: A New Era
Now let’s talk about today. Because while MTG still has dragons, planeswalkers, and the stack — everything else is different.
Commander is the most popular format.
Proxies are no longer taboo — they're welcomed.
Casual play is king.
Crossovers have made MTG part of pop culture.
And maybe most importantly:
MTG isn’t just a game anymore. It’s a toolkit.
It’s like Dungeons & Dragons now — a rules system that players bend to fit their own style. Want to build a deck themed around a Marvel character? You can. Want to play Smash bros. table chaos? Totally fine. Want to build a Commander deck with virtually any playstyle? Go for it.
The Power Is in the Player’s Hands
Magic: The Gathering used to be a relationship — you either played it how it was, or you didn’t play at all. Now, it’s a creative toolkit. Something you mold. Customize. Remix. Enjoy your way.
And honestly? That can be better given your perspective.
It’s not about what MTG used to be.
It’s about what it can be for you now.
If you enjoyed this article, consider checking out our unique Warfare format for MTG by clicking here. You can also check out the games I designed and follow me on Twitter below.
Thank you and stay awesome!
Vincent