A recent visit to Wizards of the Coast’s Seattle headquarters offered a deep dive into the heart of Magic: The Gathering culture. Greeted by the imposing copper dragon statue, Mitzy, and walls adorned with booster packs chronicling three decades of history, the atmosphere was thick with palpable reverence for the game. Developers and press alike enthusiastically engaged in games, showcasing a genuine passion for their creation. However, amidst this celebratory spirit, a nuanced concern emerged during discussions about the studio`s latest endeavor: the Magic: The Gathering – Spider-Man collaboration.
While the excitement around a major partnership with Marvel was undeniable, the author confessed to a growing apprehension regarding Universes Beyond – the initiative that integrates popular franchises like Final Fantasy, Fallout, Doctor Who, Assassin`s Creed, and now Spider-Man, into Magic cards. With three out of seven planned sets for 2025 belonging to this category, community tensions are becoming more apparent. Complaints range from rising collector prices making the hobby less accessible, to fears that original Magic sets are being overshadowed.
Addressing these critical points were Magic: The Gathering head designer Mark Rosewater, lead designer Cory Bowen, and senior art director Sarah Wassell. They underscored that Universes Beyond projects, including the new Spider-Man set, are crafted with immense care and passion. These collaborations aim to celebrate diverse fandoms and expand Magic’s reach, while simultaneously catering to its existing player base. The following discussion highlights the team’s unwavering dedication to the game and its future adaptability.
Addressing Community Concerns: Is Universes Beyond Too Frequent?
Mark Rosewater explained Wizards of the Coast`s enduring philosophy: “We try something new to see what players like. If they like it, we make more. If they don`t, we make less.” He clarified that the current volume of Universes Beyond releases directly reflects overwhelming player demand, citing Final Fantasy and Lord of the Rings as the best-selling sets in Magic’s history. Rosewater asserted, “We provide what the player base wants,” confirming that strong sales validate the audience`s excitement for these collaborations.
Sarah Wassell added a practical insight regarding the physical production of cards: “Magic is a physical thing… it`s a little bit hard to pivot really quickly on things when something`s already at a certain point in production.” Cory Bowen further emphasized the team’s commitment to feedback, assuring that they will continue to produce Universes Beyond sets as long as player demand remains high, adapting “as quickly as our printing process allows.”
The Lengthy Process of IP Integration
Given that integrating intellectual properties requires extensive development time—the Final Fantasy set, for example, took over five years—these projects are monumental undertakings. Rosewater detailed Magic’s flexible approach, utilizing various formats from small Secret Lair releases to full sets, and even multiple sets for expansive IPs like Marvel. This adaptability ensures that the format chosen best suits the property’s scope and potential demand.

Creative Challenges and Joys of Working with Existing IPs
Cory Bowen highlighted the unique satisfaction of translating beloved concepts into the framework of Magic: “There`s freedom in making stuff up, but there`s real fun in taking stuff that people know and trying to express it through Magic.” He humorously pointed to “City Pigeon” as a prime example of this enjoyable design process. Rosewater concurred, finding the “real world” context of such sets a refreshing change from Magic`s typical fantastical settings.
Sarah Wassell described the “mind-blowing” experience of incorporating iconic comic book art from legendary artists like Jack Kirby and Todd McFarlane. The team felt a profound “responsibility” to honor this legacy while skillfully adapting it for Magic cards. Rosewater, a lifelong comic enthusiast, expressed immense personal joy in crafting cards for a property that deeply shaped his identity. He recounted the meticulous attention to detail, such as correcting flavor text about Spider-Man`s web dissolution time, to ensure utmost accuracy for dedicated fans.
World-Building: From Fantastical Planes to New York City
Wassell elaborated on the deliberate strategy behind the visual styles, ensuring the artwork accurately reflected distinct comic book eras—from the Golden Age to contemporary Marvel. Bowen discussed the design intricacies of adapting a “realistic” setting like New York City, rather than a fantastical plane, into Magic’s world. While elements like birds and food tokens were relatively straightforward, transforming a “Taxi Driver” into a creature or depicting specific urban scenes demanded creative application of Magic`s existing world-building “language.” Rosewater added that Magic`s 32 years of development have equipped them with a vast toolkit, even for less fantastical elements like a “hot dog card.”
Wassell found particular enjoyment in grounding these details, recalling an instance where she had to advise an artist to depict a rental truck as “tapped” (dirty and worn) to reflect New York`s gritty reality. Bowen emphasized how such details immerse players. Rosewater contrasted this with designing original planes, where creators enjoy absolute freedom. With New York, however, “New York is New York,” meaning designers must meet established audience expectations, presenting a unique challenge.

Balancing Superhuman Power with Gameplay Mechanics
Designing cards for inherently powerful characters like superheroes posed a distinct challenge. Bowen stressed that despite characters being “larger-than-life,” gameplay functionality remains paramount. Not every Spider-character could realistically be a 10/10. Rarity helps convey power levels, such as designating Cosmic Spider-Man as a “mythic.” He acknowledged Magic`s necessary “suspension of disbelief,” humorously noting that “fifteen squirrels can kill an Elder God,” which allows for balancing characters within the game`s mechanics. Rosewater concluded that Marvel`s rich tapestry of superheroes, supervillains, magical abilities, and striking visuals makes it “perfect for making just really awesome Magic cards.”

The Issue of Rising Card Prices
Regarding the community’s concern over rising secondary market card prices, particularly for Universes Beyond sets, Rosewater stated, “As you said, we have no control. That`s how capitalism works. People can charge whatever they want, so it`s a tricky question. It`s just outside of our control.” Cory Bowen further confirmed that the design team is not involved in pricing decisions.