It’s the Magic you remember at its best—sharp, interactive, and endlessly replayable—
refined until every decision feels clean in the hand and vivid on the table
Kicker, Cycling, Flashback, Foretell, Adventure, Landfall, Sagas, and Investigate—mechanics that make choices sing.
Storm, Dredge, Companion, Day/Night, and off-board tracking mechanics have been cut completely.
Every moving part lives where you can see it—counters on permanents, tokens on the battlefield.
Interaction with a fair tax, not a wall. Choices over bookkeeping, complexity in decisions not administration.
The air between turns is clearer, the edges safer, the middle richer. The soul stays, the sand goes.
Classic Magic foundations with smoothing baked in—scry, surveil, cycling, and clues reduce non-games.
You start at twenty life with the London Mulligan, and the game meets you halfway: scry, surveil, cycling, and clues smooth rough draws without erasing variance. Lands remain the heartbeat—one a turn, tap for color, plan your curve—and the color pie still shapes every story you tell.
Interaction is honest and ever-present. Ward, not hexproof, is the default shield: a small toll that invites real counterplay rather than shutting it off. Play is board-first and paper-friendly—every moving part lives where you can see it.
We built this from the beloved "glue suite"—Kicker, Cycling, Flashback, Foretell, Adventure, Landfall, Sagas, Investigate—plus Rebound, Surge, and Raid that celebrate perfect turns without breaking them. We cut the mechanics that asked you to track ghosts or broke the pace: Storm, Dredge, Companion, Day/Night, Dungeons, Cipher, Cumulative Upkeep.
This is Magic as it was meant to be—familiar, but lighter in the hand. The best parts aren't rare moments—they're the default state of play. Join our Discord to experience it yourself.