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How To Make Money Off Of Magic The Gathering

Video game accommodation of Magic: The Gathering

2002 video game

Magic: The Gathering Online
The current Magic Online logo.jpg

Magic: the Gathering Online Logo

Programmer(s) Leaping Cadger Software (initial)
Wizards of the Declension (v2.0 and on)
Publisher(s) Wizards of the Declension
Platform(s) Microsoft Windows
Release June 2002
Genre(s) Digital collectible card game
Mode(s) Multiplayer

Magic: The Gathering Online is a video game adaptation of Magic: The Gathering, utilizing the concept of a virtual economic system to preserve the collectible aspect of the menu game.[1] It is played through an Net service operated by Wizards of the Coast, which went live on June 24, 2002.[2] The game does not run on mobile (iOS or Android) as Magic: the Gathering Arena does, since it is only install-able on Microsoft Windows. Users tin can play the game or trade cards with other users.

As of February 2007, Magic Online has over 300,000 registered accounts;[3] this does non represent the true number of players since people are allowed to register multiple accounts. According to Worth Wollpert in 2007, Magic Online was "somewhere between 30% to l% of the total Magic business."[4]

Gameplay [edit]

Magic Online is played every bit an electronic counterpart to the physical card game. Digital artwork reproduces the look of the paper card game, and users interact with their cards to play with them on a virtual tabletop. Each game is hosted by the Magic Online servers, which apply a rules engine to enforce proper play. The logic for treatment carte du jour interactions is provided by Perl scripts.[ citation needed ] Though the rules set as a whole is largely accurate and works well, it occasionally suffers from bugs.[v]

Players tin can set up or join casual games of their choice for free in several rooms within the Constructed Open Play area. Currently, the casual game rooms are as follows: Only Starting Out, a room for players who are new to the game and are non looking for a tough duel. Games in this room are express to the Standard format to restrict the ability of the cards beingness used. Just For Fun, a room designed for players to play fun, casual decks against 1 another. This is the most populated room and has no restrictions on what format a player can host a game in. Getting Serious, this room is provided as a step up from the Just For Fun room, but it is usually unoccupied. Tournament Practice is the nearly competitive room in the Constructed Open Play area, it is where the virtually serious players get to test their all-time decks before entering them into a Constructed result.

In add-on to free casual play, official competitive tournaments take place around the clock. Tournament play includes 8-person constructed events (in a variety of formats), limited sealed deck and drafts (generally using the most recently released expansions), as well as larger tournaments that take identify according to a regular schedule. Inbound events requires an investment of sealed packs and/or event tickets, with winners being rewarded with additional production.[6]

Up until Version three, League play was another method of competitive play. These month-long events were sealed deck tournaments of 256 players that immune for intermittent play over a flow of iv weeks at the pace the player desired.[vii] After vi years, leagues returned in February 2016. Initially they were only available for the sealed express format.[8] Leagues last 2 months, and in that time window a player tin can usually play between 5 and 9 matches. One time a player finishes playing their league matches, prizes are awarded and they can rejoin the league if they want. Currently, leagues are available in a variety of formats, including Standard, Modern, Legacy and Limited Sealed. Sealed leagues besides offer "Friendly" and "Competitive" alternatives with dissimilar prize structures. The Competitive Sealed League lasts for 5 matches and typically features higher skilled players due to the top-heavy prize structure - winning all or most of your rounds provides a lucrative prize, with the downside of no prizes being offered to those who win less than 60% of their matches. The Friendly Sealed League lasts for a total of 9 matches and caters to a larger portion of the player base of operations and offers prizes regardless of number of matches won. In improver, after each "stage" of 3 matches, the actor has the option to add a booster pack to their deck to make it stronger for the side by side stage (either by using i from their inventory or purchasing one within the sealed tournament window).

Development [edit]

Leaping Lizard Software (LLS) had merely completed a software product Magic Interactive Encyclopedia designed to allow Magic players to track which cards they owned and other cards that had been printed to help with online play.[9] LLS initially approached Wizards of the Declension with an offer to create an online version of Magic: The Gathering. WotC was skeptical about whether such a system could be implemented. LLS then created a tech demo to prove to WotC that an online collectible bill of fare game could work.[9] WotC was sufficiently convinced and contracted LLS to develop the service, which was then known as Magic Online with Digital Objects (MODO). Initially, the idea of charging for virtual goods, every bit opposed to a subscription model with unlimited access, was greeted with skepticism. Additionally, concerns were floated over how solid the server and trading code would exist.[x] Later a period of beta-testing, the game became available to the full general public on June 24, 2002. The name was changed from MODO to its final commercial title: Magic: The Gathering Online.[9] At the fourth dimension of launch, Magic Online supported Magic cards from the 7th Edition onwards.[9]

In 2003, the Magic: The Gathering Invitational was held online for the offset time. Information technology was played on Magic Online each year from then on until 2007 when the Invitational was moved back offline.

Version 2.0 [edit]

Knowing that information technology was possible to interpret Magic 's gameplay online through the work LLS had done, WotC started to work at redesigning the Magic Online client in 2003. Though they praised the "groundbreaking" work LLS had done, they opted to cease their contract with them and bring the development in-house to be able to focus on the direction needed to improve the client for a global audience.[9]

The kickoff showing of the new squad was to be the online release of 8th Edition in July 2003, which was ambitiously scheduled to coincide with the paper release. The goal was to release Version 2 of the software with new functionality and implement the changes in rules that the 8th Edition had brought. However, with the change from LLS to the internal developers forth with the fixed deadline, a number of development problems arose that were not resolved by launch.[9] Version 2 was released on schedule, but the servers constantly crashed, and rules mistakes and other bugs were numerous. The game went into no-pay mode while temporary beta servers were opened to allow players to practice playing in for-pay formats.[nine]

As a concession for these issues, Wizards planned to throw "Chuck's Virtual Party," a weekend of free tournaments after the issues settled downward. Unfortunately, information technology turned out that each user took upward more retentiveness in version 2 than the lightweight design of version 1.[eleven] The consequence was that the servers crashed again nether the strain.

In retrospect, some have merely chalked the determination to remove Leaping Cadger up to hubris.[12] Others, all the same, point to certain intractabilities in later maintenance that suggest that Leaping Lizard had not delivered a very extensible programme that, by nature, was also monolithic and hard to better. Wizards of the Coast has said that "Leaping Lizard's 2.v interface and backend are not scalable like we need it to be. It wasn't written with the goal of 10 thousand users in mind, it was written thinking a couple thousand."[4] According to the developers, there was a hard limit of iv,400 players in version two.v.[4] Regardless, Wizards decided that version ii.0 was non worth supporting indefinitely. They decided to maintain version ii.0 in the background merely to kickoff a new development team to rebuild Magic Online from the basis upwardly. The labors of this new project would exist called Magic Online version three, which was get-go appear in February 2004.[9]

The version 2 platform was close down on April ix, 2008, in preparation for the version 3 launch.[thirteen]

Version 3.0 [edit]

Magic Online version iii, in addition to supporting a much larger histrion base through multiple servers, was also to characteristic an updated interface and expanded in-game guidance.[fourteen] The release date, originally planned in late 2006, slipped several times, only somewhen passed through beta testing and was released to the public on April 22, 2008.[nine] Initial reactions to the Version iii were critical of the new user interface layout, and players found the server structure was not as stable as expected.[nine]

A notable incident called "Kiblergate" took place in 2013 every bit WotC were preparing Version iv of the client. As role of a Magic Online Championship Serial played via the client, which came with a US$25,000 prize and invitation to the Magic: The Gathering World Championship, Brian Kibler had won enough games to advance into the last rounds of play regardless of whether he won or lost. However, before his last 2 games, he had lost connectedness to the Magic Online servers, and could not log dorsum on in fourth dimension. Considering he was not present for these games, he was considered to take forfeit his spot and was disqualified. Kibler took to social media to complain and suggest other players delete Magic Online from their computers, which caused the average price of Magic Online digital cards to fall 11% in one 24-hour interval and prompted WotC to move quicker with the transition to Version 4.[9]

Version 4.0 [edit]

Magic Online version 4 opened to the public in wide beta on September four, 2012.[15] Both version iii and version 4 ran simultaneously, with players having an option to play on either platform, until June 26, 2014, when Version 3 was shuttered. On July xvi, 2014 version 4 became the sole client for Magic: the Gathering Online.[16] [9]

Card sets available [edit]

As of March 2014 with the release of Vintage Masters, virtually all Cards that are tournament legal for at least one supported format are available. Nigh of the remaining tournament legal cards that are not printed are basically considered as tournament unworthy (such equally cards that only trigger their ability during drafts). The earliest set available upon release was Invasion, which had been released in printed form in October 2000; all sets moving forward were fabricated available online every bit well, with the exception of some self-parody expansions (United nations-sets) and multiplayer sets (similar Conspiracy). For the beginning ten years of "Magic Online" sets released online 3 or four weeks after they released in paper in an effort to gratify "brick & mortar" retailers.[iv] However, a policy of shortening this filibuster (to most two weeks) was instituted to allow professional players (who often use "Magic Online" for testing) to ready for Pro Bout events (which usually happen two weeks afterward the release of a new fix) and to "increase cohesion" betwixt newspaper and online Magic.[17] Wizards of the Coast has since released more pre-Invasion cards online. In autumn of 2005, Mirage was released online, nine years subsequently its 1996 print release.[eighteen] This set was chosen as the primeval set usable on Magic Online because it was the first to be designed with both Express and Synthetic play in mind and the first to be intended as part of a three-gear up block. Additionally, Wizards unambiguously owns the rights to the artwork in Delusion cake, and Mirage block contains no ante cards (unlike Ice Historic period and Homelands). It has been confirmed that the eventual goal of the developers was to have every expansion set from Delusion onward available online.[19]

For cards released before Mirage, special MTGO-exclusive compilation sets chosen Masters Editions were created. These sets range in size from 195 to 269 cards. Well-nigh of the cards in a given set were previously unavailable on Magic Online. Exceptions are usually made to create enjoyable Masters Edition express environments or to brand specifically illustrated cards available online. The first Masters Edition was released on September 10, 2007, with Masters Edition Two following in 2008, Masters Edition III in 2009, and Masters Edition Four in early 2011. As of January 2011, Magic Online was missing about 800 cards from the pre-Delusion and Portal sets.[xx] Most of the missing cards exercise non impact normal gameplay, as many older cards have become outclassed, or functional reprints have been offered. Almost all other pre-Mirage cards ordinarily considered tournament worthy have been released online. The Ability Ix were to exist released in a set called "Vintage Masters", along with tournament-worthy cards featured in Conspiracy, which was available in a limited menses in June 2014.[21] The addition of Vintage (which as well replaced the alternative "Classic" format), made all sanctioned paper formats also available to be played on "Magic Online." In May 2015, a selected range of cards from Tempest block were re-released in a prepare called "Tempest Remastered".

The sets from Mirage to Invasion were released every few months from 2006 to 2011. In Apr 2006, Visions, the second ready of the Mirage Cake, was released online. The tertiary set, Weatherlight, was released on Dec 12, 2007.[19] The Tempest block has been released in its entirety. Stronghold went on sale on Apr 13, 2009, and Exodus was released on December vii, 2009. Of the Urza'southward cake Urza'southward Saga went on sale on March 29, 2010, Urza's Legacy followed in June, and Urza's Destiny was released on April 13, 2011. The Mercadian Masques block followed in Dec 2011. The Masques block was released in Booster Packs containing cards from all expansions of the block. After the release of the Mercadian Masques block, all of the cards from Mirage forwards are online, with the exception of several cards from the Portal sets.

Since the Amonkhet set in 2017, Online sets release in coherence of the paper counterpart'south prerelease event: the Online set up is bachelor and can be used in tournaments on the mean solar day of paper prerelease event.

Reception [edit]

The original Magic Online mostly met favorable reviews.[22] GameSpot named information technology a runner-up for its July 2002 "PC Game of the Month" award.[23] Version 2 of Magic Online was very similar to version 1 regarding the interface and functionality. Thus the issues of stability in the transition phase from version i to version two stood out in the perception of the public. Version 3, released in April 2008 was seen as a pace back graphically to version two, but by the end of its life it was highly regarded among Magic Online users. Version four was initially criticized while in beta, only has shown dramatic improvements from 2013 to 2014.[ citation needed ]

Reviews [edit]

  • Pyramid [24]

Parallels to newspaper Magic [edit]

All cards that enter circulation originate from sealed booster packs or other products bachelor through the Magic Online store; on Magic Online, these packs are represented as digital objects tied to a histrion'due south account.[25] Virtual packs are purchased from within the client at MSRP. Once purchased, packs may be opened, traded, or used every bit entry materials for events.

Foil cards are bachelor online. They are distinguished in their virtual form by a glossier appearance and an intermittent "shiny" animation.

Since 2009. Some of the major events in Magic Online winners would be invited to (paper format) Pro Tour events, Betwixt 2012 and 2017, the newly reformed Magic: The Gathering World Title had a slot exclusively for the winner of the annual championship of Magic Online.

Redemption [edit]

Wizards of the Coast allows collectors who have assembled a full prepare of digital cards from a single expansion to exchange them for a factory set of paper cards for a $25 fee (plus shipping and handling).[26] Regular cards and foil cards must be redeemed separately and cannot be mixed on a single redemption lodge. Each fix is eligible for a period of as much as iv years later on the online release. This program was initially created in gild to allay doubt and uncertainty over the investment into virtual cards.[4]

The redemption policy offers a medium of exchange between the digital menu market and the physical bill of fare market, though this is one-way merely every bit in that location is no mode to catechumen paper cards to digital cards. However, during Pax Commonwealth of australia in summertime 2013 Wizards of the Coast announced that "contrary redemption" (the ability to turn concrete, newspaper cards to the digital cards of "Magic Online") is a potential upcoming comeback to stay alee of increased competition in the digital card game market.[27]

In-game economy [edit]

The client software for Magic Online may exist downloaded for free from Wizards of the Coast'southward website, but to play the game, it is necessary to register an business relationship. Registration costs $9.99 and comes with a new account packet.[28] This package has 5 result tickets, 20 new player points (used to enter special, "phantom" events), 5 avatars, and over 650 common and uncommon cards.[29]

Users may trade cards, sealed packs, upshot tickets, and in-game avatars (which are released for special events as promotions) with other players through the "Classifieds," which acts as a searchable bulletin lath on which players mail purchase requests for sure cards, or notices of cards they own that are available for merchandise/sale.[ citation needed ]

In previous versions of Magic Online, other suggested methods of trading existed, only take since been abandoned in favor of the Classifieds, every bit the other methods were inefficient and prone to spam. A large number of the users posting offers to buy or sell are entrepreneurs with big collections looking to brand a profit by selling cards at their own websites in addition to their in-game trades. Technically any transfer of cards in the game is not considered a "sale" because, for legal reasons, the digital objects are not actually owned by the collector, simply rather Wizards of the Declension themselves.[25] This enormously simplifies transactions, as issues such as import/export laws, duties, and underage concerns are sidestepped. Wizards has currently shown "beneficial neglect" of players buying and selling digital objects for (legal) currency on the secondary market. Due to this fail, however, at that place can be problems with fraud, including non-delivery of paid-for product and false claims of not-delivery resulting in reversals of PayPal payments.

Economy [edit]

Outcome tickets human action equally a de facto unit of in-game currency; demand for them is sustained by the tens of thousands of tickets used upwards every day to pay for tournament entry. Every single ticket in the market was purchased from Wizards of the Declension for Us$1, offer a baseline. Since tickets can exist traded betwixt players and they take a roughly fixed value in dollars, prices for cards in the trading rooms are usually quoted in tickets. When sold for money on the secondary marketplace, a ticket is commonly worth slightly less than Us$1. Play Points were introduced to the game in 2015 and are a secondary in-game currency that are not tradable betwixt accounts.[thirty]

Magic Online allows players to use the same cards in multiple decks. Since the maximum number of copies of a card in a deck is usually iv (the major exceptions being basic lands), any duplicates of a carte beyond the 4th are unnecessary for deck building and can be traded off.

Due to the ease of trading abroad unwanted or extra cards, transaction costs on Magic Online are very depression. While in real-life, the money gained by finding a better price at a different store might not make upwards for the expense in checking the other store (gas, fourth dimension, attempt, etc.), it's simple and quick to search for other values of a card you'd similar to purchase or sell online. This ensures competition where all prices move quickly towards the market place cost.

One inefficiency that the market place does have is that since the ticket is the main unit of in-game currency, the bid–inquire spread on cards is finer fixed at one ticket. This makes buying and selling of cards apace somewhat inefficient; other effects are that cards which cost less than a ticket must be offered in bulk (or else every bit standard barters). In that location are at any given fourth dimension a big number of online 'bots', which are vendors who offer prices for buying and selling digital objects downwards to the hundredth of a ticket (maintaining a residue on account of fractional tickets for users where needed). Furthermore, in August 2009 the limit of cards immune per merchandise was raised from 32 to 75, assuasive much more flexibility. This limit was raised further in 2013 to allow for a maximum of 400 cards per merchandise.

Automated trading [edit]

Magic Online has accumulated a secondary market place composed of automated traders, which have become the most common style to obtain cards. These traders, known as "bots", are accounts running programs designed to trade cards at variable prices and qualities. A simple bot might be one that will buy whatsoever three rares for one ticket, and offer whatsoever two rares information technology has for a ticket. More complicated bots can maintain detailed cost lists and notice trends; for case, if many traders are selling one detail carte du jour, that is a clue that the bid cost is too high, and it should either stop buying that menu or automatically lower the price it bids for it. Lastly, some bots are designed to help advertise competing sellers' prices and requite users a full general sense of the values of cards they have.

Tournament effects on the market [edit]

Drafters and their recently acquired cards represent a master source of singles to the market. Winners in whatsoever tournament usually get balanced amounts of the packs used to enter; for example, someone who won iii packs in an Onslaught-Onslaught-Legions draft would receive 2 packs of Onslaught and ane pack of Legions. Conveniently, this is exactly what would be required to practise a similar outcome over again, along with a two ticket entry cost. For those non so lucky, or those needing tickets, they can sell singles from their opened packs to help defray the costs of the adjacent draft.

Some online tournament players fund their continued play past selling the packs they win as prizes and actress cards they open for tickets, which they so use to enter more than tournaments. While in that location may exist a very small number of successful players who are able to sustain their tournament play indefinitely this style (termed: "going space"), this amount of success is not the norm.

Shortages [edit]

When Magic Online launched in the summer of 2002, the electric current set of the time was late Odyssey block. Equally a result, the preceding Invasion block was only sold for a very short time on Magic Online. This brusk supply, combined with rising demand as Magic Online'south user base grew and the server became more stable, helped spike some early cards' prices. Hunt cards from these early sets demand much higher prices than their paper counterparts; popular rares sell on eBay for five to 10 times equally much as the physical version, and even commons tin can control a premium. Odyssey cake and 7th Edition also had a shorter than normal "print run", though not every bit extreme.

To annul the shortage of Invasion block cards, Wizards began offering Invasion cake packs as prizes in special tournaments in lieu of normal prizes.

Magic Online Title [edit]

The Magic Online Championship, formerly known as the Magic Online Globe Title, has been held each twelvemonth. Information technology was originally held in conjunction with the Magic: The Gathering World Title in 2009, but has been held as an independent event since 2012. The year in the result proper noun (for events since 2012) denotes the year in which players qualified; the event itself takes place the post-obit agenda year.

Eligibility [edit]

The 2009 tournament contained but 8 players: the winners of seven end-of-season championships and the Magic Online Player of the Year.[31] In 2010, the tournament was expanded to include 12 players: the winners of ten stop-of-season championships, the Magic Online Actor of the Yr and the winner of a terminal gamble qualifier.[32] The 2017 Magic Online Title featured the previous Magic Online Title winner, the finalists of four stop-of-season playoffs, the winner of eight opens, and the balance were filled by at-large slots until the result had 24 players.

Tournament Structure [edit]

The structure of the tournament has been altered over the years. It usually consists of three to iv different formats (which including at least one constructed format and one limited format) utilizing the Swiss with a playoff following a cut to the top ii or top 4 players.

Year Format used
2009 Standard, Archetype, Zendikar Booster Draft
2010 Standard, Extended, Masters Edition 4 Booster Typhoon
2011 Standard, Modern, Innistrad Booster Draft
2012 Standard, Gatecrash Sealed Deck, Cube Typhoon
2013 Standard, Modern, Theros-Born of the Gods Booster Draft, Cube Typhoon
2014 Standard, Modern, Vintage, Dragons of Tarkir-Fate Reforged Booster Draft
2015 Standard, Modern, Legacy, Shadows over Innistrad Booster Draft
2016 Standard, Kaladesh block Booster Draft
2017 Mod, Ixalan block Booster Typhoon

Prizes [edit]

The qualified players of each of the four seasons (finalists of each season's playoffs and winners of ii opens), along with beingness awarded an invitation to the annual Magic Online Title, win a variety of other prizes, including a premium foil set of every menu on Magic Online, booster parks and gardens and a half years ago when you take to go home for sale, and an invitation to the adjacent Magic: The Gathering Pro Tour.[33]

The annual championship issue, as of 2017, has a prize puddle of $200,000. The winner of the event takes habitation as much every bit $40,000, and each of the 24 participants is guaranteed a portion of the prize puddle.[33] The winner will additionally receive an invitation to the next Magic Online Championship, besides every bit Platinum Level in the Pro Players Club for a specific menses (roughly a yr).

Winners [edit]

Twelvemonth MTGO Name Name
2009 Anathik Finland Anssi Myllymäki
2010 Jabs Brazil Carlos Romão
2011 reiderrabbit United States Reid Duke
2012 Butakov Russia Dmitriy Butakov
2013 Malavi Denmark Lars Dam
2014 Lantto Sweden Magnus Lantto
2015 NielsieBoi Netherlands Niels Noorlander
2016 wrapter United States Josh Utter-Leyton
2017 Butakov Russia Dmitriy Butakov
2018 Schiapponetor Italy Mattia Oneto
2019 United States Michael Jacob[34]

Run into as well [edit]

  • Magic: The Gathering video games

References [edit]

  1. ^ "Magic: The Gathering Online Review". Retrieved May 27, 2009. What is most significant about Magic Online is its focus on the auction of collectible digital data. [...]. Each card is individually numbered using a secure encryption organization and stored remotely, and the online cards can be traded instantaneously and in a prophylactic style.
  2. ^ "Magic: The Gathering Online". MobyGames. Retrieved Jan 17, 2011.
  3. ^ "Magic Online Iii PC game" (Press release). Wizards of the Declension. Feb nine, 2007. Archived from the original on February 19, 2007. Retrieved April eight, 2007.
  4. ^ a b c d east Villoria, Gerald (September 5, 2007). "State of the Game Interview: Magic Online". GameSpy. IGN Entertainment. Retrieved November 19, 2007.
  5. ^ Tucker, Scott (June 2, 2006). "Bugged Out - The Failings of Magic Online". StarCityGames.com. Retrieved June 26, 2011.
  6. ^ MTGO Events & Formats. (n.d.). Retrieved June xx, 2020, from https://magic.wizards.com/en/mtgo/events
  7. ^ "Leagues : Wizards of the Coast". annal.ph. Feb 16, 2015. Retrieved November 12, 2021.
  8. ^ "The Waiting is the Hardest Part". MAGIC: THE GATHERING.
  9. ^ a b c d due east f thou h i j chiliad l Moher, Aiden (June 28, 2020). "Magic: The Gathering's digital history, from get-go build to end footstep". Venture Beat . Retrieved June 29, 2020.
  10. ^ Tait, Geordie (June 18, 2002). "The Daily Shot: What Y'all Need To Know Almost Magic Online". StarCityGames.com. Retrieved August 26, 2006.
  11. ^ Buehler, Randy (Baronial 29, 2003). "State of the Game". Wizards of the Coast. Retrieved August 26, 2006.
  12. ^ Ferraiolo, Jim (March 26, 2004). "The MODO Fiasco: Corporate Hubris and Magic Online". StarCityGames.com. Retrieved June 26, 2011.
  13. ^ Wollpert, Worth (Jan 29, 2008). "A Message from Worth Wollpert". Wizards of the Coast. Retrieved June 26, 2011.
  14. ^ Smith, Bennie (May 25, 2006). "MTGO 3 News, and More!". Wizards of the Coast. Retrieved June 26, 2011.
  15. ^ Wizards of the Declension (September 4, 2012). "Broad Beta for New Magic Online Client has Started!". Wizards of the Coast. Retrieved November 2, 2013.
  16. ^ Worth Wollpert (June 26, 2014). "Magic Online V3 Off Date and New Client Update". Wizards of the Declension. Retrieved September 7, 2014.
  17. ^ Ryan Spain (April 30, 2012). "Shrinking the Gap". Wizards.com. Retrieved Nov 2, 2013.
  18. ^ Bennie Smith (June xxx, 2005). "Really Actually Big News! No, Bigger Than That". Archived from the original on August 18, 2006. Retrieved August 25, 2006.
  19. ^ a b Chat with Justin Ziran [ dead link ]
  20. ^ Engelhard, Eric (Dec thirteen, 2010). "Looking at Primary'southward Edition 4, part two: What's It Isn't (What's left)". puremtgo.com. Retrieved January 17, 2011.
  21. ^ Jarrett, Play tricks (Oct 23, 2013). "Magic Online's Vintage Masters". wizards.com. Retrieved November 2, 2013.
  22. ^ "Magic: The Gathering Online — The Press Says". MobyGames. Retrieved January 17, 2011.
  23. ^ The Editors of GameSpot PC (August 3, 2002). "PC Game of the Calendar month, July 2002". GameSpot. Archived from the original on November 7, 2002.
  24. ^ "Pyramid: Pyramid Option: Magic: The Gathering Online".
  25. ^ a b Wizards of the Declension. "Terms of Service". Archived from the original on July 20, 2006. Retrieved August 25, 2006.
  26. ^ "REDEMPTION POLICIES - MAGIC ONLINE - PRODUCTS - GAME INFO". MAGIC: THE GATHERING.
  27. ^ "Reverse Redemption". community.wizards.com. July 23–24, 2013. Archived from the original on April 9, 2014. Retrieved April 9, 2014.
  28. ^ Wizards of the Coast. "What do I become with a new Magic: The Gathering Online business relationship?". Retrieved August 21, 2009.
  29. ^ "Your new Magic Online account includes everything y'all demand to go started". Wizards.com . Retrieved November ii, 2013.
  30. ^ Groothuis, Corbin (August 13, 2015). "The MTGO Play Point Economy". ChannelFireball - Magic: The Gathering Strategy, Singles, Cards, Decks . Retrieved November 12, 2021.
  31. ^ Gills, Mike (March 10, 2009). "Magic Online 2009 Title Series". Wizards of the Declension. Retrieved Nov twenty, 2011.
  32. ^ 2011 Magic Online Championship Series
  33. ^ a b Wizards of the Coast. "Inquiry: 2013 Magic Online Championship Serial". Retrieved April 30, 2006.
  34. ^ "2019 Magic Online Championship".

External links [edit]

  • Official website Edit this at Wikidata

Source: https://en.wikipedia.org/wiki/Magic:_The_Gathering_Online

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