This is an initiative in partnership with Wizards of the Coast.

As we were discussing Street Fighter cards from Magic: The Gathering’s Secret Lair last week, I couldn’t help but think of another text from our Magic Chronicles that made me want to know more.

In one of the many Magic oddities we’ve shared in the past, we’ve collected a few cards designed by video game developers, and since I’ve brought the best of both of these great hobbies together, sooner or later I’ve wanted to pause and be more specific look at her.

Well, that day has come. Below are all of the cards that resulted from the collaboration between Magic: The Gathering and a good handful of video game designers who were encouraged to create their own Magic cards.

Magic cards created by video game designers

Brian Fargo: Bard’s Tale, Wasteland and Fallout

What was born as the idea of ​​Un-Set – Fargo wanted a bard that would force the player who had it in his possession to sing, and each time he jumped from one player to another the song had to be longer than the previous one – turned out to be a very worthy card that could sing and summon creatures depending on how long their song on the counters was based on it.

David Sirlin: Super Street Fighter II Turbo HD Remix

Sirlin’s idea, stemming from his own work, was to focus on how to read your opponent’s moves, which ultimately became a form of gambling, playing cards without paying their mana cost when your opponent didn’t hit if the card cost more or less than four. A very good idea, also complemented by a flying bug that can tear you to pieces.

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Brad Muir: Massive Chalice

With Commander in mind, Double Fine’s designer made it his mission to hunt down seeker abusers in the deck with a devastating Commander for this strategy: Every time someone searches their library, they lose 10 health and should sacrifice a creature. Without thinking.

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Justin Gary: Ascension: Chronicles of the Godslayer

Not only is he the only designer to come out of game development for another card game, Gary also appears to be a great Magic player with a Pro Tour under his belt. Normal that he could find the key to a card like this, with the right dose of perk and risk to create a perfect mechanic: an enchantment that lets you summon 1/1 creatures and lets you sacrifice creatures, to reverse them into indestructible.

Isaiah Cartwright: Guild Wars 2

In a way, this was the card that encouraged Magic’s designers to tinker with exile more. Until then, the idea of ​​really changing exile hadn’t been considered, and since then it’s just another practice in game mechanics. It’s not the designer’s original idea, but it’s pretty close: getting +2/+2 every time an opponent exiles a card.

Mike Neumann: Borderlands

Probably one of my favorite cards on the list, although I’m not a huge fan of blue. The key is that the suit has been forced quite a bit and its mechanics modified to tie it to card drawing. A card drawn, a +1/+1 counter on the creature. When it dies, all of those tokens become 1/1 creatures.

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Richard Garriot: Last

By far the most iconic designer on the entire list. He wanted a shield that could withstand anything thrown at it until at a certain point it shattered, damaging the artifact’s owner. The last map is far from it, but at least the idea of ​​being able to have a shield in which the player controls the amount of damage to stop it stuck.

Edmund McMillen: The Bonding of Isaac and Super Meat Boy

Backed by a very aggressive style, the legendary creator wanted to find a card to play even in his aggro decks. One that grew quickly and could be sacrificed to benefit from the work that was put into it. In the end they found that this creature was able to get +1/+1 and get rid of those counters as damage to enemy creatures.

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Rob Pardo: World of Warcraft

From the lead designer of World of Warcraft comes another excellent map that required some tweaks to make it pass. The idea of ​​an invincible assassin that becomes vulnerable on attack is already awesome, but by adding first strike and deathtouch, they turned a mere 2/1 into a card capable of terror.

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Stone Librande: Riot Games, Diablo 3, SimCity

From the hand of Riot Games’ lead designer came a very original map to Wizards of the Coast. A goblin capable of laying mines and damaging opponents, but at risk of dying from the damage done by the mine itself.

The original idea was a little different, but to balance her potential they decided to let her build a mine at the start of your turn and sacrifice her at the risk of being able to do 2 damage to the Goblin depending on what’s on a came coin toss.

Markus Perrson: Minecraft

Another great card that could have resulted in devastating combos with its original idea, but thankfully they’ve narrowed it down quite a bit. An enchantment that causes you to be unable to play cards while allowing you to sacrifice a land to draw two cards. They added the tag once per round so you don’t fill up your hand with cards.

James Ernest: Cheap games

From the creator of the alternate version of Cluedo, Kill Doctor Lucky – instead of gathering information, you gather weapons and must invent the perfect assassination to escape unscathed – this board game designer has come up with a fun idea. A hot soup that makes it impossible for opponents to block you, but if you take damage and spill the soup on yourself, your creature will be destroyed.

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George Fan: Plants vs. Zombies

From the creator of the legendary Plants vs. Zombies comes this special tribute to his most famous game. The idea of ​​this Hydra is that it can get as many +1/+1 as you pay for counters, and you can also look at the same number of cards in your library and play the card with that number of counters or fewer. Twisted, yes, but very effective.

Mike Krahulik and Jerry Hokins: PAX

We close with the creators of Penny Arcade and their special artifact. A great idea and excellent use of the duality between risk and reward, allowing one of your creatures to enjoy +2/+0, vigilance, and the ability to draw an extra card each turn. Of course, if the opponent kills that creature, he keeps the artifact. The number of rounds that can be dealt in a single game.