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The Future of Digital Magic
This week Wizards of the Coast announced the launch of Alchemy, a new digital-only format for Magic Arena. Designed to exist in parallel with Standard, Alchemy "incorporates new-to-digital Magic alongside rebalanced Standard cards to create a fast, ever-evolving experience for our players." The key takeaways from Wizards' announcement on Alchemy are:
- An Ever-Evolving Play Mode
Build decks with Standard cards, new-to-digital cards, and rebalanced cards in a new MTG Arena play mode that evolves as fast as our players. - New-to-Digital Cards
Alchemy will launch with 63 new-to-digital Magic cards featuring mechanics designed specifically for digital play, and players can expect more new cards alongside every Standard set release. - Rebalanced Magic Cards
Alchemy features rebalanced versions of existing Standard cards to shake up the meta for digital play. Players can expect these regular changes to the format to create a dynamic play experience between Standard set releases.
There is quite a bit to unpack in these three bullet points. YouTuber CovertGoBlue does an excellent job breaking down the announcement, including answering some of the big FAQs in this video:
The Bright Side of Digital First
The biggest positive to having an "ever-evolving play mode" is that Alchemy will continuously feel like a fresh format. The Standard format, thanks to the thousands upon thousands of games played every day, becomes solved within weeks of each new set release. With months separating set releases, this is a long time to wait for new things to shake up the format, especially if the dominance of certain decks makes the format feel stale or repetitive.
By rebalancing monthly, and introducing new digital-only cards in tandem with each Standard release, Alchemy can remain a continuously refreshed and vibrant format, ideal for a digital platform like Magic Arena.
The Dark Side of Digital First
It is important to note that with this move to digital-first, cards that get nerfed or rebalanced in Alchemy will also be rebalanced in Historic as well. An important concern that CGB brings up in his video is that players will not receive any wildcard compensation for cards or decks that are made unviable via rebalancing. This has ramifications on both Alchemy and Historic.
If rebalancing makes a player's deck unviable, they will either have to build a new deck or play the weaker version of that deck until the format shifts again. The fear here is that rebalancing cards may force players to buy into new decks every month to stay competitive. If that's the case, the already exploitative nature of the Arena economy becomes virtually predatory.
Twitch streamer Amazonian, comparing Arena to Legends of Runeterra, summed up the issues with Arena's economy quite well on Twitter:

The cost of collecting wildcards to craft new decks on Arena is expensive. There's no other way to say it. Having to craft a new deck every month? That is the kind of cost barrier that can keep a large swath of players away from a format. How could Wizards transmute the Arena economy to ensure the success of Alchemy and the long-term health of the platform?
Restructuring the Arena Economy
Just looking at some of the top existing digital-only card games as a reference, there are numerous ways Wizards could reshape the Arena economy. Here are the three updates that I see having the most positive impact on players:
- Allow the purchase of wildcards through in-game currency
- Establish the ability to dust cards for gold or gems
- Introduce an exchange rate between gold and gems
Purchase of Wildcards Through In-game Currency
This is the change players have been requesting since virtually the beginning of Arena. The ability for players to buy the wildcards they need to craft decks would go a long way to ease any fears players have about the frequency of rebalancing, or the need to build new decks. The ability for players to purchase wild cards for immediate crafting would also lower the barrier for entry to the game, allowing players to jump right in and immediately be competitive without the need to assemble a massive collection. And for players who already have that size of a collection?
Ability To Dust Cards for Gold or Gems
This change would be a seismic shift for Arena. I honestly see the first change being more likely to happen than this. Dusting cards for in-game currency is common in many online card games. If you already have your set of four Thalia, Guardian of Thrabens from Historic Anthology 2, why would you want more copies of them from Innistrad: Crimson Vow? Dusting cards would allow players that have accrued extra copies of cards not covered by Arena's existing duplicate protection to ditch them in favor of in-game currency to spend on other cards or events as they choose. It would also allow cards players have no intention of playing to be turned into cards they want to play.
Some would argue that dusting cards is the equivalent of Wizards giving away free in-game currency, and they'd be right. I'd argue that it's a relatively minor thing in the grand scheme, and would only lead to increased player engagement. Wizards is stingy about the in-game currency they give away in their daily quests, never mind through a dusting ability. That's why even though this change might be highly requested, it's the change I see least likely to happen. A change I see much more likely is this third one.
An Exchange Rate Between Gold and Gems
Sometimes it happens that I'm shy of the gold or gems I need to enter an event. The ability to exchange currency, even at a lopsided rate, would make it easier to forge ahead. This would keep me engaged with the game. Without that ability, I'm much more likely to log off and wait for the cool-down to expire on my daily quests to earn the currency for the event. The convenience of being able to keep rolling might be tempting enough to keep me playing. I can imagine I'm not alone in this.
End Step
Even if Wizards makes no changes to the Arena economy, I imagine Alchemy will be successful. In-person paper play will always be my preferred way to play Magic. That said, I enjoy Arena and I'm excited to try this new format and for the future of digital Magic.
What do you think about Alchemy and the changes coming to Magic Arena? How would you want the Arena economy to be updated? Let me know in the comments and on Twitter.

way too nit-picky for my taste. Therefore, a deck needs 6 results to make Tier 3.
lone outlier last time but this time both UR Murktide and Hammer Time are being excluded. Every month I check for outliers and am sometimes surprised when I don't have any. I really thought Hammer Time and Murktide were outliers
hasn't been a Tiered deck in months. There has always been a pilot or two sticking to the old warhorse, but even in good months GDS has been at the bottom Tier 3. And yet it's surged into Tier 1, apparently all thanks to Death's Shadow comboing with Dress Down. More surprisingly, it was a very sudden surge. GDS didn't cross the Tier 3 threshold until (roughly) November 19. And I don't know why.
same core of Prismatic Ending, Wrenn and Six, Teferi, Time Raveler, Omnath, Locus of Creation, and Solitude. It's just a question of the support spells around the core, with Blink being more midrange. The
that consistently just squeaks into Top 32 the same weight as one that Top 8âs. Using a power ranking rewards good results and moves the winningest decks to the top of the pile and better reflects its metagame potential.
strength vs. popularity. Measuring deck strength is hard. There is no
And there's the main reason that Hammer Time and UR Murktide shouldn't be considered Tier 0: they're both under the baseline stat. Murktide is just below, which means it's effectively tied and thus performing in accordance with what I'd expect from a popular deck. Hammer Time slightly underperformed. That's a sign that Hammer is very popular online, but also very beatable. More than it's given credit for. Meanwhile, the best performing high-tier deck and thus the deck of November is UW Control. Nobody tell


I realize that everyone has complained about this already, but it's critical to keep up the pressure. There was no official coverage of MTG Las Vegas. At all. The closest thing was twitter updates from
Now, I don't entirely blame ChannelFireball for the lack of coverage. Commentators everywhere were complaining that lack of streaming or video coverage is unacceptable in 2021. And I understand where that's coming from given how omnipresent cameras and YouTube are today. However, I know from friends in filmmaking that professional setups are ruinously expensive. The equipment to pull off the coverage Wizards used for Grand Prix and Pro Tours cost thousands to purchase, the bandwidth isn't free, and there's also paying the broadcasters. But the silent killer is that all of that also needs to be insured. No matter how thoroughly everything is secured after every shoot, how organized the crew is, how vigilant the producers are, or aggressively threatened the interns are, equipment disappears every time a film crew films. And what doesn't disappear eventually breaks. Filming just isn't profitable.
And I'm not just annoyed about this in an "I want to know, feed my endless curiosity" way (though it certainly is a factor). From a data analytics perspective, a Top 8 means nothing in a vacuum. In Magic, any deck has the potential to win a given tournament. The odds depend heavily on the metagame and the deck's inherent strength, but luck and variance also play huge roles. Without additional data about the tournament, there's no way of knowing whether a player won because theirs was the best deck period, the best positioned, or the Random Number God simply chose them. This is annoying generally, but especially so in this case, as it was the first chance to see how paper Magic differs from MTGO in 18 months. But with only a Top 8, the whole event is a waste for research and analysis.
Titan is technically off-meta, though it put the most decks into Top 8. Only Jund Saga and 4-Color Control are expected meta decks. It is interesting that Scales was able to Top 8 despite all the splash damage from Hammer Time sideboarding.
Paper vs. Digital











