Gunnarson's Bag
Tuesday, March 3, 2026
The Second Sin Revisited: 'Banding'
Tuesday, December 2, 2025
The wonderfully weird history of Magic: the Gathering comics.
Magic: the Gathering and comics have had an intertwined history since it's earliest days. Comics artists Kaja and Phil Foglio have been around since Magic's first expansion into the game, and early issues of The Duelist featured a comic called Mezlok's Challenge, a comic drawn and written by Magic's own Mark Poole.
Recently, a new comic line published by Dark Horse comics has started, and when I saw that, it made me chuckle. Dark Horse had an entirely different comic line through Magic almost thirty years ago, and that made me think, just how expansive Magic's history in both western comics and in Japanese Manga actually is.
This is nothing new of course. Early on, it was decided that Magic should also try to exist as a IP, and in the early 90's, comics were very much part of the cultural zeitgeist. Yet, thirty years later, were that zeitgeist has ebb and flowed, why does Magic still get comics? Why is this a hill that keeps happening. Is it the natural artistic medium of the TCG compliment the artistic medium of comics? Is it a care about the lore behind the cards?
Mezlok's Challenge
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| Looking at those top 3. |
Published by WotC in The Duelist issues #2 and #3, Mezlok's Challenge is as far as I can tell the very first MTG comic ever printed and colored. Tagged as a graphic novel, it only has two installments, and ends with the proverbial Mezlok crossing the literary threshold. Unfortunately, there wasn't a third installment in Duelist #4, and as such, very little to be written about this, other than it's the first, and its style is clearly early Mark Poole.
Armada Comics
Most of my usual readers will be familiar with the 90's Armada comics. Armada was a subdivision of Acclaim Comics, which in itself was a subdivision of Acclaim Entertainment, a video game company. A year prior, they had acquired the failing Valiant Comics, and immediately started attempting to diversify.
The Magic: the Gathering line was ambitious, and while only in print for two years, releasing 34 comics, and an art book between the summer of 1995 to the fall of 1996. Several comics were in various degrees of finished when the company was abruptly closed.
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| Dakkon Blackblade poster |
Most of these comics were your typical paper backs of the day, 20 pages, ads and interviews/recaps in the back. However, a few of these were 'premium' comics, often containing thick wax pages, much higher caliber of art (though all of the art was pretty good in the comics). Some of these pieces the artist was advertised just as heavy as the comics themselves. Fallen Angel advertised original art from Richard Kane-Ferguson and Rebecca Guay drew both Homelands and Serra Angel in its entirety.
These comics often came with additional swag. Booster packs, promo cards, individual cards, tokens and counters, and even a few, small posters.
The stories it told were just as varied. Touching from legends in the card game, to stories that would tie into larger arc's, to original one shots. This all culminated into the Acclaim video game "The Battlemage", but then nothing. A rather tragic end to something so ambitious (and gorgeous).
Gerrard's Quest
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| 1 of 4 |
A miniseries by Dark Horse comics that ran from March to June These comics were drawn by Pop Mahn and Mark Harrison. It was written by the prestigious Mike Grell. It follows the early parts of the Tempest story line. It was clearly designed with four issues in mind, but this issue would have any follow ups, and outside of a comic in Japan, and a few comics in The Duelist/Topdeck, no comics would exist for the next decade.
Urza/Mishra Manga
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| Urza, Mishra, and Tocasia. |
This manga is a reimagining of the Brothers War in a manga style. It is VERY manga, and it's very interesting for its context. I've actually read this one, but I can't find it at this time. It's definitely very interesting, and at least one fanlation exists of this manga.
"Kev Walker" comics
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| Masques comic. |
Kevin Walker drew several small comics that tied into sets being released with the Masques block. They are short, but very good looking, and were published in Duelist/Topdeck Magazine. He also drew some of the art for the flash scenes for "MagicInvasion.com" They are easy to digest, and are gorgeous. Definitely worth reading.
Path of the Planeswalker webcomics
A series of webcomics hosted on MagictheGathering.com. These told the stories of the Brady era planeswalkers, and tied both into the novels and sets that were released at that time. Some of these webcomics were printed in the Books "Path of the Planeswalker 1 & 2" while others are left to internet archives and old cache's that somehow have survived the purge.
Two omnibuses called Path of the Planeswalkers 1&2 were made. Oddly enough, this is one of the few comics that had a direct product related to it. The original Dual Deck: Jace vs Chandra was directly a reference to the original series of the comic, which had Jace hunting Chandra for a scroll Chandra had stolen. It was pretty cool.
Honestly these were some of my favorite comics, and I think WotC discontinuing them is one of thier greatest mistakes when it comes to the lore.
The Purifying Flame Manga
Drawn by Yoshino Himori, The Purifying Flame was a one-shot retelling of the story, in manga style, published by Dengeki-Maoh magazine in February of 2010. Not much else to say about this one, as I've never read it, and the original MTG link to it is long since dead.
IDW Comics
After Armada, the IDW (Idea & Design Works) Comics are the most famous. The original series of them starred an original character named Dack Fayden, a planeswalking thief with a tragic back story of survival, and his ultimate need for revenge. The stories followed this dashing rogue as he traveled through many of Magic's more modern planes, including Theros, Innistrad, and of course, Ravnica.
Each of the Dack comics came with an alternative art promo card of the comic's primary cover. These included some powerful cards, including Acquire, High Tide, Arrest, and Turnabout. These were a good way to get people to initially notice the comics, since media promos were always popular. Dack also got the pleasure of appearing on an official Magic: the Gathering card.
IDW did an additional small series called Chandra, which was about the named planeswalker and her conflict with Tibalt. It was written as a lure to try and get people into Magic: The Gathering, with a much simpler story than Dacks. These comics didn't come with a promo card unfortunately.
These comics, are both rather well written, and very much well drawn. Officially they are current canon, and until something happens that makes them noncanon, they will continue to do so.
Boom! Studios comics
Boom! Studios published a series of Magic: the Gathering comics from 2021-2023. Unlike all the previous comics mentioned, these aren't reimagining or stories along the comics. Instead, Boom went in their own direction, using the characters mentioned in their own ways. The comics read more like Marvel super hero flare, with lots of colorful beams, big collaborations and team work.
I did try to read these, but they didn't hold my attention very long sadly.
Wednesday, July 2, 2025
The First Sin revisited: The Reserve List Policy.
In it, I talked about the nature of the RLP, why it happened, and the nature of its existence in the game. In the seven years since I wrote that initial article, a large number of things have changed.
One of the first ones was that MOST of the cards originally printed in Alpha was reprinted in a special edition set called Magic 30, to celebrate the 30th anniversary of the set. Not only were all the artists not informed of this, but there was talk of legal action. This is hardly the only controversy involving the set. From removal not only of cards, but of flavor text, the facts cards were giving away for free when they didn't immediately sell out, to even art crops being bad, the set wasn't just controversial, it was outright bad, and hardly justified the 1,000 dollar price tag the packs asked for. While not entirely against WotC policy, it did skate the line really hard, hardly the first policy they've reneged on however (more of that below).
Since Covid, there has been an exponentially increasing acceptance of proxies. While I personally still dislike proxies, and refuse in almost all cases to use them, I cannot fight the tide for everyone. Proxies are unfortunately here to stay, and I on some level can sympathize with those that do, as card quality has gone to beyond shit. I've even seen at least one Old School tournament that allowed the use of proxies, something that would have been unheard of in 2018.
WotC has worn a lot of goodwill from the player base. One of the most controversial things was them sending Pinkertons to a man's house who had gotten his hands on some product early.
Sharks have become a major force. While the creepy 'investor' was always there in the back of the store, it has gone main stream, and while a much bigger problem in Pokemon, it does exist in MTG. Nothing is as funny, and as embarrassing, as watching a clout chaser and a boomer who failed at life get into a literal fight over children's cardboard so they both can hope to get the shiny one, the clout chaser for clicks, the boomer for money so the bank doesn't take his house.
Wizards of the Coast (WotC) has started selling products directly to the consumer, capitalizing largely on FOMO and limited availability. They've also since 2018 removed MSRP, but than, brought it back.
So back to the original point. In the original post I actually defended WotC decision, concluding it was a reasonable and logical knee jerk decision, but one that wasn't entirely thought out, and as with all policies, one that has been changed numerous times. Since then, every policy Wizards has ever had in regard to Magic has been changed, this list includes:
- Promo Exclusives (Nalanthi Dragon controversy which left them promising that all promo's would be reprints of existing cards).
- The policy of not crossing Magic with their own in house IP's, most notably in the west Dungeons and Dragons (D&D), which they've done on both ends, with MTG getting two D&D sets, and every plane getting a setting in D&D 5th.
- The promise that Mirrodin would be the most "sci-fi" setting. Though I can't find anything on that now, I do remember reading it at the time. Though I'll also put this in the maybe section. "To be clear, it’s the science fiction end of the spectrum of fantasy. It’s as science fiction-y as we let Magic’s fantasy get."--Mark Rosewater, Blogatog
The Seven Unforgivable Sins of Wizards of the Coast, revisited.
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| Me looking at MTG in 2025 |
Seven years ago, I started a series of articles called "The Seven Unforgivable Sins of Wizards of the Coast". At the time, the blog was new and was entirely based on card/deck reviews. A part of me wanted something more though, than just my thoughts on Bog Imps and Pikemen.
I started the series with what I felt were, in chronological order, sins WotC had committed primarily about Magic: the Gathering (MTG) and its resulting fallout.
At the time I featured a great deal of sources, quotes, and articles. A lot has changed since 2018, the massive archive of articles on Magicthegathering.com is gone, gatherer comments are gone, a great deal of reddit like and MTGSalvation.com threads are gone. The Internet is in its book burning phase for the sake of saving money, and it sucks.
I will take each sin, link it to the original article, give a basic overview of my point from seven years ago, and then talk about how much that has changed, for better or for worse.
I will try to source articles when I can, and I will, as said, certainly like the original article I wrote.
Naturally, this will take time, but I'm hoping to have the series finished by the end of the summer.
Original article: Gunnarson's Bag: The Seven unforgiveable sins of WotC
Thursday, March 13, 2025
EDH and me, A tale of suspense and intrigue
Saturday, January 25, 2025
Format Review: Four Horsemen.
Formats change the way we play Magic. Every time a set is added, or removed from a format, they game changes. I often like to say how much different each OS Format is, because of the different banlists and how they need to be played because of this.
In this new series, I wish to explore the extremely wide and varied formats that litter retro Magic: the Gathering. Whether it be Fallen Empires, A40, 9340, 95, Scryings, Middle School, ect. I wish to explore them all over the course of the year, giving my honest, unbiased opinion on each of them.
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| As of writing the current ban list, and potential prizes to the top 8. As well as contact info. |
Legality: Four Horsemen is a format consisting of the infamous 'Four Horsemen' sets of Old School, which are Arabian Nights, Antiquities, Legends, and The Dark. In addition to the cards legal to these sets, basic lands and the Limited Edition Duals are legal in the set as well.
The set allows proxies, and all reprints, and over the course of several years has had a dynamic ban list, with a number of problematic cards being banned slowly over it. The format is mostly stable now, though a recent restriction to Sylvan Library and Dark Heart of the Woods shows the committee is willing to put a damper on long term strategies.
There was something nice about the proverbial 'Wild West Days' when the banlist was only ante cards, however 5 hour games get boring fast.
The Rules use modern MTG rules with the exception of mana burn. Falling Star has special errata common in other retro formats.
Currently on its 18th tournament, there have been variants, including pauper, "Legends Spice", and Highlander to mix up the mixture up the otherwise tedium of the format and keep it exciting. These are often done to a vote.
The Good
Prize Support: Not just for bragging rights, prize support has been given out to tournament winners in the past. This includes Tokens with art from Ken Meyer Jr, playmats, custom made proxies by John Ekleberry, and I even got an art book and poster for winning the Spice Award one time (though what deck won the spice award I forget).
Community: The community is rather small, as is with most of these niche formats, so it's very (sometimes I'd say to) relaxed. Though, you are expected to play with tournament decorum, since these are tournaments. There is currently a dedicated Website, Facebook, YouTube page, and discord.
Deck options: There is a surprising number of deck building options despite its relatively small card pool, and the four classical archetypes all have decks that can be built and played. For combo you have Land Tax, control has stax and tempo strategies, aggro has a number of decks, and midrange include Ernham/burnem, suicide black, and blue skies.
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| My current deck for tournament 18. A 4 color midrange build. |
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| Tron deck, older, but after Strip and Mine restricted. Still has multiple Factories. |
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| "They Might be Giants" a red \white experimentation of banding. |
The Bad
Enchantments are extremely powerful in the format. In fact, you need to build around the fact that options for removal are limited. While The Abyss can be answered to with other Enchant worlds, few options exist for destroying other global enchantments. Presence of the Master and Desert Twister infact are the only generic hard removal for them. Remember this when designing the deck.
Removal: Very few instant speed removal exists in the format. While I do enjoy this, if you're coming in from a faster format like Old School proper, it can be a big adjustment. This however, does inspire creativity, which I feel is a net positive in the long run.
The Ugly
Creatures: While many good creatures exist in the format, there is an extremely wide variety of just unplayable ones. While this is true in almost every retro format, giving the smaller card pool and lack of core set it becomes more noticable when designing a deck. Most of these however, are from Legends, which luckily, is easy to overlook.
Simplicity: No text change effects exist in the format, nor (with the exception of Blood Moon) are there ways to change land types. One of my favorite casual strategies is gone with the wind, but alas, I live with it.
Set Hosers: The Set Hosers are banned (City in a Bottle, Golgothian Sylex, and Arena of the Ancients). I always felt they added an interesting dynamic to both this, and old school, but for the health of the format, they are banned.
Links: Website - https://www.fourhorsemenmagic.com/ YouTube - https://www.youtube.com/@4HMOSMTG/?sub_confirmation=1 Facebook - https://www.facebook.com/groups/fourhorsemenmtg Discord - https://discord.gg/wyXFHtgsar Instagram - https://www.instagram.com/fourhorsemenmtg/ Etsy - https://thefourhorsemenshop.etsy.com/Saturday, June 1, 2024
A handful of Arabian Nights (deck profile)
"The more one has, the more one wants"--The Arabian Nights Entertainments
When developing decks for Four Horsemen, I usually go off the beaten path to develop a deck built around a central concept or theme. While some of these are mechanical themes in nature, others are entirely thematic. This one runs a gambit between the two.
While thinking of what I could do, the thought "What if I build a deck using only cards from one expansion?" I quickly decided I would do Arabian Nights, as that the stereotypical 'strongest set in Old School', decided (or more didn't have time to make good proxies) I would only use cards I owned, though reprints weren't off the table.
With this, I set off on an adventure into making the deck, settling on a 4 color midrange deck.
Theres a surprisingly strong number of creatures in the deck. Erg Raiders and Serendib Efreet came into play as early aggressive beaters with Unstable Mutation. Erhnam and Serendib Djinn make for some strong midrange decks. Oubliette, Witches, Desert, and to a lesser extend Abu make for decent removal (I dont think I ever played Alladin's Ring). Finally Wyluli Wolf, Island of Wak-Wak, Oasis, and War Elephant make for decent creature support.
The strongest aspects of the deck, was how aggressive it was. It hit strong and fast but had little in the late game. Even without possession of Juzam, the deck was surprisingly good in the early game. However, when it petered out, as it had a tendency to do, it had no late game. Between the drawbacks of creature's in the deck, I was often killing myself as quickly as my opponent.
Due to the simplicity of the deck, I won't do the usual good/bad/ugly with this deck, but I will mention a few stand outs:
Island of Wak-Wak was an all star, but everyone already knows this.
Oasis: The fact this land can't tap for mana hurts it so much, but preventing one damage is surprisingly short.
Erg Raiders is surprisingly underrated. I should do a review on it.
Serendib Djinn is so strong, but so dangerous.
All in all, I'll give the deck a 3/5. Maybe I'll try to build it again with full proxies. Utilizing Ruhk Egg with Diamond Valley sounds too spicy not to try, and well draw backs cost me life, which turns it around.























