Magic The Gathering: Arena Economy Details

Magic The Gathering: Arena is taking the basic idea of the Magic The Gathering universe and taking it to the next level. The developers want everyone to be able to experience the game that card playing fans have enjoyed for years. Leaning how to get your hands on cards and getting rewards will be key for your success, something this breakdown, from the MTG/WOTC Game Designer Blog Chris Clay does very well.

MTG Arena Economy v1.0

There will be two in-game currencies forming the basis of the MTG Arena economy.

Both gold and gems can be used to unlock packs, events, and more. Gems will be available to purchase for players that want to bypass earning gold to speed up gameplay. While we anticipate offering some cosmetic items in-game that can only be purchased with gems, there won't be any gameplay content that can only be unlocked with real money.

Players can purchase gems during the Closed Beta. If you purchase gems during the Closed Beta and use those gems to purchase digital objects, they will be refunded to your account after each scheduled account wipe. We'll let you know when an account wipe is coming.

Then there are a few basic ways you can get cards in MTG Arena—in booster packs, Draft packs, individual card rewards, Wildcards, and The Vault.

We'll begin testing the system with the release of Rivals of Ixalan in MTG Arena in late January. At that time, the economy will include gold, Wildcards, The Vault, and win progressions, with gems and pricing coming later. The price of packs when using real-world money is still to be determined, but it will not be directly tied to real-world booster pack prices.

We won't be taking real-world money at this time as we test the free-to-play side of the game. That will come later, and we'll be sure to let you know when. But until then, let's talk about why we've designed this system the way we have.

Core Principles

This structure was designed with three principles in mind. Let's start with the first principle of MTG Arena's economy: Make our players' valuable time as fun as possible.

Every free-to-play game uses time as its basic currency. Too often, however, that time is designed to be a grind, an obstacle players have to push through to get value out of the game. We wanted players to truly enjoy their play time and look forward to coming back again. We designed the game, and the economy, to deliver that.

Now that you know your time will be well spent, let's talk about the second principle of MTG Arena's economy: Players need a variety of cards to have the most fun, so reward them with as many as possible. One of Magic's unique strengths is its depth, and that depth comes directly from the vast variety of cards we create each year. The countless combinations this provides have let designers and players alike create rules variants and even entirely new games. We want to make sure players have lots of cards so that we can take advantage of this breadth as the game grows.

While it's great to collect many cards, its clearly better to collect the cards you want. That's where our third principle comes in: Make sure players can get the specific cards they want.

In tabletop Magic, players can collect certain cards by trading for them. We discussed trading at length and concluded that for digital we could create a better experience if we gave players a different way to collect the cards they want. This is where we believe Wildcards and The Vault make it easier to collect the specific cards you want. Because you'll receive regular opportunities to receive Wildcards or crack open The Vault, collecting specific cards becomes much more attainable.

We also want to make sure that you get the Wildcards you need over time, so we're testing out a pseudo-random system that increases your chances to open a Wildcard of a given rarity every time you don't open one.