How to Price Non-Playable Magic Cards

09 Sep
by Harvey McGuinness

Non-tournament legal Magic cards have existed for a while now, first debuting (in a mainline product) with the 1998 release of Unglued. The set was full of wacky and “illegal” designs that clashed with Magic’s rules and aesthetics, all encased in the newly-minted silver border. It also contained Magic’s first tokens, as well as the first full-art basic lands.

Fast forward to 2024, and Magic continues to experiment with the illegal design space. We’ve had two more full silver-border releases (Unhinged and Unstable), plus the partially-legal Unfinity expansion which marked the shift from silver border towards acorn stamps as the notation of illegality.

Outside of these Un-sets, however, Magic has also been slowly releasing illegal designs in other ways, most notably through Mystery Booster Cards and Mystery Booster 2. Each of these products contain playtest cards, designs which function much in the same way as their silver border predecessors.

So, with all of these non-tournament legal cards floating around Magic’s marketplace, how should we go about trying to understand their prices? The obvious question of “how good is this card” doesn’t really apply here, so what other questions should we be asking?

How Fun?

First off, it’s important to understand the audience for these cards: casual players. As such, the principal value at hand isn’t “how strong,” but rather “how fun.” Players won’t be competing with these cards; they’ll likely be cubing with them or jamming them in Commander decks. This is a weak card’s time to shine, and an absurdly powerful card’s time to be put away.

The question of fun is of course terribly subjective, but there are some key design flags we can look for in our evaluation of a card’s enjoyability. Among them is the oppressiveness of a card.

What I mean by oppressiveness is a card’s propensity to shut off opponents. In classic Magic, these are stax pieces like Stasis or Winter Orb. When it comes to silver border Magic, this is a much broader quality which extends into the overall play experience. Case in point, Unhinged’s mechanic Gotcha.

Gotcha reads as “Whenever [event] happens, you may say ‘Gotcha!’ If you do, return [CARDNAME] from your graveyard to your hand.” At face value, this isn’t a terribly problematic mechanic. The issue, however, is that it disincentives players from taking actions (or, in some cases, simply speaking) so as to avoid triggering the ability. This is a social dilemma which casual eagerly avoids, and as such makes otherwise innocuous cards oppressive. 

Oppressive cards in legal, competitive Magic have an audience - they have archetypes and the backing of a competitive subculture. Sometimes they’re simply optimal to play, and that drives their price. None of this is true of illegal, casual cards, and as such this quality is often a firm detriment to their price tags.

On the flip side, a positive quality for fun cards is randomness. Coin flips, dice rolls, all things of that sort. Why? Because casual Magic is based around spectacle, and the best spectacles usually involve an element of surprise. Think of rolling a 20 in Dungeons and Dragons, getting a critical hit in Pokémon, or topdecking the perfect card in a game of Magic. Experiences like these are sought after, and by including cards with a randomness element players are more likely to see these moments pop up in their games. 

This design philosophy is something which legal Magic has been experimenting with more and more in recent time – first with coin flips as early as Alpha Edition, and now with dice-rolling’s legal debut in Adventures in the Forgotten Realms.  

How Unique?

The second question to ask when evaluating the price of an illegal card is “how unique is this effect, in comparison to legal Magic cards.” 

In casual Magic, where the rules on card inclusion are flexible, players settle in to create their own play experiences based on an individual goal. This means that, when card curation is effect-focused, the barrier to play posed by a card’s illegality begins to fall away. For example, there’s no other card that does quite what X does, and it’s not likely that Wizards is going to print a black-border alternative any time soon. So, for players who want this effect, X is the only option.

How unique a card is usually flows into how fun it is, but this isn’t always the case. Cards can be totally unique and completely oppressive (I’m looking at you, Spell Counter), or a dime a dozen but fun nonetheless. So, it’s important not to mistake one for the other. What’s key about uniqueness, however, is that it funnels demand.

When cards have alternatives with similar effects, that means players can put their money elsewhere. That’s just basic economics. Fortunately for illegal cards, most of these are unique simply because of the design space in which they occupy. The only question is - how unique?

Indicate

Indicate is a playtest card from the Mystery Booster line of products which only has the text line “Target permanent.” This is funny and unique on its face, but when you really think about it there are myriad alternatives that get you almost there. Sylvan Paradise only targets creatures and costs one mana more, but if what you’re looking for is a cheap way to target something then it’s got you covered. X, on the other hand, has no alternative whatsoever – nothing comes close. So, demand for it is funneled to a single card, rather than spread across alternatives.

How Workable?

Finally, we come to the most speculative question, “how workable is this design.” This is an important question to consider because it hints at whether or not alternatives will be printed in the future, as well as how willing casual, but nonetheless silver-border skeptical, players will be to engage with it.

The first card that comes to mind here is The Cheese Stands Alone. Without looking at the broader pool of Magic cards, it’s nonetheless immediately clear that this card could be legal. It contains no blatant rules infractions, it doesn’t reference outside information or extra objects, but rather it’s a simple and straightforward Magic card that just happens to have a silver border.

Well, I’m here to tell you that nearly a decade later, The Cheese Stands Alone was functionally reprinted as Barren Glory. Same mana cost, (nearly) the same effect, all possible because The Cheese Stands Alone was completely workable within the rules of Magic.

This point is even more important to think about given the Commander Rules Committee’s recent project of classifying silver border cards based on their understanding of workability (which you can read more about here) so as to guide player use of illegal cards where warranted. With workability now at the front of public discussion, odds are more players are going to be thinking about how to incorporate illegal designs, not just if. 

Wrap Up

While the future of Un-sets may still be up in the air, two things are certain. Wizards will keep making non-tournament-legal designs, and players will keep on enjoying them. So, don’t ignore them when you watch the market – you never know which illegal card might be a casual all star. 

Further Reading:

How to Prepare for Standard Rotation in Magic

Harvey McGuinness
Harvey McGuinness

Harvey McGuinness is a student at Johns Hopkins University who has been playing Magic since the release of Return to Ravnica. After spending a few years in the Legacy arena bouncing between Miracles and other blue-white control shells, he now spends his time enjoying Magic through CEDH games and understanding the finance perspective. He also writes for the Commander's Herald.


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