Magic: the Gathering

Multiplayer:Yes, online only
AI:Yes, lots!
Universal App:No
Purchase for iPhone:None available. Buy an iPad now!
Purchase for iPad:

Price: Free
User rating:
GD Star Rating
Magic: the Gathering, 7.2 out of 10 based on 171 ratings

It’s rather difficult to provide an in depth treatment of Magic: the Gathering on iPad. It’s a game that has been around for (almost) 15 years. Personally, I still have one or two cards of the original Legend series out of my 4th edition deck. I stopped playing magic probably in the late 90s, as it’s always felt too much like an arms race for me. There’s that sense that unless you invest in the game, you can’t really expect to compete. It’s a brilliant marketing strategy (which is why it’s effectively defined the genre), but not always the most accessible game.

Magic is less of a game and more of an institution. I think the thing that I appreciate most about what it has created is it’s epic-scale of world building. Wizards of the Coast has a gallery of intriguing artwork of scenes, creatures, and beings that give life to many shades of the world. Additionally, they have a number of stories and side notes. Though they probably won’t rate up there with the literary giants, it’s amazing to see a game world produce stories!


Really… do I have to tell you how magic works? If you’re visiting this website, there is a damn good chance that the next few paragraphs are superfluous. Knowledge about Magic: the Gathering tends to be so highly saturated throughout the gaming community that most people learn it by osmosis. Seriously, place a deck under your pillow and you’ll wake up with visions and haunting voices.

So, um, the basics then? You are a mage, affiliated with one of five colours (which are short hands for themes of types of magic). Green is nature and growth, red is fire and destruction, blue is water and illusions, black is cake and death and more death, and white is protection and healing.
Want to know what type of wizard you are? I have this handy dandy link that will walk through through a typecasting experience quicker than the sorting hat.

Your objective is to blast away your enemies with a variety of spells, creatures, enchantments, and artefacts. You have a deck of cards (your library) from which you draw new cards, you have a graveyard for discarded cards and defeated monsters.

Effectively, each turn you have options around attacking your opponents with creatures that you’ve summoned in the hopes they get past their defences and deal damage. This is where most of the damage tends to occur, and there tends to be a bit of a balance between getting your creatures out there and making sure you have enough stuff to defend yourself. Creatures can have various effects like ‘flying’ (can only be blocked under certain conditions), ‘trample’ (leftover damage carries over), and more. Creatures may also have non-generic effects with their particular rules written on the card for you (convenient!).

Beyond that, you can have sorcery (single-use effects you can cast during your turn), instants (single-use effects that can be cast almost anytime, and I damn well remember interrupts), and enchantments (standing-effects that can be cast during your turn); more recently auras are a type of enchantment that can affect creatures etc.

Outside of that you have land cards, which are your sources of mana (magic points). Anyone who has played Magic long enough knows the wonderful art of getting the right balance between mana and spells/creatures. Too few mana cards and you get mana screw… lots of interesting effects but no mojo to bring them into play, mana flood being lots of magic and nothing to cast, and colour screw being the wrong kind of colour. For a more in depth strategic overview on this issue, look here.


The above mentioned complexity is one of the reasons I don’t really play Magic anymore. I’ve stated before that one of the keys to understanding a game is that cards and pieces are symbols of rules. They are excellent shorthands for a complex idea that we have to comprehend to play the game. When a rule is so unique that it needs to be stated in prose on a card, and is also subject to interpretation you pave the way to rules lawyering being an integral part of the game. It is my personal experience, and one shared by a variety of people, that the depth and complexity around the interpretation of this game is itself a barrier to its enjoyment. I have generally found that people either get into this groove and absorb those rules relatively well, or just get flustered by it (and help you if you’re the later and at a tournament). Naturally, rules-intense games tends to attract a niche in our geekish communities, but will likely be a barrier to the broader audience. You will note that the earlier link on mana was part of a broader website that is effectively an academy to become a good magic player. That’s a gauntlet thrown right there, you have to study to have fun. It works for some, but not for all.

All of that digression is really to unpack a concern that I’ve raised previously (in Nightfall and in my interview with UNSW) about the translation effectiveness of card games onto the iPad. The size of the writing on the cards means that you’re more than likely going to need to zoom in on cards, and this comes at the cost of being able to observe the entire field of game play. I think this will mean that fans of Magic will just slip into a new mode of play without much thought. The cards are already familiar to them, the unique (and not so unique) tricks are on a checklist.

On the other hand, the digital medium is probably going to open the game up to people who have been vaguely curious about the whole affair but not really inclined to throw money at physical cards. A decent collection of magic cards is a library in its own right. So the ultimate question of whether this will make the entire game accessible to more casual players of magic will be a compromise of the lowered cost and resource dependency against the implicit barriers of this game to new players. I think this division will catalyse players into a like it or hate it grouping, but generally bring in more people interested to the game.

Oh yeah, about that implementation. Look, Stainless Steel games had Wizards of the Coast behind them (which ultimately means Hasbro). It’s got the money behind it to make it an excellent implementation. Lavish graphics, engaging sounds, smooth user interface, animations, voice overs and the works. There is a back bone of multiplayer support, and amazing levels of support detail for each card. They are obviously going out of their way to break down as many of those rules barriers are humanly possible. The tutorial is slick, and takes you through step by step.

The game is free to start with, so you can discover all of these things yourself. The premium content pack is a bit steep for an iPad app. One of the things that I did discover playing through is that not all the user interface options are as intuitive as they should be. There are delays and false starts, and little hiccoughs along the way; I found the game crashed several times. Fortunately, if you’re like me and you don’t have the patience for each individual animation and close up you can modify the settings to turn that around.


9/10: Lots of polish, an industry favourite game, but too many barriers to make it 10/10.

There are 19 comments

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  1. soaring

    This is the best things I could have for iPad.. actaully I dreamed about that long.. next thing Warhammer Fantasy Battle turn based (or the way Dark Omen style)..

  2. Gameboard

    Very good game but with major technical problems on iPad1 (4 players games is unplayable not only very slow but this has many crashes and loses all progress in game)…Also there isn’t universal support (only iPad) not support Bluetooth multiplayer with two devices….Verdict : This game will be better….

  3. Jeffrey

    Too slow, even with combat animations turned off. Selection of targets for spells can be awkward (particularly when cycling through choices), sometimes resulting in an undesired result.

    Otherwise, fantastic. 8/10

  4. Someguy

    I don’t like it. If you have little MTG experience the interface is annoying. MTG Online is still way way way better. Faster, more control and more flexibility (God I Love F6 key in MTGO). Too bad the client is so out dated.

  5. Boardgameplayer

    I’m very disapointed. After buying the game for a bit too steep a cost, still very little is unlocked. I don’t want to spend hours and hours, before I can choose which cards I want to add or remove from a deck. And I certainly don’t want to pay another 0,79€, which they asked me for. I would like an option to unlock all decks for impatient people like myself, without paying extra.
    Other than that the game is too slow. I tried to play two headed giant with three AI players, but had to quit, because it just took too long.

  6. EvilPixy

    I have a limited experience with MTG (started with M12) so when I bought this game to my iPad I wasn’t sure if I would like it. Now that I’ve purchased the app I can honestly say that it is one of the best games I’ve played on this device. 
    Ok, it has some limitations, but on the whole it’s extremely good! The setup, different types of trials, multiplayer, customisable decks, the different campaigns and finally – correct rules!
    Sure, the game is a bit slow, but that’s the fun of it. When you play the same game on a regulat table, you’re normally not finished within 5 min. Let the game take its time and enjoy the moment. Most tactics needs some thinking before you put your masterplan in motion. 
    This is neither, hack n’ slash Diablo 3, nor slow management Civilization – this is Magic!

  7. ajlynk

    am i insane or is there no way to customize these decks with all the cards you unlocked? it seems that you can only make a mono colored lame deck and is completely against my idea of magic at where deck making was all the fun.

    • Boardgameplayer

      @ajlynk I have the same problem with this game. Some time ago wen I used to play MtG, most of my time went into deck building. In this game it’s so restricted that it is only a very small part of the game. And that’s a shame.

  8. Benbos

    Sluggish and slow. After playing it for several hours I still did NOT found out how to add mana to boost attacks….

    Which means I never played a real game as the help and interface did not allow me to boost my attacks.

    Like some said: at this price you should be able to unlock at least multi colored decks and far more cards.

    I am NOT. Gonna pay again and again for single colored decks. If IPad card games learned me one thing … I am not gping to pay dozens of dollars for pixeled cards tgat can not be redeemed into RL cards.

    Certainly not within a game that will kast exactly one year.

    I feel scamped. 4/10.

    • EvilPixy

      If you follow the “correct” rules – using mana to boost the attack can be done in the main phase. Just press the hourglass, do the boost and attack!

  9. leonardodeseta

    Awesome game finally on iPad. The UI is very well done, it feels so natural to use a touch interface to play the cards. Multiplayer works great, and there are always people available to play a match. The decks are quite balanced, although almost all decks are mono-color (expect future paid DLC that add more complex decks). Great app, great game.

  10. Rubeus

    I don´t like this kind of games, but this is very well done. Artistically, it´s spectacular: the music, the artwork… Definitely, one of the best games out there for iPad.

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