This is cool. 40 card decks are great! In addition to being physically ergonomic, I find 40 cards to be a fun deck-building size. With about 17 lands, you get 23 choices to make of what to include outside of that, which feels like a sweet spot between deck-building expressiveness and decision fatigue.
As an aside, I'm convinced that a big reason WotC (and FLGS) are pushing commander so hard is because 100 card decks means you get to sell more cards.
I love 40 card MTG. It's one of my fav ways to play. If you play a bunch of games in a row with someone it starts feeling like chess, much more deterministic when you're used to their deck. Getting two foundations boosters and shuffling them is such a great way to play. I'll definitely take a look at this
That looks really fun, the problem being deck assembly. My issue with modern magic is the complexity of the ever-changing rules and playing against people who have put time into it, that laugh maniacally as they combo you. The asymmetrical play makes board games more appealing.
I especially love the art and simplicity of revised and third editions.
What I've done a couple times but it is kind of a pain because it messes up the sorting of my collection is to make "packs" out of my collection and draft with friends. It's a lot easier to just buy a booster box and draft from that. But at least with old cards you don't have to contend with Sephiroth, the Ninja Turtles, and My Little Pony.
> What is fun?
> Here is a list of things that make a game of Magic The Gathering fun to us.
> No Discard. It sucks to have no spells to play.
> No Land destruction. It sucks to be unable to cast spells.
I've always enjoyed these kinds of house rules that let you customize TCGs to your own liking.
A while back, I bought a bulk box of common Pokemon cards and put together some decks where I limited the cards to basic or stage 1 Pokemon, no high-impact coin flips, and a single EX card per deck. I found that setup to be more enjoyable than the official format.
Random fact that I learned recently but I find it interesting: the create of MTG is a direct descendant of a US President. President James Garfield was his great-great grandfather.
That's what I love about MTG - the flexibility. For example, here's a new format I created to help even the playing field with new players: https://mrbluecoat.blogspot.com/2026/05/new-unofficial-mtg-f...
This is essentially just MTG limited -- draft or maybe team draft. Draft is my favorite part. Though I don't necessarily agree with the "things that make magic fun". Mill/Discard/Land Destro decks are fun, janky decks that rarely come together and it's fun to try and make them work.
"Moxes/Sol Ring. They are a nice touch if not found in abundance."
Seems odd when followed by every 40 card deck having all color-relevant moxen and sol ring...
Just as a heads-up for non-magic players, each of those 40-card decks contains several multiple-thousand dollar cards. I wouldn't be surprised if those 240 cards cost over $50,000.
It's light on details for talking about a "format". How many cards were in each packs? Did players get just one, or were many distributed to players? Were they randomly put together or seeded in some way? Was there a thought around rarity distribution like normal packs?
On the topic of fun 40 card decks, after my partner and I thoroughly (winston) draft through a bunch of packs in a set, I like to make a battle box of a few 40 card decks which are more coherent than the average limited deck.
I think people get too hung up on the formats in sanctioned tournaments. People says "magic is expensive", but that's not true! Modern decks in the metagame are expensive. You can play magic on the cheap an infinite number of ways. There's near endless opportunity for replay value in 3 packs per person!
FUN? How can it be fun without discard and land destruction?
Sounds like Gen-Z mtg
This is my favorite alternative form of Magic:
https://articles.starcitygames.com/articles/the-danger-room/
"I have a feeling that roughly 25% of games are decided by a player drawing too few lands, 25% of games are decided by a player drawing too many lands, 25% of games are decided by a player having a legitimate bomb not get answered immediately, and the last 25% of games are the ones that everybody hopes for where there is a ton of back-and-forth on both sides. I wanted to create a format that eliminated those unpleasant 75% of games that are unfulfilling and foster a format where ALL of the games were as interactive as possible."