This article needs additional citations for verification .(March 2020) |
A proxy card is an easily acquired or home-made substitute for a collectible card. A proxy is used when a collectible card game player does not own a card, and it would be impractical for such purposes to acquire the card. This usually occurs when a player desires a card that is cost-prohibitive, or is "playtesting" with many possible cards. When doing intensive training for a competitive tournament, it often makes more sense to use proxy cards while figuring out which cards to bring to the tournament. Another card is substituted and serves the same function during gameplay as the actual card would.
A proxy can also be used in cases where a player owns a very valuable card, but does not wish to damage it by using it in actual play.
Proxy cards can be used in various situations. The rules and restrictions are object of common agreement, or a given policy, and may differ from the above-mentioned "fair play requirements".
Famous cards that are often proxied are the so-called power nine in Magic: The Gathering, which are considered totally out of balance in gameplay, while being unaffordable for the average player, due to their rarity and enormous price on the secondary market.
Players who do not trust each other blindly will usually agree on common rules, defining which kind and number of proxies, if any, is allowed for each player. These rules may vary drastically depending on the participants and the occasion. However, some restrictions are implied naturally by common sense and plain physics.
The main issue to guarantee fair play in a card game is that all cards in the deck must be indistinguishable for any player who does not view the front side (if card sleeves are used, the term 'card' means the sleeve with the card inside). Ideally, all cards should be indistinguishable in the following characteristics to effectively prevent cheating.
Besides these physical implications, it should be considered that someone (the players or a judge) will need to control the validity of the cards - which may prove difficult with some of the above points.
Therefore, the use of proxies is sometimes further constrained to only one method of fabrication, for instance.
The difficulties of control can also be an argument to totally prohibit the use of proxy cards.
Once the front of a proxy is revealed to the other players, it must be clear to everyone what it is meant to substitute. The decisions of what a player's proxies are meant to substitute must be made before starting play. If two proxies are meant to substitute different cards, they must be easily distinguishable by looking at their front side. Ideally, the label of a proxy should be enough to tell what it's meant to substitute. Alternatively, a legend or agreement can be used to prohibit players from changing these mappings during play.
Another issue for the front side labeling is to maintain a fluid game play. Poor labeling will likely cause unpleasant disruptions, even slips and mistakes caused by accidental confusion. It is therefore desirable that each proxy is labeled with the name of the card it substitutes, and its basic game-relevant characteristics, and erase all decorations and printed information that may be misleading. Any relevant information that is not written on the card should at least be found in the legend.
Additional rules can restrict the number of proxy cards allowed in a deck, and the physical ways in which they may be created. Such rules can be a simple agreement between two players, or they may be defined by the host of a tournament.
Magic: The Gathering tournaments sanctioned by the DCI allow the use of proxy cards only to replace cards damaged during play (e.g. water is spilled on a deck mid-tournament, causing some cards to be marked). Some third party organisations hosting Magic tournaments permit participants to include a set number of proxy cards in their decks (5 and 10 being common amounts), a clause that especially comes up for the cost-intensive vintage format. [2]
Some players create their own proxy cards by editing original cards. Ideally, they take a cheap original card that shares as many characteristics as possible with the card that should be proxied. Editing includes:
Cards can also be created from scratch, using an imaging software or specialized program (like Magic Set Editor for Magic: The Gathering), printer and scissors. Special attention needs to be paid on the choice of paper (for weight and stiffness) and the accuracy of the cut. Usually, a card back can not be printed in a way that would be indistinguishable from the original, however.
In some cases, proxy cards can be acquired from third-party manufacturers. For copyrighted card games, however, these will usually not be allowed to reprint original artwork - so the back side will not look like the original cards.
Difficulties with the back side are often dealt with by using card sleeves with an opaque back. This also allows to put more than one piece of paper in one sleeve.
Another possibility is to completely play with proxies, and thus get around most of the problems described above. In this case, the cards no longer need to look and feel like originals, only the proxies need to be equal to each other in the above characteristics.
Some players prefer to avoid any such pain of handcrafting, and instead use a legend - a table that maps some of the physical cards in that player's deck to other cards that they would like to have instead. This method doesn't need any physical manipulation on the original cards, and it does not conflict with any of the above described physical restrictions. However, in actual play it can be rather confusing always having to look into the legend.
Magic: The Gathering is a tabletop and digital collectible card game created by Richard Garfield. Released in 1993 by Wizards of the Coast, Magic was the first trading card game and had approximately fifty million players as of February 2023. Over twenty billion Magic cards were produced in the period from 2008 to 2016, during which time it grew in popularity. As of the 2022 fiscal year, Magic generates over $1 billion in revenue annually.
The Yu-Gi-Oh! Trading Card Game is a collectible card game developed and published by Konami. It is based on the fictional game of Duel Monsters created by manga artist Kazuki Takahashi, which appears in portions of the manga franchise Yu-Gi-Oh! and is the central plot device throughout its various anime adaptations and spinoff series.
Vampire: The Eternal Struggle is a multiplayer collectible card game published by Wizards of the Coast (1994-1996), then White Wolf Publishing (1996-2010) and after several years of hiatus, by Black Chantry Productions (2018-present). It is set in the World of Darkness and is based on the Vampire: The Masquerade roleplaying game.
Magic: The Gathering Online is a video game adaptation of Magic: The Gathering, utilizing the concept of a virtual economy to preserve the collectible aspect of the card game. It is played through an Internet service operated by Wizards of the Coast, which went live on June 24, 2002. The game does not run on mobile as Magic: the Gathering Arena does, since it is only available for Microsoft Windows. Users can play the game or trade cards with other users.
The Yu Yu Hakusho Trading Card Game was first published in 2003 by Score Entertainment, and is based on the anime and manga series YuYu Hakusho. It is a two-player tournament-styled collectible card game; each player uses a deck of forty-four or more cards that is headed by a team of four character cards. The game was discontinued in 2005.
The Odyssey is a Magic: The Gathering expert-level block. It consists of a trio of expansion sets: Odyssey, Torment and Judgment.
The collectible card game Magic: The Gathering published seven expansion sets from 1993 to 1995, and one compilation set. These sets contained new cards that "expanded" on the base sets of Magic with their own mechanical theme and setting; these new cards could be played on their own, or mixed in with decks created from cards in the base sets. With Magic's runaway success, many of the printings of these early sets were too small to satisfy the rapidly growing fanbase. Cards from them became rare, hard to find, and expensive. It was not until Fallen Empires and Homelands that Wizards of the Coast was able to print enough cards to meet demand; additionally, Wizards of the Coast published Chronicles, a reprint set that helped fix many of the scarcity issues with the earliest sets.
In Magic: The Gathering, Power Nine is a set of nine cards that were printed in the game's early core sets, consisting of Black Lotus, Ancestral Recall, Time Walk, Mox Pearl, Mox Sapphire, Mox Jet, Mox Ruby, Mox Emerald, and Timetwister. These nine cards were printed in the first sets of Magic: The Gathering, starting in 1993. They are considered among the most powerful cards in the game. Owing to their power, they were banned from being played in most competitive settings.
The collectible card game Magic: The Gathering published nine base sets from 1993–2007, also referred to as core sets. The base sets were considered descendants of the original Limited Edition, and shaped the default setting and feel of Magic. These sets consisted entirely of reprinted cards. These cards were generally simpler than cards in expansion sets, omitting multicolored cards, and used only the original abilities and keywords of Magic such as Flying and Trample. This simplicity led to many cards from these sets being considered "staples" of deck design. All cards were given a white border to mark them as reprints, with a few exceptions. From Fourth Edition in 1995 onward, a new base set would come out once per two years in the spring or early summer; for tournament play, that set would be legal for two years in the Standard format until the next core set replaced it.
Gameplay of the collectible card game Magic: The Gathering is fueled by each player's deck of cards, which constitute the resources that player can call upon to battle their opponents in any given game. With more than 20,000 unique cards in the game, a considerable number of different decks can be constructed. Each card is designed to have certain strengths and therefore a significant part of the game is determined by which cards a player chooses to include in their deck. Broadly speaking, decks can be loosely classified based on their play style and mode of victory. The game's designers often explicitly create cards which are intended to fuel one or more of these given archetypes, in order to create competitive balance and diversity.
The Harry Potter Trading Card Game is an out-of-print collectible card game based in the world of J. K. Rowling's Harry Potter novels. Created by Wizards of the Coast in August 2001, the game was designed to compete with the Yu-Gi-Oh!, Pokémon and Magic: The Gathering card games. Its release was timed to coincide with the theatrical premiere of the first film in the series. The game was praised for the way it immersed children in the Harry Potter universe. At one point the game was the second best selling toy in the United States; however, it is now out of print.
Portal is the name given to the three Magic: The Gathering starter level sets. The original Portal was released on May 1, 1997, followed by Portal Second Age on June 24, 1998 and Portal Three Kingdoms on July 6, 1999. The Portal set was inspired by Chinese mythology; Three Kingdoms in particular by the 14th century Chinese historical novel Romance of the Three Kingdoms by Luo Guanzhong.
Wyvern is an out-of-print collectible card game featuring dragons and wyverns battling for treasure. The game was produced by U.S. Games Systems, with the first, "Premiere Limited", card set launched in January 1995. In 1997, the "Kingdom Unlimited" edition was released, featuring 277 cards, and marking the end of production.
Magic: The Gathering formats are various ways in which the Magic: The Gathering collectible card game can be played. Each format provides rules for deck construction and gameplay, with many confining the pool of permitted cards to those released in a specified group of Magic card sets. The Wizards Play Network, the governing body that oversees official Magic competitive play, categorizes its tournament formats into Constructed and Limited. Additionally, there are many casual formats with the Commander format being one of the most popular formats of the game.
Magic: The Gathering is a video game published by MicroProse in March 1997 based on the collectible card game Magic: The Gathering. It is often referred to as Shandalar after the plane of Shandalar, where the game takes place. The player must travel the land and fight random enemies to gain cards, and defeat five wizards representing the five colors. The player must prevent one color from gaining too much power, and defeat the planeswalker Arzakon, who has a deck of all five colors. Adventure and role-playing elements are present, including inventory, gold, towns, dungeons, random battles, and character progression in the form of new abilities and a higher life point total. An oversized version of Aswan Jaguar was included in the game box.
The rules of Magic: The Gathering were originally developed by the game's creator, Richard Garfield, and accompanied the first version of the game in 1993. The rules of Magic have been changed frequently over the years by the manufacturer, Wizards of the Coast, mostly in minor ways. However, major rules overhauls have also been done a few times.
A collectible card game (CCG), also called a trading card game (TCG) among other names, is a type of card game that mixes strategic deck building elements with features of trading cards. It was introduced with Magic: The Gathering in 1993.
Android: Netrunner is an Expandable card game (ECG) produced by Null Signal Games, previously by Fantasy Flight Games. It is a two-player game set in the dystopian future of the Android universe. Each game is played as a battle between a megacorporation and a hacker ("runner") in a duel to take control of data. It is based on Richard Garfield's Netrunner collectible card game, produced by Wizards of the Coast in 1996.
A sideboard, side deck, or side is a set of cards in a collectible card game that are separate from a player's primary deck. It is used to customize a match strategy against an opponent by enabling a player to change the composition of the playing deck.
Black Lotus is a card in the collectible card game Magic: The Gathering. Wizards of the Coast published the card in the earliest editions of the game, and it has become one of the game's most valuable collectible cards.
More and more, the larger U.S. Vintage tournaments are unsanctioned and allow growing numbers of proxies (usually five to ten, sometimes unlimited). In fact, I would be hard pressed to find a sanctioned Type 1 tournament (A.K.A. proxy-free) in the last year or so that drew more than thirty people (other than major conventions like GenCon).
When I first started working here at Wizards, however, I found that R&D uses proxies all the time to test cards. Obviously, the cards that are in development need to be proxied, but I was surprised to find out that R&D didn't get upcoming sets much sooner than the rest of the world did.