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On the eve of a new release, the heralds of an impulse buy land on my shoulders. This timely pair appear before me as an angel and devil, adhering to understood aesthetic conventions, and eager to advise my upcoming purchases. The better part of my nature reminds me I should buy singles. Throw in a couple of prereleases if I can budget the time, make a list of cards I want for my existing decks, and wait. Wait until the overinflated prices drop to a number I can stomach, allow the hype to die down and settle in on whether I still want them in a deck or if I was chasing the rush of novelty. This strategy has saved me a good chunk of money the deeper I’ve fallen back in with the hobby.

The other side has a cleaner business proposition; run the risk and crack some packs.

I’ve become better at practicing patience; waiting for the foil alternative art for The Lord of the Eagles rather than praying for an opening or — gasp — preordering from my LGS; though I’ll pick up a pack every odd season if only to capture the rush, born from the years when my collection was fueled by a paper route.

One day I’ll have this shiny piece of cardboard countered

Wizards only strengthened my resolve as Collector Boosters quickly rose in price until they were outside my financial reach and Play Boosters became all but worthless, save for drafting and limited gameplay. There was a time though, when WOTC catered to the Missing Middle of Magic players. The promise was a chicken in every pot and a Set Booster in every hand.

Introduced with Zendikar Rising, the Set Booster was an attempt to diversify the opening experience; appealing to players outside of the drafting environment, who all but disregarded every card except the rare, yet were bound by the same rules that made a limited format feasible. Wizards wanted to appeal to the collectability and aesthetic impulses of their player base — incentivised by the scores of designs brought in with FIRE design and the reign of Booster Fun. Early on, they Goldilocksed the merits of Draft and Collector packs to land on the Set Booster, which promised more excitement than a rare in the final slot while maintaining cultural and economic heft for collectors to chase in a product of their own.

Selecting a booster in 2022. Credit to Culture Club/GettyImages

I’m not above paying a premium for special treatments and foiling, but the devil on my shoulder holds little sway when the chance to open a chase card in the Hobbit sets me back $100 CAD. But Set Boosters? You’re getting an extra few rares and alternative arts for a couple of bucks more than a Draft pack. Every player has a different tolerance for the money they are willing to drop on an ostensibly casual hobby. It was better for Wizards to provide multiple avenues into the game, rather than locking away everything but the base version behind astronomically minimal odds and high price tags.

Nothing gold, or a reasonably priced approximation, can stay. After a few years with three distinct packs offered, Wizards announced the sunsetting of Set Boosters alongside the rejiggering of draft packs into their current iteration — the golden collector goose stringing along whales was left undisturbed. In the article accompanying the change, Head Designer, and all-around communicative pro, Mark Rosewater celebrated the unique booster before introducing the reasoning for its end:

“Set Boosters were a wild success. Players enjoyed the opportunity to get multiple rares, having a guaranteed foil slot, having an opportunity to open a card from The List, getting an art card, etc. We'd made a booster that was more fun to open, and the audience clearly voiced they'd prefer to purchase that. So much so, that it started causing some problems, which I will now walk through.”

I recommend reading the original article as it’s a fascinating look at how WOTC thinks about the role of booster packs, their relationship with players and game stores. It’s also hard to believe how these relationships have shifted in the intervening years since.

Basically, Set Boosters were often the ideal choice for the common player, without enough money to spring for a Collector pack but one who had no interest in the limited environment. Rosewater breaks down the shift to play boosters as a way to encourage limited play, support local game stores, remove choice paralysis and lessen product pipeline issues as well as unwanted sealed product collecting dust on store shelves.

Note: Without access to the data myself, I’m taking Maro at his word for all team’s findings. I understand theirs a big unwieldly corporation behind him that would prefer for Magic’s head designer to present the rosiest picture possible, but I’d rather look adoption of play boosters in good faith.

I can’t argue the logic from a band-aid point of view. I dismissed Draft packs as supplies for formats outside of my own, even gravitating further toward this style of play as Mark predicts, and I have no doubt there were game stores reevaluating where they would allocate their budgets when ordering an upcoming release — shortchanging loyal draft and limited players in the process. If Hasbro was hellbent on retiring a booster pack, I prefer their plan to end Set Boosters lest the draft and competitive scene get dealt another blow by a disinterested handler. But I still miss their impact on the game’s ecosystem.

There’s no escaping that Magic is a luxury, diminutive paintings incorporated into a finely tuned game that is often for players a chance to spend time with friends and funnel their passion into a collaborative puzzle-box. That doesn’t mean we should disregard issues with the game because corporations are out to maximise profits or there are more important issues in the world to worry about. The chance at picking up a Set Booster addresses an important philosophy of Magic that has been lost with the widening gap between Play packs and Collector boosters.

When set boosters were available, they were the go-to inclusive in bundles, often the first encounter that a player would have with a release. For those of us who eschewed drafting, for the sake of time, the lack of a nearby LGS or a host of other reasons that made limited play a fascination, but an unexplored corner of the game, Set Boosters offered an alternative. Their organizing principle allowed players to see the alternate frames for each set, expanding the aesthetic scope of the plane and providing insight into the world the game’s designing had constructed. You might not follow the tale of the Kenrith twins through the Wilds of Eldraine, but you could open the fairy tale inspired frames and become enmeshed in the fae-touched realm all the same. Given the success of Collector Boosters, I doubt Wizards will ever reconsider locking the prized gems behind these high-ticket foil wrappings, but Set Boosters allowed for a few glittering jewels to be picked up by a common player.

“Feel free to ignore the Set Booster”, advised Maro in the booster’s announcement. There’s no shortage of opinions on this blinkered approach to product purchasing in 2026, yet to hold Wizards to a single line published over six years ago would be constructing an argument from the driftwood of blogs, which I have never found a reliable way to shore up an argument.

There’s a tension to the game’s release strategy, illustrated by the incorporation of Universes Beyond into Standard, thereby allowing it to disseminate into every format. Card design has been structured into two parallel tracks, Standard and Commander, with the latter taking up the bulk of the conversation and thought space; except in the occasions where a broken card has festered for too long in competitive formats and needs to be excised. Set boosters had the chance for Commander exclusive cards. They carried the same symbol, but were only available in set and collector boosters, allowing designers to step outside of the parameter themes for a set and try out designs. Not every card in this collection is sought after — not to mention their implementation in the game had its own problems. Exclusive cards rarely sit well with players; buying packs is a gamblers game, with further odds stacked against you depending on the pack you purchase.

Bennie was eventually freed from his exclusive prison though he carries a health price tag all the same.

But that spark, when you pull an unexpected court of Garenbrig from your bundle lays outside the parameters of card design. There are players irked by pack-exclusive eternal cards, would hate the idea of these cards being relegated to decks alone as a bonus, and those who want every card in a draftable pack to be playable. Reading through the announcements for set and play boosters, there is a keen sense they were each written for a different audience. In Maro’s words, set boosters were meant to cater to the glut of players cracking packs with no intention to play limited, unsurprising for anyone who picked one up during their heyday. They had their issues and weren’t a solve for a host of other problems currently in place buying sealed product — imagine the price of a Hobbit set booster — but Rosewater effectively outlines the rationale for their creation and the boon they would be for players. Play boosters were decidedly, well, not that.

Ultimately, too many dials were keyed to the wrong values, rejiggering the rates in play boosters until they became an underwhelming entry point into a set. Rosewater highlights the sense from players that the division of Draft and Set boosters led to the former feeling like it was cut off from the most exciting cards and offerings available for any given set. I’d argue this feeling has only been exacerbated in the current approach where influencer-led Collector Booster Box openings may be the only chance that the typical player is able to see the exciting treatments that market and sell a new release.

Would this be solved by the return of set boosters? There’s a better chance that I pull a serialized headliner. From Hat Sets to Epilogue Boosters, we’ve seen that Magic design is a grand, slow-moving vessel and solving the disillusionment baked into the current opening experience won’t be solve by reviving another option. Instead, there should be a reassessment of Play boosters, see whether they measure up to the expectations set by Set boosters and the intentions laid out by Rosewater. Wizards has shifted and tweaked booster packs countless times before, and they could do so again. It’s better to take the lessons and successes learned from Set boosters, bring them to the current offerings rather than leaving them to collect dust on the shelves of Magic history.