Revisiting the Proxy Problem

Over the past few years, Magic: The Gathering has undergone a cultural shift. Between the explosive growth of crossover products under the Universes Beyond banner and the relentless climb in secondary-market card prices, the community conversation around proxying has changed dramatically.

What was once controversial—or even taboo in many playgroups—is increasingly viewed as practical, inclusive, and sometimes necessary.

Let’s explore why.

The Rise of Universes Beyond
When Wizards of the Coast introduced Universes Beyond, the idea was simple but bold: bring outside intellectual properties into Magic’s mechanical framework. Since then, we’ve seen collaborations with franchises like: Warhammer 40,000, Lord of the Rings and Doctor Who

These releases brought waves of new players into the hobby—fans of the franchises who might never have touched a Magic card otherwise. That’s great for growth. But it also introduced a new tension: mechanically unique, sometimes powerful cards tied to limited-print, premium products.

Unlike traditional in-universe Magic sets, some Universes Beyond cards, were printed primarily in pre-constructed Commander decks. This meant they had had limited availability window and often contained unique mechanics not easily reprinted in Standard-legal sets.

This created immediate scarcity pressure.

Scarcity + Demand = Price Spikes
The secondary market has always been part of Magic culture. Reserved List staples, competitive format all-stars, and iconic Commander pieces have long commanded high prices. But Universes Beyond accelerated the problem in two ways:

Cross-fandom demand – A Warhammer or LOTR collector might want the card even if they don’t play Magic.

Commander popularity – Casual EDH players suddenly wanted specific crossover legends or staple reprints.

It’s not uncommon now for:

Premium crossover singles to hit $40–$100+ shortly after release.

Competitive staples across formats to sit permanently in the $50+ range

Legacy/Vintage staples to be financially out of reach for most players

For newer or budget-conscious players, the barrier to entry keeps rising.

The Cultural Shift Around Proxying
Proxying—using unofficial substitutes for cards—used to carry heavy stigma. I even had my own opinions on it which have evolved. In many circles, it was associated with counterfeiting, “not playing the game as intended” or somehow devaluing the cards of your opponents they may have paid a premium for.

Today, the conversation is different.

Many playgroups now openly allow:

Playtest proxies for expensive staples, full-deck proxies for Legacy or cEDH and high-quality custom art proxies for personal decks

Why the change?

Commander Is Social First
Commander (EDH) is now Magic’s dominant format. Unlike sanctioned competitive events, Commander is primarily played in casual, self-regulated pods.

    The core question has shifted from:

    “Is this tournament legal?”

    to:

    “Is everyone having fun?”

    If one player can afford a $3,000 deck and another can’t, proxies level the playing field. Even in games where lower power levels allow for more budget friendly magic, proxies can give players access to rare or older cards they have always wanted to play with, but were priced out due to rarity.

    Universes Beyond Broke the Purity Argument
    For some longtime players, proxying once felt immersion-breaking. Magic had a cohesive fantasy multiverse.

      But once Space Marines and Time Lords entered the battlefield, the idea of “purity” softened. If Gandalf can block a Phyrexian Praetor, is a cleanly printed proxy really the immersion-breaking element?

      Universes Beyond blurred the aesthetic line—making custom art proxies feel less disruptive by comparison. Sometimes these proxies can even add to immersion by allowing on theme Warhammer 40,000 art of cards not printed in that set.

      Accessibility vs. Speculation
      Many players feel tension between:

        Magic as a game vs. Magic as a collectible investment

        As prices rise, the actual game is becoming gated by price. Proxying becomes a quiet form of protest—a way to prioritize gameplay over speculation.

        It’s not about undermining creators. Many players who proxy still:

        Buy sealed product, support local game stores, collect favorite cards

        They simply refuse to pay triple-digit prices for cardboard needed to stay competitive/relative. Especially when bans or similar effects could tank the resale value of cards at any moment. The price history over the last year shows how volatile card value can be. Below are the price charts for the last year for Dockside Extortionist, Mana Crypt and Jeweled Lotus respectively (Sourced from TCG player). All recently banned.

        The Official Stance vs. Community Reality
        Wizards of the Coast does not permit proxies in sanctioned tournaments (outside of judge-issued replacements). That’s unlikely to change.

        However, most casual Magic is unsanctioned.

        Local game stores increasingly adopt pragmatic policies like Proxies being allowed in Commander night pods even if no proxies are allowed in official competitive events. There is clear differentiation between proxies and counterfeits.

        The line many communities draw is simple:

        Proxying for play? – Acceptable.

        Counterfeiting for resale? – Unacceptable.

        The Economic Pressure Isn’t Going Away
        Product release frequency has increased dramatically over the past few years. Premium treatments, serialized cards, collector boosters—all contribute to a higher overall cost of participation.

        Meanwhile:

        Reserved List staples remain locked.

        Competitive formats require multi-hundred-dollar mana bases.

        Staples only hold value while they remain best in class, while power creep has cycled out many.

        Crossover products continue introducing mechanically unique cards.

        Unless reprint philosophy radically shifts, proxies will likely continue gaining acceptance—especially in casual circles.

        I do want to call out one thing that Wizards of the Coast has done to a very small degree that I really liked, Universes within. This series I really think should be expanded, not only is it a way to get more reprints for coveted cards, but it also brings the immersion back for players who don’t really want to see a Thunderhawk Gunship from Warhammer 40,000 fighting alongside Gimli from Lords of the Rings. Hopefully this will be expanded in the future.

        A Healthier Middle Ground?
        The emerging norm in many communities looks like this:

        Buy what you reasonably can and support your LGS. Sometimes this means just picking up a soda or snack when you go into play if you don’t need cards.

        Communicate openly with your playgroup, whether you are proxying for ascetics or economic reasons, it is fair to still let the people you are playing with know. What was once a taboo topic is becoming more open and even a form a self expression, but it is still fair for someone to prefer to not have proxies at their game. They should be given the choice to opt out.

        The goal isn’t to devalue collections. It’s to preserve access to the game itself. If new players are told they need to spend $100+ just to start a game this will create a barrier to entry. While some hobbies are extremely expensive, like the aforementioned Warhammer 40,000, magic used to be one of those hobbies you could get into with a $40-60 pre-con or back in the day, even starter decks.

        Because at its core, Magic isn’t about the cardboard—it’s about the experience. When universes collide and prices climb, players adapt. Proxying isn’t just about saving money anymore. It’s about keeping the multiverse playable.

        If you are looking for some examples of high quality proxies and themed art for unofficial cards I want to shout out Helm of Awakening! Strongly recommend taking a look and seeing what possibilities are out there. He also has more than proxies in the form of playmats and giveaways. Check him out! Happy Gaming!

        New Commander Brackets and Game Changers!

        The new Wizards Rules committee has come out with a new Bracket system to help players find more games that will be evenly matched.

        The Game Changer cards referenced are here:

        Full artical: https://magic.wizards.com/en/news/announcements/introducing-commander-brackets-beta

        So what does this mean for most commanders players… nothing. For most people, they will continue playing with their friends using their own power assessments to try and play games with decks they are familiar with.

        However, this will help with the MagicCon problem of asking “What level is your deck?” and almost universally getting a response of “7” usually with some kind of qualifier of what kind of 7 the deck is.

        Looking at my own personal decks I am seeing that it is clear which are 1s and 2s and which are 4s. I do not really think I have any CEDH decks. My main concern here is the bracket 3 decks. Looking at the Game Changers list and many of my own decks, I have noticed that in this system many decks that I would consider the similar power level are now in different brackets. For instance my Eriette deck and my Heiko deck would now be considered bracket 3 where as my Lumra deck is considered a two. They are all solid decks, but they are not designed to close out a game fast, I usually describe them as being tuned decks. I would feel comfortable playing them all against the old 6s or 7s or even 8s. That said, they are not looking to close out a game until later turns, 6 or later at least. Right now, the only thing putting Eriette and Heiko in a category in 3 category is that they each have one “Game Changer” with Serra Sanctum and Jeska’s Will respectively, where Lumra does not. With the current system adding this game changer “mechanic” to the ranking system I think players will put too much emphasis on those cards. While I do think that list will be expanded as this system is tested, I think it is better to use the Game Changer cards as a guide, similar to their reference to mass land denial. Saying a 3 can have up to 3 game changers almost gamifies the process of deck building. While my Heiko deck has won against fine tuned decks, and I would consider it a 3 or 4, by the current system I could take out one card, Jeska’s Will, and easily claim it as a 2. Now, I would not do this as I understand the spirt of the rule and have a long tenure of assessing power levels, but I can certainly see how the addition of game changers could confuse new players.

        Well that turned out to be more negative than I meant. I will certainly be trying this during MagicCon Chicago and we shall see if my concerns are warrented or not. In the end this is a beta, so testing and failing is part of the process. I appreciate Wizards making an effort to help the community find well balanced games.

        Future of Commander: New Advisory Panel

        Wizards has made another announcement on the future of the Commander format. 

        Incase you missed the announcement here it is:  https://magic.wizards.com/en/news/announcements/introducing-the-commander-format-panel

        TLDR: There will be a 17 person panel that advises Wizards on the decisions it makes for the format. Those people are from various levels of play from casual to cEDH and include people from all over the world. Some members will stay on, but some will rotate out after one year. The final call on all decisions will be Wizards, there is nothing holding Wizards to decide things based on the advice of the panel.

        So, what does this mean going forward? While some of my more casual play friends may be worried, I am excited. As a competitive player in Modern, Standard and Legacy I am excited to see what Wizards does. Many of the bannings in Commander have not always made sense to me. I understand there are some cards that just don’t work in the format, or are so warping that they need to be banned. However, most of the list I felt would be better handled by rule 0 conversations. Why should Mana Crypt and Jeweled Lotus get the ban hammer, while Ravages of War and Armageddon do not. These discrepancies are what I hope Wizards cleans up. eventually make a true ban list where any card NOT included in the ban list is acceptable to play. 

        The bracket system. This is the current template Wizards seems to be playing with for Commander. A tier system by which players can easily (hopefully) identify how powerful their decks are and relay that to other players to match power levels. This seems like an over complicated version of what we already have. It was not uncommon to sit down at a table and have someone give a vague description of their deck, a power estimate, and then you shuffle up and play. I always felt this was good enough. Even just saying, this is a competitive deck, but not as good as a cEDH deck was enough to tell other players to put their precons away. Or vice versa, when someone would sit down with an upgraded precon, say they were relatively new and that they were hoping to have a more fun and crazy game, well then us veteran players know to reach for that one pet deck we have that 1 in 100 times does something wacky. Was this system perfect, nope. Did people sometimes get stomped, yup. But we were able to have a discussion for game two, maybe make some adjustments and get playing again. 

        I am not sure a bracket system can improve on this. Cards like Armageddon are not at the same power level as Demonic Tutor, but listed as examples as potential “Tier 4” cards in the bracket system. If you are playing a tutor based combo deck and I am playing mass land destruction jank, you will win, the vast majority of the time. That means a power level discussion is still needed. However, the bracket system may just make that more complicated. 

        In the end, I am hoping we get a more thought out banlist, with reasoning and purpose behind bans and I would like to see more things come off that current list. As for the power level system vs a bracket system, I think a power level system with better descriptions of what each level means, would be better than certain cards getting a rating. I would hope for some official version of this:

        1 – Complete jank/random pile of cards.
        2 – Most precons.
        3 – Good or upgraded precons 
        4 – Decks that only do one thing 
        5 – Casual deck with poor interaction and/or no wincon.
        6 – Casual deck with some of the below but not all the way there.
        7 – Focused casual deck, good at doing what it is trying to do.
        8 – High powered but not quite cEDH, could win a game within 5-6 turns. 
        9 – Fringe or outdated cEDH, can win a game within 5 turns constantly. 
        10 – True cEDH, win as fast as possible with ways to protect your win con. Wins possibly even in the first few turns. 

        I do not want to take credit for the above list, it is adapted from many found across the interwebs.