
They had 14 cards that could be found with standard decks, plus every pack had one of 25 chase cards. However, as the cards evolved, so did the rules.įirst Edition Booster Packs - June 1994 - These boosters were also released with the first edition double decks. This changed the game into something that would just not work today. Also, there was only a limit of two of any card. This however was fixed with the first errata. Events didn't even go to the Abyss (as it would later be called). He is the one who had this "great idea" of putting all those cards in so "the other cards could be even more valuable." That, coupled with the recycled (although still very good) art is one of the reasons why the game died originally. A few ex-TSR employees say, that this can be placed squarely on the shoulders of Bruce Nesmith. For those of you who own the first and/or no edition, you know it has many cards without powers, and three (Defiler, The Bone March, and Joliet the Rash) have negative modifiers. The game at this time had only 3 worlds: Forgotten Realms, Greyhawk, and Dark Sun (and you couldn't even play a theme deck of Dark Sun because there were only 7 Dark Sun realms ). You send them 60 magic cards, and they would send you a no-edition double deck. The other was based on an offer made by TSR. You could either buy it directly from the TSR Castle within the con. No Edition was made available to be obtained in only two ways, and only in deck format.

The release hit the streets a few months before GenCon '94, but the con is where the first really big push was made. We'll start our journey where it all began - the release of the game.ġst Edition/No Edition - June 1994 - When the game was first created, it could only be found in gaming shops, and book stores. This magical journey will help when looking for old cards, or to understand WHY for Lord's sake they made cards without powers. It is the second oldest CCG, with only Magic: the Gathering being its senior. Spellfire has come a long way since 1994.
