The Ultimate Flop? When Iconic Universes Beyond Crossovers Missed the Mark with Magic: The Gathering Fans

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The Ultimate Flop? When Iconic Universes Beyond Crossovers Missed the Mark with Magic: The Gathering Fans
The Ultimate Flop? When Iconic Universes Beyond Crossovers Missed the Mark with Magic: The Gathering Fans
Magic: The Gathering trifft Final Fantasy im neuen Universes Beyond-Set | Heute.at, Photo by imgix.net, is licensed under CC BY 4.0

“Universes Beyond.” Just uttering those two words can send shivers down the spine of many a Magic: The Gathering player. On one hand, there’s the undeniable allure of seeing beloved characters and worlds from outside IPs—from Final Fantasy to Lord of the Rings—stepping onto the hallowed cardboard. Wizards of the Coast described it as combining Magic’s gameplay with “worlds, stories, and characters cherished by millions,” a bold move to bring other franchises into the game we love.

But then, there’s the flip side of that shiny new coin, often tarnished with skepticism and outright rejection. For every fan ecstatic about Gandalf or Spidey, there’s another shaking their head, wondering if Magic’s very soul is being diluted. While not every crossover is destined for the discard pile, some certainly make a strong case for being the ultimate flop, igniting fervent discussions and a fair bit of player scorn.

We’re diving deep into Universes Beyond products that, for a significant portion of the player base, just didn’t quite stick the landing. We’re talking about those brave departures that felt more like a jarring collision than a seamless blend, leaving many buyers scratching their heads. Let’s peel back the layers on these ambitious, sometimes misguided, ventures.

The Walking Dead” by Podknox is licensed under CC BY 2.0

1. **Secret Lair x The Walking Dead (2020)**Ah, *The Walking Dead*. Where do we even begin with this one? This Secret Lair drop arrived in 2020, technically *before* the official “Universes Beyond” announcement. Yet, it’s been retroactively inducted, and frankly, it feels like the trailblazer for controversy. The author of the source material was quite upfront: “Man, do I remember when this thing came out. I’ll be upfront with you, I hated Secret Lair x The Walking Dead the second it was announced.” That’s a powerful statement, indicative of the immediate, visceral reaction from many players.

The issues here weren’t just about personal taste, though that certainly played a role. The core of the backlash revolved around several “dirty business practices,” as the sentiment went. A major point of contention was that these cards were “mechanically unique and not easy to get.” Unlike most Magic cards, these were a “one-time-only release,” a strategy that sent prices soaring and left collectors feeling exploited by scarcity.

But the real kicker, the one that truly “invaded the Magic universe in a really annoying way,” was their black-bordered legality. Previous cross-promotional cards were silver-bordered, illegal in tournament play. *The Walking Dead* cards, however, were tournament-legal, plunging characters like Rick, Daryl, and Negan directly into the competitive meta. This fundamentally challenged the “fantasy feeling of the game” for many. It was, for many, an undeniable aesthetic and thematic misfire that Magic simply didn’t need.

The source text notes, “Wizards has also refused to do functional reprints of these cards so far, which has only added insult to injury.” This refusal to functionally reprint only cemented the feeling of a missed opportunity to rectify a contentious release. It left a sour taste, compromising the integrity of Magic’s design principles. While not a “flop” purely on sales due to FOMO, in terms of community goodwill and design integrity, *The Walking Dead* Secret Lair definitely earned its stripes as a major point of “rejection.”

2. **Secret Lair x Stranger Things (2021)**Following closely, the *Secret Lair x Stranger Things* drop arrived in 2021. For many, it reinforced the concerns that *The Walking Dead* had initially sparked. This crossover was explicitly grouped with *The Walking Dead* and *Fortnite* as examples of products that “don’t fit in with Magic’s design sensibilities at all.” Such a statement is damning, indicating a fundamental incompatibility with the game it tried to inhabit.

The core issue was, once again, jarring aesthetic dissonance. Magic has always thrived on a foundation of fantasy-inspired realities, even when dabbling in more mechanical themes. The planes within Magic’s multiverse adhere to a “certain set of rules and design sensibilities.” Characters like Chief Jim Hopper, Dustin, Eleven, and Lucas, while beloved in their own universe, brought a specific 1980s suburban sci-fi vibe. This clashed uncomfortably with Magic’s established visual language.

While the Demogorgon offered a slight nod to D&D’s fantasy roots, the overall presentation felt like an alien invasion of a different sort. It broke the visual immersion of the game. The author explicitly decries “sci-fi-looking characters in my fantasy games,” stating, “I think the way the characters and worlds in Magic look is as important as the game’s mechanics.” *Stranger Things*, despite its popularity, became another poster child for the argument that not every beloved IP fits Magic: The Gathering.

This discussion often boils down to what Magic *is* at its core. When modern-day characters are given black-bordered, tournament-legal cards, it challenges the game’s very “fantasy feeling.” For those who cherish Magic’s rich lore and cohesive aesthetic, *Stranger Things* represented another step down a path where IP recognition trumped internal consistency. This led to a palpable sense of player “rejection” for its place within Magic.

3. **Secret Lair x Fortnite (2022)**If *The Walking Dead* started the conversation about aesthetic clashes and *Stranger Things* continued it, then *Secret Lair x Fortnite* in 2022 cemented the idea for many critics. Wizards of the Coast, it seemed, was willing to push Magic’s visual identity to its breaking point. This Secret Lair collaboration was explicitly called out as one of those “things… which don’t fit in with Magic’s design sensibilities at all.” This is as direct as it gets when describing why a product might be “rejected” by the core audience.

The game *Fortnite*, with its vibrant, cartoonish aesthetic and battle royale gameplay, couldn’t be further from Magic’s traditional high fantasy. While the art was described as “some wonderful works of art to enjoy,” the issue wasn’t the quality of illustrations, but their context. Seeing characters and scenes from *Fortnite* on Magic cards, even as “beautiful art for both the spells as well as the basic lands,” was a bridge too far for many players valuing the game’s intrinsic fantasy identity.

The source text contrasts these “bad” crossovers with those the author would “much rather have.” This highlights a clear preference for IPs aligning more closely with Magic’s fantasy roots. The presence of “Dance Battle,” “Supply Llama,” and “Battle Bus” might entertain *Fortnite* fans, but for a Magic player seeking immersion, they felt completely out of place. It underscored the fear that Magic was becoming “a constant showcase of other IPs,” sacrificing its “own potential just to say, ‘hey, remember this thing?'”

The “rejection” here was a philosophical disagreement with the game’s aesthetic and cultural integration. *Fortnite* felt like a concession to pop culture appeal at the expense of Magic’s unique identity. While it may have brought some *Fortnite* fans into the Magic orbit, the author’s sentiment suggests that “only a tiny fraction of new players… will continue to play.” This reinforces the idea that some crossovers, like this one, ultimately miss the mark for long-term engagement and resonance.

Warhammer 40,000 (2022)
10 Things We Wish We Knew Before Starting Warhammer 40K, Photo by thegamerimages.com, is licensed under CC BY-SA 4.0

4. **Warhammer 40,000 (2022)**Now, *Warhammer 40,000* is a beast of a different color, or perhaps, a different grimdark shade. Released in 2022, this product consisted of four preconstructed Commander decks, plunging Magic players into its sci-fi/fantasy universe. On paper, a crossover with a franchise sharing thematic elements—”humans, elves, and orcs fighting each other, big and epic battles, plus aliens and space technology”—might seem like a slam dunk. Yet, even here, the execution drew specific critique, suggesting a nuanced form of “rejection” or, at least, a missed opportunity.

The author pointedly states: “I personally think that the least they could’ve done for this was use the more medieval-inspired setting of the original Warhammer.” This isn’t a blanket rejection of Warhammer itself, but a critique of the *specific choice* of sub-franchise. Warhammer Fantasy, with its dragons, knights, and traditional fantasy, arguably aligns more seamlessly with Magic’s core aesthetic. *Warhammer 40,000*, while undeniably epic, brings a heavy dose of advanced weaponry, space marines, and grimdark technology. For some, this pushed the boundaries of Magic’s “fantasy-inspired realities” a little too far.

While the art, like “Vanguard Suppressor (Warhammer 40,000) | Illustration by Fajareka Setiawan,” is impressive, the aesthetic of space-faring eldar and gothic starships still creates visual tension with Magic’s established multiverse. The concern about “sci-fi-looking characters in my fantasy games” resurfaced, even if *Warhammer 40,000* is closer to fantasy than *Fortnite*. It’s a matter of degree, but critical for players who appreciate Magic’s coherent world-building.

The existence of distinct “Commander Decks” provided comprehensive integration. However, the underlying critique remained: was this the *right* Warhammer to bring into Magic? For some, the decision to go with the grimdark, technologically advanced 40K over the more traditional fantasy of Old World Warhammer felt like a misstep. This led to a kind of soft rejection, where the product wasn’t bad, but it wasn’t what many *wanted* or felt was the *best* representation of such a crossover. It highlights that even seemingly compatible IPs can miss the mark if stylistic choices don’t resonate with player expectations.

Transformers (2022)
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5. **Transformers (2022)**”Our favorite robots were also slid into The Brothers’ War packs at a low chance!” This line about *Transformers* in 2022 immediately flags a different kind of “rejection” or potential for buyer dissatisfaction. While *Transformers* also received Secret Lair drops, integrating individual Transformers cards into the main *The Brothers’ War* set was a contentious move. This wasn’t just a separate product; it was an interjection into the very fabric of a canon set.

The core concern revolved around distribution and thematic clash. *The Brothers’ War* is a set steeped in Magic’s history, recounting an ancient, devastating conflict. Suddenly, in these packs, players could crack open Optimus Prime or Megatron, featuring “more than meets the eye” and “living metal” mechanics. While mechanically flavorful for *Transformers*, the abrupt appearance of giant, transforming robots from an entirely different sci-fi universe within a mainline Magic set was jarring.

The author previously noted that “none of the vehicles in Magic… look anything like the vehicles we see in real life.” The *Transformers* cards, with their distinct aesthetic of Cybertronian machinery, challenged this long-standing design sensibility. While the author allows enjoying Lord of the Rings, Final Fantasy, and Spider-Man, there’s no such specific endorsement for *Transformers*. This implies it might fall into the category of crossovers that “don’t fit in with Magic’s design sensibilities at all.”

Furthermore, the “low chance” of finding these cards in *The Brothers’ War* packs was problematic. It turned these unique crossover cards into chase rares, potentially forcing players to buy more product or pay inflated secondary market prices. This echoed the “mechanically unique and not easy to get” criticism of *The Walking Dead*. For many Magic players, its integration into a core set, combined with its distinct sci-fi aesthetic, felt less like a celebration and more like an unwelcome intrusion, leading to “buyer rejection” rooted in thematic integrity and product strategy.

If you thought we’d covered the gamut of controversial crossovers, buckle up, because the journey through the wild, sometimes baffling, landscape of Universes Beyond is far from over. We’ve already dissected how some IPs felt like they’d crash-landed onto Magic’s planes rather than gracefully arrived. But believe it or not, Wizards of the Coast had even more surprises in store, continuing to test the elasticity of Magic’s “design sensibilities.” It’s a bold strategy, Cotton, let’s see if it pays off for them.

The core argument against these ventures, as one player so eloquently put it, is the aversion to “sci-fi-looking characters in my fantasy games.” This isn’t just about nitpicking; it’s about the very soul of Magic, a game whose “characters and worlds… look is as important as the game’s mechanics.” So, as we dive into the next wave of products that left a significant portion of the player base scratching their heads, keep that sentiment front and center. Because sometimes, a crossover isn’t just a misstep; it’s a full-on faceplant into the multiverse.


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Fallout (2024)
Iconic CRPG Fallout is now free on Amazon Prime Gaming – Video Games on Sports Illustrated, Photo by si.com, is licensed under CC BY-SA 4.0

6. **Fallout (2024)**Alright, so *Fallout* drops onto the Magic scene in 2024, bringing with it a whole heap of post-apocalyptic joy. Or, depending on your perspective, a radioactive wasteland of thematic dissonance. Four Commander decks plunged players into the desolate, retro-futuristic world of Bethesda’s acclaimed series. Now, while we appreciate a good vault-dweller story as much as the next sentient being, this is Magic: The Gathering, not *Mad Max: Beyond Thunderdome*.

The introduction of mechanics like “radiation” and “junk tokens,” alongside the re-introduction of “energy counters,” certainly fit the *Fallout* theme beautifully. There’s no denying the flavor is spot-on for the IP it represents. But let’s be real for a moment: how does a Geiger counter-wielding survivor foraging for scrap metal in a nuclear wasteland fit alongside an Elf archer in Lorwyn or a wizard in Dominaria? The author’s steadfast belief that “none of the vehicles in Magic… look anything like the vehicles we see in real life” gets utterly pulverized by the very aesthetic of *Fallout*. We’re talking about rusted-out cars, power armor, and laser rifles, not Aetherborn constructs.

While the art itself, and the “new basic cycle of full art lands” might be visually impressive, the philosophical question remains: is *any* aesthetic departure fair game? The continuous emphasis on “fantasy-inspired realities” as a core rule for Magic’s planes feels like it’s being systematically dismantled by products like *Fallout*. It’s not just “sci-fi-looking characters”; it’s an entire post-nuclear civilization that feels utterly alien to Magic’s established multiverse.

The very essence of Magic’s world-building, where even advanced technology “looks and feels magical,” takes a serious hit here. *Fallout* characters, with their gritty, atomic-age technology, represent a fundamental challenge to that internal consistency. For many players, it’s not about hating *Fallout* as a franchise; it’s about wondering where the line is drawn when the game’s identity starts to feel like “a constant showcase of other IPs,” sacrificing its own unique potential. It’s a hard pill to swallow for those who cherish Magic’s cohesive fantasy.


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Chucky (2024)
Zackary Arthur | Zackary Arthur speaking at the 2024 WonderC… | Flickr, Photo by staticflickr.com, is licensed under CC BY-SA 2.0

7. **Chucky (2024)**Oh, *Chucky*. Just when you thought the “Universes Beyond” journey couldn’t get any wilder, along comes a murderous doll from a slasher film. If *The Walking Dead* pushed boundaries, *Chucky* felt like it gleefully danced over them with a bloody knife. The context itself sums it up rather succinctly: “I’m no fan of Chucky, but it is a missed opportunity to use the toy type in Magic.” That, my friends, is a masterclass in understated critique.

Let’s unpack that “missed opportunity.” It implies that while the *concept* of a “toy type” might have some mechanical novelty within Magic, the *actual IP* is still a hard pass for many. We’re talking about a horror icon born from a modern, gruesome film franchise. Does a possessed plaything with a penchant for mayhem truly align with the “design sensibilities” of a game known for dragons, knights, and ancient spells? It’s a question that answers itself, usually with a shudder.

The aesthetic clash here is almost comical, if it weren’t so indicative of the direction Universes Beyond was hurtling. Imagine a planeswalker like Chandra Nalaar squaring off against a miniature, plastic doll. It’s less epic fantasy, more a Saturday morning cartoon gone horribly wrong. This particular crossover serves as another stark reminder of the criticism that some products “don’t fit in with Magic’s design sensibilities at all,” making you wonder if the gatekeepers of Magic’s identity simply packed up and went home.

For players invested in the lore and visual coherence of the game, *Chucky* represents a moment where the “fantasy feeling of the game” was arguably warped to its breaking point. It’s hard to maintain immersion when the next card you draw could be a relic of a slasher flick. This kind of integration, even if only a Secret Lair drop, further cements the feeling that Magic is becoming “a constant showcase of other IPs,” diminishing its own rich tapestry in the process.

Ghostbusters (2024)
Ghostbusters Movie Posters, Photo by tmdb.org, is licensed under CC BY-SA 4.0

8. **Ghostbusters (2024)**Who ya gonna call? Well, if you’re a Magic player looking for thematic consistency, probably *not* the Ghostbusters. This 2024 Secret Lair drop brought the iconic proton pack-wielding paranormal investigators to the cardboard, and while it might’ve elicited a nostalgic chuckle from some, for others, it felt like an unscheduled haunting of Magic’s aesthetic. The phrases “Answer the Call,” “get Slimed,” and the aptly named “Careful Study” all nod to the IP, but do they nod to Magic?

The problem, as with many of these crossovers, isn’t necessarily the quality of the art or the cleverness of the mechanics. It’s the stark reality that modern-day New York City, complete with Ecto-1 and spectral apparitions, is a million miles away from the sprawling, fantastical planes of the Magic multiverse. This is a universe where even the most mechanical elements “look and feel magical,” as the established rules dictate. Then you have Bill Murray and Dan Aykroyd standing next to a goblin shaman.

This foray into 1980s supernatural comedy, much like the *Stranger Things* drop, actively challenges the very “fantasy feeling of the game.” It’s hard to suspend disbelief and immerse yourself in an epic battle between planeswalkers when the next spell you cast involves wrangling a mischievous poltergeist with a vacuum cleaner. For those who prioritize Magic’s cohesive world-building, *Ghostbusters* felt less like a fun variant and more like a playful, yet ultimately jarring, intrusion.

The continuous stream of such culturally specific, modern IPs raises the persistent question: what *is* Magic becoming? Is it a game with a unique identity, or merely a canvas for “a constant showcase of other IPs”? While a segment of the audience might enjoy the novelty, the underlying sentiment suggests that such products risk alienating the core players who are deeply invested in Magic’s established lore and aesthetic integrity. The rejection here is less about the individual cards and more about the perceived dilution of the brand.


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Hatsune Miku (2024)
File:初音舞踏祭2024 – The HATSUNE Miku concert is handmade by Hokkaido University student volunteers.jpg – Wikimedia Commons, Photo by wikimedia.org, is licensed under CC BY 2.0

9. **Hatsune Miku (2024)**Hold onto your mana, folks, because in 2024, Magic: The Gathering decided to embrace virtual pop stardom with *Hatsune Miku*. Yes, you read that right: a holographic Japanese pop idol now exists on Magic cards through “multiple Secret Lair drops.” If you thought the aesthetic lines were blurry before, consider them completely vaporized with this one. We’re talking about an entity that is the very definition of modern digital culture, stepping onto a stage traditionally occupied by ancient dragons and powerful mages.

This crossover stands out as perhaps one of the most extreme thematic departures in the entire “Universes Beyond” saga. The core principle of Magic’s multiverse, that its planes are “set in fantasy-inspired realities,” is not just bent; it’s snapped in half by the sheer concept of a vocaloid pop star. There’s no magical explanation for Miku; she’s a projection, a digital phenomenon. Her inclusion screams “constant showcase of other IPs” at the top of its digital lungs, making you wonder if any line at all remains.

The argument that the “way the characters and worlds in Magic look is as important as the game’s mechanics” becomes acutely relevant here. What kind of “fantasy feeling” can survive the introduction of an anime-styled, completely digital singing sensation? It’s a challenge not just to the game’s aesthetic, but to its very narrative foundation. For those who value Magic’s cohesive lore and visual identity, *Hatsune Miku* feels less like an exciting expansion and more like a desperate grab for fleeting pop culture relevance.

While it might appeal to a specific niche of players or collectors, the broader Magic community’s implicit “rejection” of such a wildly disparate IP is palpable. It reinforces the fear that Magic is “sacrificing a lot of its own potential just to say, ‘hey, remember this thing?'” without any genuine connection to the game’s intrinsic values. This wasn’t a seamless blend; it was a jarring, almost bewildering, collision that pushed the boundaries of player acceptance to their absolute limit.

SpongeBob SquarePants (2025)
File:SpongeBob SquarePants with 2023 Nickelodeon Logo.png – Wikimedia Commons, Photo by wikimedia.org, is licensed under CC Zero

10. **SpongeBob SquarePants (2025)**And finally, to cap off our deep dive into the most eyebrow-raising crossovers, we arrive at the pineapple under the sea: *SpongeBob SquarePants*. In 2025, the denizens of Bikini Bottom made their Magic debut across “three Secret Lairs,” featuring “internet memes like Force of Despair,” “legendary characters such as SpongeBob SquarePants,” and even “locations or lands like Island.” If you thought we couldn’t get more absurd than a virtual pop star, well, the sea proved us wrong.

This isn’t just an aesthetic departure; it’s a genre-bending, reality-warping plunge into pure, unadulterated cartoon absurdity. Magic’s rules for its multiverse insist on “fantasy-inspired realities.” SpongeBob is a talking sponge who lives in a pineapple. The juxtaposition is so extreme it borders on surrealism, highlighting the complete breakdown of any semblance of design sensibility that once guided Magic’s universe. The argument that some crossovers “don’t fit in with Magic’s design sensibilities at all” has never felt more fitting.

The multiple Secret Lairs dedicated to *SpongeBob* further amplify the sense of “rejection” from a significant portion of the player base. It’s not just a single, isolated card; it’s a comprehensive integration of an IP that fundamentally clashes with Magic’s tone, art style, and thematic gravitas. The presence of characters like SpongeBob and Patrick, alongside “internet memes,” transforms Magic into something almost unrecognizable to long-time enthusiasts. It feels like a whimsical, yet deeply problematic, concession to broad pop culture appeal.

Ultimately, *SpongeBob SquarePants* might be the ultimate test of how much “Magic” can endure before it ceases to be “Magic.” For those who believe “the way the characters and worlds in Magic look is as important as the game’s mechanics,” this crossover is less about expanding horizons and more about dissolving them. It stands as a monument to the fear that the game is becoming “a constant showcase of other IPs,” diluting its own rich identity for the sake of novelty. It truly begs the question: What’s next, Teletubbies?

So, there you have it. A whirlwind tour through the “Universes Beyond” products that, for many, felt like less of a seamless integration and more of a jarring collision. From grimdark sci-fi to murderous dolls, and from virtual pop stars to talking sponges, Wizards of the Coast has certainly kept us on our toes. While some players embrace the novelty, it’s undeniable that these ventures have sparked heated debate, challenging the very essence of what Magic: The Gathering is and what it means to its dedicated community. The question isn’t whether these products exist, but at what cost to Magic’s cherished identity and artistic integrity. As the multiverse continues to expand, one can only hope that future crossovers are selected with a bit more reverence for the game we all love. Otherwise, we might just find ourselves in a world where Optimus Prime is casting SpongeBob as an Eldrazi titan. And frankly, nobody needs that.

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