Analysis

Battles in Magic: Have the New Card Type Lived Up to the Hype?

Battles promised to reshape Magic's design landscape when they debuted in March of the Machine — but three years later, the verdict is complicated.

Jamie Taylor5 min read
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Battles in Magic: Have the New Card Type Lived Up to the Hype?
Source: edhrec.com

When Wizards of the Coast unveiled the battle card type alongside the March of the Machine set, the Magic community collectively leaned forward. Here was something genuinely new: a permanent you could attack, a two-sided card that rewarded aggression with a transformed payoff, and a design space that seemed to promise entirely fresh gameplay dynamics. The excitement was real. So was the skepticism. Three years on, EDHREC writer Jonathan Zucchetti has taken a hard look at whether battles have actually delivered on that promise — and the question he's asking cuts right to the heart of what Magic design success even looks like.

What Battles Were Supposed to Be

The core pitch for battles was unlike anything Magic had introduced in decades. As a card type, battles introduced a new axis of interaction: rather than casting a spell and watching it resolve, you deployed a permanent onto the battlefield that your opponents could attack and defeat. Successfully sieging down a battle rewarded the controller with a transformed card, often a powerful spell or creature waiting on the other side. The design intent seemed clear — create a card type that rewarded proactive, board-focused play, generated interesting in-game decisions about when to attack a battle versus the opponent, and gave storytelling opportunities tied to the March of the Machine narrative of planar invasions.

For Commander players specifically, the promise felt meaningful. The format already rewards permanents that generate ongoing value, and battles seemed tailor-made for a multiplayer environment where multiple opponents could theoretically help or hinder a battle's progression. The "siege" subtype that launched with March of the Machine flipped when an opponent attacked and defeated it, creating an unusual political dynamic that theoretically suited Commander's multiplayer table better than any 1v1 format.

The Reality at Commander Tables

Here's where the gap between design intent and table reality starts to show. In Commander, battles have largely struggled to find consistent homes outside of dedicated build-around strategies. The mechanic that sounds compelling on paper — letting opponents attack your battle to flip it — creates genuine awkwardness at a four-player table. You're essentially asking opponents to do you a favor, which introduces a dependency on other players' decisions that most Commander staples deliberately avoid. Cards that require political negotiation to function correctly tend to underperform cards that simply generate value on their own terms.

The power level of the back faces on many battles has also been a point of contention. Several of the siege battles from March of the Machine offered transformations that, while flavorful, didn't justify the additional hoop-jumping compared to simply running the equivalent effect as a direct spell. When a card requires you to deploy it, wait for it to be attacked down, and then flip into its payoff, that payoff has to be substantially better than alternatives to earn a slot in a 99-card deck. For many battles printed so far, that threshold hasn't been clearly met.

What the Numbers Actually Suggest

EDHREC's data offers a grounding perspective here. Inclusion rates for battle cards in Commander decks have remained modest since March of the Machine's release, with only a small handful of battles appearing with any regularity in the format. Compare that to other new card types or mechanics introduced in recent sets — sagas, for instance, found immediate and lasting homes across Commander archetypes — and battles look like a mechanic still waiting for its breakout moment.

AI-generated illustration
AI-generated illustration

Jonathan Zucchetti's retrospective for EDHREC frames this not simply as a failure but as an unresolved question: has the design direction stalled, or is it simply waiting for the right card to unlock the archetype? That distinction matters. Some mechanics underperform for years before a single powerful card reframes them entirely. Landfall looked modest before Omnath, Locus of Creation. Superfriends strategies existed before a critical mass of powerful planeswalkers made them genuinely threatening. The battle type might be one marquee card away from relevance — or it might be a design direction that solved a problem players didn't have.

The Design Space Question

Part of what makes Zucchetti's retrospective worth engaging with is that it forces a harder question than just "are battles good?" The real question is whether the battle card type opens up design space that couldn't be achieved through existing card types. Sagas justified their existence by creating a specific kind of incremental storytelling that enchantments alone couldn't replicate. Planeswalkers created a new resource to contest and protect. Battles, so far, have primarily felt like two-faced permanents with an unusual flip condition — useful in specific contexts, but not clearly unlocking something Magic couldn't do before.

That's not necessarily fatal. Magic's history includes card types and mechanics that took multiple sets to mature. The question is whether Wizards continues investing in battles as a design direction long enough to find what the type uniquely enables, or whether the relatively muted reception causes battles to fade into the background of Magic's ever-expanding toolbox.

Where Battles Go From Here

The most interesting tension in this conversation is between novelty and function. Battles were introduced as part of one of Magic's most ambitious narrative sets, and that context gave them immediate visibility and excitement. Returning to the battle card type in future sets would require Wizards to either improve on the flip conditions, increase the raw power of battle faces and back faces, or find a subtype variant that creates the kind of immediate Commander utility that makes a card a staple rather than a curiosity.

For now, battles occupy an unusual position: a card type that generated genuine innovation conversation, still appearing occasionally in new sets, but without the consistent format presence that would signal a true design success. Jonathan Zucchetti's framing of this as an ongoing question rather than a closed verdict is probably the most honest take available. The battle type hasn't failed, but it hasn't arrived either — and in Magic design, that ambiguous middle ground is often where the most interesting stories eventually get written.

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