

Classic is a constructed format where legal sets are Classic Sixth Edition and every following block that's been Standard-legal, sold in draftable boosters, with no copyrights other than Wizards of the Coast’s.
The format currently includes more than 100 legal sets, containing more than 20,000 playable cards, still growing.

“See your future, Magic player.
You can tap a pizza to play a hasty Peppa Pig that attacks for lethal alongside an 8/8 trample 1-mana drop from MH6. They get webbed by Spider-Man, but Captain America swoops in to save them — and you win the Modern RCQ.
Or you can play Classic — and keep the greatest card game in the world true to its history.”

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1. Slow down
In the past, to enter non-rotating formats, cards had to go through Standard, whose sets were usually three or four per year and well-balanced in power level.
The pace of new additions was therefore very slow, which led to stability, a core principle of non-rotating formats. You knew you could build a deck and play it for many years, making it possibile to truly master the deck and its matchups.With the creation of Horizon products and by nearly doubling the number of yearly releases thanks to Universes Beyond, Wizards broke that principle, causing non-rotating formats to be disrupted almost every year. Some players like it, others prefer stability, and they would like to return to the pace that it used to be.
2. Back to classic
As long as Wizards created special Magic sets based on characters from other brands or intellectual properties and limited their legality to eternal formats, most players considered it acceptable.
Now that Wizards requires these cards in Standard and Modern, many players no longer enjoy it and would like to go back to playing with cards that have a consistent identity and a more classic feel.
For the above reasons, the Classic format includes only sets that have been Standard-legal, sold in draftable boosters, with no copyrights other than Wizards of the Coast’s.
1. Not after
If we had started from Eighth Edition, this format would have been perceived only as a “powered-down Modern.” Not very appealing.
Instead, we wanted to offer a different play experience, by including more powerful and iconic cards from Magic’s history (and by adopting a less restrictive banned list).
2. Not before
The block following Classic Sixth Edition, the Mercadian Masques block, was the first in which the Reserved List was no longer applied.
The List is a serious problem for many players, preventing them from entering competitive eternal formats or limiting their deckbuilding options. Not having to deal with it is a major advantage.
3. Names match
“The Classic format starts with Classic Sixth Edition”. The name alignment makes it easy to remember.
In recent years, Magic has changed a lot, and the pace of change seems only to be increasing.
The goal of this format is not to reject change itself, but rather the speed of change seen today, as well as the aesthetic choice of mixing Magic with unrelated characters and worlds.The main purposes of Classic are thus to offer a non-rotating format that expands its card pool at a slow pace, providing a stable environment where players can invest time and money in acquiring skills and cards that remain relevant for a long time, and to preserve the identity of Magic: The Gathering.
Any reference or content present on this website related to the game Magic: The Gathering is copyright Wizards of the Coast and is permitted on this site under their Fan Content Policy. Wizards of the Coast doesn't produce or endorse this website.
Classic 6th Edition
Mercadian Masques
Nemesis
Prophecy
Invasion
Planeshift
7th Edition
Odyssey
Torment
Judgment
Onslaught
Legions
Scourge
8th Edition
Mirrodin
Darksteel
Fifth Dawn
Champions of Kamigawa
Betrayers of Kamigawa
Saviors of Kamigawa
9th Edition
Ravnica: City of Guilds
Guildpact
Dissension
Coldsnap
Time Spiral
Timeshifted
Planar Chaos
Future Sight
10th Edition
Lorwyn
Morningtide
Shadowmoor
Eventide
Shards of Alara
Conflux
Alara Reborn
M10
Zendikar
Worldwake
Rise of the Eldrazi
M11
Scars of Mirrodin
Mirrodin Besieged
New Phyrexia
M12
Innistrad
Dark Ascension
Avacyn Restored
M13
Return to Ravnica
Gatecrash
Dragon's Maze
M14
Theros
Born of the Gods
Journey Into Nyx
M15
Khans of Tarkir
Fate Reforged
Dragons of Tarkir
Magic Origins
Battle For Zendikar
Oath of the Gatewatch
Shadows Over Innistrad
Eldritch Moon
Kaladesh
Aether Revolt
Amonkhet
Hour of Devastation
Ixalan
Rivals of Ixalan
Dominaria
Core Set 2019
Guilds of Ravnica
Ravnica Allegiance
War of the Spark
Core Set 2020
Throne of Eldraine
Theros: Beyond Death
Ikoria: Lair of Behemoths
Core Set 2021
Zendikar Rising
Kaldheim
Strixhaven: School of Mages
Adventures in the Forgotten Realms
Innistrad: Midnight Hunt
Innistrad: Crimson Vow
Kamigawa: Neon Dynasty
Streets of New Capenna
Dominaria United
The Brother's War
Phyrexia: All Will Be One
March of the Machine
Wilds of Eldraine
The Lost Caverns of Ixalan
Murders at Karlov Manor
Outlaws of Thunder Junction
Bloomburrow
Duskmourn: House of Horror
Foundations
Aetherdrift
Tarkir: Dragonstorm
Edge of Eternities
Lorwyn Eclipsed
and every future Standard-legal set, sold in draftable boosters, with no copyrights other than Wizards of the Coast’s.
Any reference or content present on this website related to the game Magic: The Gathering is copyright Wizards of the Coast and is permitted on this site under their Fan Content Policy. Wizards of the Coast doesn't produce or endorse this website.
Updated every: Quarter first Monday
Last update: Monday, January 5, 2026
Next update: Monday, April 6, 2026



























Blazing Shoal
Chrome Mox
Cloudpost
Creeping Chill
Dark Depths
Dark Ritual
Dread Return
Entomb
Eye of Ugin
Flash
Gitaxian Probe
Goblin Recruiter
Gush
Hypergenesis
Mental Misstep
Mox Opal
Mycosynth Lattice
Oko, Thief of Crowns
Rite of Flame
Sensei’s Divining Top
Shuko
Simian Spirit Guide
Skullclamp
Summer Bloom
Tibalt’s Trickery
Treasure Cruise
Vampiric Tutor
Blazing Shoal
allows unpredictable infect kills without mana investment, as early as turn-2.Chrome Mox
is part of “cost 0 or 1 fast mana cards” this format avoids by design.Cloudpost
is Tron on steroids; allows an exponential mana growth; beats aggro decks too easily by gaining life with Glimmerpost.Creeping Chill
gives Dredge another free plan besides attacking; makes other aggressive decks like Burn and Prowess unable to counter-race it; allows Oops All Spells to consistently win on turn-3.Dark Depths
combined with Urborg and Vampire Hexmage allows a turn-2 indestructible 20/20 flyer that’s too fast to answer for most decks.Dark Ritual
is part of “cost 0 or 1 fast mana cards” this format avoids by design; allows a turn-1 Doomsday that most decks can’t beat.Dread Return
allows Dredge to reanimate huge creatures for no practical cost, giving it another line to win besides attacking; allows Cephalid and Oops All Spells to consistently win on turn-3.Entomb
allows Reanimator to save heavily on creature slots; allows to Goryo on turn-2 without revealing any information on turn-1; makes Reanimator too consistent since Mystical Tutor searches both for it and for Goryo.Eye of Ugin
allows playing any number of cmc-2 Eldrazi for free on turn-1, two cmc-3 on turn-2, two cmc-4 on turn-3.Flash
allows turn-2 kills with Protean Hulk.Gitaxian Probe
is free food for Prowess; cycles itself; gains information for free mana, allowing combos to go off faster.Goblin Recruiter
allows Food Chain Goblin to arbitrarily stack the entire deck, being both very powerful and very time-consuming.Gush
is absurdly strong in UR Prowess, UGx Beanstalk and many other decks.Hypergenesis
allows a (stronger) Show and Tell-like effect on turn-3 with Cascade cards.Mental Misstep
completely warps any format.Mox Opal
is part of “cost 0 or 1 fast mana cards” this format avoids by design.Mycosynth Lattice
makes Karn, the Great Creator a colorless one-card combo with almost no cost on deckbuilding.Oko, Thief of Crowns
is a design mistake Wizards admitted.Rite of Flame
is part of “cost 0 or 1 fast mana cards” this format avoids by design.Sensei’s Divining Top
causes serious delays in games because of its multiple activations; creates a lock with Counterbalance that’s very hard to interact with.Shuko
allows to mill the entire library on turn-2 with Cephalid Illusionist.Simian Spirit Guide
is part of “cost 0 or 1 fast mana cards” this format avoids by design.Skullclamp
is a design mistake Wizards admitted.Summer Bloom
allows turn-2 Primeval Titan with Amulet of Vigor and bouncelands.Tibalt’s Trickery
allows to consistently cast Emrakul, the Aeons Torn on turn-3 with Cascade cards.Treasure Cruise
costing only one blue and being that powerful, forces most decks to make a blue splash for the sole purpose of playing it.Vampiric Tutor
being non-type-specific, unlike all other 1-mana tutors, significantly improves the power and consistency of combos, especially those based on different card types (e.g., Chain of Smog).
Any reference or content present on this website related to the game Magic: The Gathering is copyright Wizards of the Coast and is permitted on this site under their Fan Content Policy. Wizards of the Coast doesn't produce or endorse this website.
A sample list of some staples and synergies available in the format.

















Any reference or content present on this website related to the game Magic: The Gathering is copyright Wizards of the Coast and is permitted on this site under their Fan Content Policy. Wizards of the Coast doesn't produce or endorse this website.