The 20 Most Influential Card Designs of All Time

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Title card for the panel

The 20 Most Influential Card Designs of All Time was a panel hosted by Mark Rosewater at MagicCon: Chicago in 2025. At the time of the panel, he had been Head Designer for Magic for 21 years, and worked on the game for nearly three decades. The twenty cards, or sometimes cycles of cards, were chosen for meeting three criteria: they were popular at the time of their release, they caught players' attention, and they inspired R&D to make further cards. The cards on the list are not necessarily the first cards to embody their effects, but they distinguished themselves by their popularity.

Summary

# Card Year Set Designer Description
20 Mindslaver 2003 Mirrodin Mark Rosewater Rosewater had tried to print this effect earlier during Tempest, on the card Helm of Possession, before getting it approved for Mirrodin by Rules Manager Paul Barclay. It makes the list not for its specific effect, but for demonstrating the power of "cool text" that's "short, pithy, [and] exciting".
19 Form of the Dragon 2003 Scourge Brian Tinsman A successful example of "all-in top-down design".
18 Ajani's Pridemate 2010 Magic 2011 Matt Place Combined two popular mechanics, gaining life and gaining counters, in a causal relationship. The triggered ability has become so widespread that "pridemate" is now R&D shorthand for the effect.
17 Gonti, Lord of Luxury 2016 Kaladesh Ian Duke While the "Gonti effect" allows a player to cast spells "stolen" from their opponent's library, "stealing" cards from any zone has been broadly popular.
16 Ball Lightning 1994 The Dark Jesper Myrfors Designed to blur the line between creatures and direct damage. Creatures that inherently last for a single turn have been a common red archetype, as have "Heat Shimmer" effects that create temporary copies of creatures. It was also the first of 400+ mono-red creatures (as of the time of the panel) to have haste.
15 Fact or Fiction 2000 Invasion Collaboration between Rosewater, Bill Rose, and Mike Elliott A card designed "for Spike", this is one of the first divvy spells. It's notable for being fun regardless of its controller's skill level, but scales dramatically with its controller's knowledge of both their own and their opponent's decks.
14 Mishra's Factory 1994 Antiquities David Petty The first creature land.
13 Akroma, Angel of Wrath 2003 Legions Bill Rose Proved the popularity of "kitchen sink design", which places large numbers of keywords onto creatures.
12 Watery Grave 2005 Ravnica: City of Guilds Mark Rosewater Initially excluded from Ravnica in favor of trying several other ideas. Shock lands demonstrated the value of paying a cost up front, and the viability of giving basic land types to dual and triple lands. They were also an example of card names chosen to be agnostic to the setting, so that they could be reprinted in sets elsewhere.
11 Panharmonicon 2016 Kaladesh Mark Rosewater Designed by Rosewater out of a conviction that each set should have an artifact that does something never seen before. It established the rules text "triggers an additional time".
10 Platinum Angel 2003 Mirrodin Unknown Similar to Panharmonicon, this card had completely novel rules text that "really spoke... to the cleanliness of an idea". It was the most popular card in Mirrodin. Rosewater could not determine which of the set's designers created the card, and in attempting to research it, discovered that he'd already lost track of that information shortly after Mirrodin's release.
9 Mistform Ultimus 2003 Legions Mark Rosewater Showed the "power in everything", and the value of having an ability that is defined even outside of the battlefield. It directly inspired changeling.
8 Doran, the Siege Tower 2007 Lorwyn Devin Low Created to solve the problem of using high toughness as a source of inertia, the quality of bringing the game closer to ending. Referred to as "backbone" in Arena, or simply the "Doran ability" in R&D.
7 Sun Titan 2010 Magic 2011 Aaron Forsythe Part of a cycle; Improved on attack triggers by expanding their condition to "enters or attacks", ensuring a use on the creature's first turn.
6 Force of Will 1996 Alliances Chris Page The most famous of the first cycle of pitch spells. Broke the unspoken rule that being tapped out meant that you were unable to cast spells.
5 The Hive 1993 Alpha Richard Garfield The very first top-down design, to embody a hornet's nest. Introduced tokens to the game.
4 Ivory Charm 1996 Mirage Bill Rose and the Mirage design team A cycle to make use of various effects that were too weak to be worth a single mana, by combining them and using opportunity cost to justify the price. Inspired several later charm cycles, commands, split cards, and numerous other modal designs.
3 Figure of Destiny 2008 Eventide Brian Tinsman A design that mechanically represented the before and after of a character's growth. Inspired level up, double-faced cards, and Classes.
2 Plague Rats 1993 Alpha Richard Garfield The first example of superlinear growth. While Alpha's rules allowed for any number of copies of a card in a deck, later rules did not, which led to Relentless Rats and its "relentless" mechanic. It also inspired cards like Kindle, and the Sliver creature type: "what if we made Plague Rats, but it grants other things instead of +1/+1?" Slivers themselves inspired numerous later mechanics.
1 Doubling Season 2005 Ravnica: City of Guilds Mark Rosewater A very popular mechanic, which also inspired another card on this list (Panharmonicon). "Double" and "twice" now show up on many cards.

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