Welcome!

Welcome to the start of our blog where we will keep everyone updated on what’s going on behind the scenes as well as discuss strategy, gameplay and lore of DEMØNS & MAJIK TCG!

For those of you first discovering DEMØNS & MAJIK TCG, or simply “D&M”, it is a competitive trading card game where you take the role of a sorcerer, Casting Majik spells and Calling upon the vast creatures of the world to defeat your  opponent! 

There are many characters from the world of D&M you can play and collect; A Prince who so happens to be a frog, a Queen under the seas, the Children of the Creators, and many more! There are also references to objects found in the world; some owned by the first of their kind, some are the first of their kind, and some bestowed with gifts of Majik. 

Alongside references to the stories behind the cards, there are also some subtle pop culture references sprinkled throughout, adding a little bit of now to the mix.


A Bit of History

D&M has been around as an idea since I was in the 5th grade, it was originally modeled after a LARP that me and my friends made up and played for years. Eventually, it became what it is today. There have been 2-3 “evolutions” of the game since its inception. 

The first iteration was whimsical and the power ceiling was nonexistent. Everyone was invited to create their own cards to join in on the fun, and eventually it became such a crazy game that it powercrept itself at every turn. There are only 3 cards left in existence from the first iteration. 

The second iteration was a bit more serious, but the card design and basic game mechanics were nearly identical to the original, save for effects. With the first iteration effects were written in cursive, and every card was individually hand drawn and hand written. The change to effects was the cursive being removed for regular “font” and the effects were slightly more controlled. These cards were hand written and drawn, but in groups thanks to the aid of a copier printing copied card backs. There are a few left in existence, locked away in a binder. 

The third iteration changed a lot, especially in terms of design. It was still serious, but thanks to the help of a friend at an LGS I frequented, it was also cohesive in theme, giving the cards and the game a bit of flavor and sense of unity. Resources were implemented, and core game mechanics were established. Art was on the way, but much simpler than it is now. There are only 2 of these cards left that are not playtest cards, and in full color with art. This iteration became the launching point for the core principles and design of D&M today. 

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