The 10 Best Magic Booster Boxes

Updated December 12, 2017 by Lydia Chipman

10 Best Magic Booster Boxes
Best High-End
Best Mid-Range
Best Inexpensive
We spent 45 hours on research, videography, and editing, to review the top choices for this wiki. With more than a quarter of a century of gameplay and millions of players to its credit, Magic: The Gathering is one of the most popular trading card games on the market. These Booster Boxes add to the excitement with deck-building assortments on various themes for gamers to expand their mythical horizons and take on new challenges based on their own unique strategies and alignments. When users buy our independently chosen editorial picks, we may earn commissions to support our work. Skip to the best magic booster box on Amazon.

10. Return to Ravnica

Return to Ravnica sets the stage for open warfare when the Guildpact is broken, throwing the plane and its inhabitants' allegiances into chaos, as Guilds call upon signature Detain, Overload, Unleash, Scavenge and Populate spells to defeat their enemies.
  • multicolored gold and hybrid cards
  • employs dual-mana gate cards
  • more sorcery than creatures
Brand Wizards of the Coast
Model WTC488860000A
Weight 2.4 pounds
Rating 3.5 / 5.0

9. Amonkhet Plane

Great warriors arise from the Amonkhet Plane, the domain of renowned dragon lord Nicol Bolas. Heroes and monsters of the desert oasis compete in the Trials of the Five Gods for primacy in the ranks of the realm's most noble and worthy inhabitants.
  • aftermath twisted-split cards
  • exert and embalm mechanics included
  • overpowered creatures and spells
Brand Magic The Gathering
Model 14983
Weight 2.4 pounds
Rating 3.6 / 5.0

8. Dragons of Tarkir

In Dragons of Tarkir, the final episode of the Khans' saga, the ruling class of fire-breathers presides over five bicolor clans that engage in skirmishes and fierce competitions with their rivals. Signature mechanics include Bolster, Rebound, Exploit, Dash and Formidable.
  • power up creatures with megamorph
  • features fate reforged tribal icons
  • emphasis on creatures and alliances
Brand Wizards of the Coast
Model WTCB19340001
Weight 2.5 pounds
Rating 3.9 / 5.0

7. Kaladesh Realm

Explore the birthplace of Chandra Nalaar in the Kaladesh Realm, where ingenuity and innovation drive the action, and Planeswalkers hold the power of creation in their hands. Advance your cause by inventing and animating all sorts of wondrous fabrications and creatures.
  • fun for makers and gearheads
  • convert artifacts into vehicles
  • focused more on devices than sorcery
Brand Magic: the Gathering
Weight 2.4 pounds
Rating 3.7 / 5.0

6. Eldritch Moon

Embrace the darkness and form unholy alliances to conquer the nightmarescape of Innistrad in Eldritch Moon. Meld and Emerge mechanics escalate the drama as survivors of the apocalypse fight for supremacy in the aftermath of the realm's devastation.
  • features double-faced cards
  • madness and delirium abilities
  • successor to shadows over innistrad
Brand Magic: the Gathering
Model 14003
Weight 2.2 pounds
Rating 4.1 / 5.0

5. Avacyn Restored

In Avacyn Restored, the archangel returns to the Gothic realm of Innistrad to conquer the dark forces that have thrown the plane into chaos during her absence. Using the Soulbound mechanic, players can unite creature pairs to gather strength and defeat the powers of evil.
  • classic angels-vs-demons dynamic
  • use miracle to cast low-cost spells
  • flickering returns exiles to battle
Brand Wizards of the Coast
Model on
Weight 2.4 pounds
Rating 3.9 / 5.0

4. Origins Compilation

The Origins Compilation follows the journeys of five characters as they leave the mortal sphere to become Planeswalkers, with each represented by a double-faced card featuring their legendary creature origins on one side, and their transformation on the other.
  • renown and spell mastery abilities
  • explores interesting storylines
  • great for draft-and-play sessions
Brand Magic: the Gathering
Model WTCB25390001
Weight 2.5 pounds
Rating 4.2 / 5.0

3. Shadows Over Innistrad

Shadows Over Innistrad depicts a bleak and nightmarish realm in which the archangel Avacyn is the inhabitants' only hope for redemption, and double-faced cards reveal disturbing secrets and mysterious forces with the power to transform the world.
  • gothic horror-themed
  • 5 tribes with bicolor alliance pairs
  • introduces clues and delirium
Brand Magic: the Gathering
Model 13706
Weight 2.4 pounds
Rating 4.5 / 5.0

2. Conspiracy: Take The Crown

Conspiracy: Take The Crown is all about manipulation and intrigue, starting with the draft itself, in which cards have effects before the game even begins, and players must contend with shifting rules as they build their armies and stake their claim to the throne.
  • free-for-all play following draft
  • introduces monarch designation
  • incorporates council dilemma voting
Brand Magic: the Gathering
Model 14201
Weight 2.6 pounds
Rating 4.8 / 5.0

1. Gatecrash Collection

In the Gatecrash Collection, ten guilds vie for control of the ancient metropolis of Ravnica. Gold and hybrid cards raise the stakes for planeswalkers who must strategically combine their strengths and allegiances to cast multicolor spells in the battle for dominion.
  • great for sealed play and drafting
  • compelling storylines
  • mixed mana and complex mechanics
Brand Wizards of the Coast
Model WTC498070000
Weight 2.4 pounds
Rating 5.0 / 5.0

Before Magic, Magic

When talking about the history of Magic: The Gathering, most people think of Richard Garfield, the award-winning game designer who invented the game in the early 1990s. But anyone who's played the game, Garfield included, knows that magic itself has a much richer history than a mere deck of cards at a tournament table.

Before Gandalf, before Harry Potter, magic was the providence of what we now call scientists (a term originally coined in 1834 as an insult meaning "know-it-all"). Natural philosophers, many of which honestly believed that words and things shared common essences, dedicated their lives to studying Nature (with a capital N, of course) by studying the words and symbols that described it.

What those natural philosophers called natural magic included what we now call biology, zoology, mineralogy, botany, and even philology. What they called alchemy we now call chemistry. But the one thing these philosophers had in common that modern scientists do not was their penchant for enigmatic language, puzzling puns and esoteric symbolism--not unlike that found on many Magic: The Gathering cards.

Despite the decline of their ideas at the hands of Modernity, natural magicians and alchemists' strange approaches to symbols carried on. Revivalists of the late 19th Century, such as Madame Blavatsky and Aleister Crowley, built enviable careers around insisting ancient secrets need not be secrets. By virtue of their vices, magic became magick (with a K) in an attempt to differentiate modern rituals from what many considered to be misguided practices.

Needless to say, all attempts to differentiate fell short. Blavatsky fashioned herself an untrustworthy medium and Crowley fashioned himself a so-called "beast" in the eyes of London's media.

Not only did Blavatsky and Crowley enjoy role-playing in their own little ways, but they also enjoyed playing games with cards, so much so that Crowley went so far as to design his own deck, which he called the Thoth tarot.

The Magic of Magic

Unlike the tarot, to which modern playing cards are quite closely related, Magic: The Gathering is not limited to a standard deck with specific suits and characters. Doubles, triples, and even quadruples are allowed and there is no upward limit to the number of cards you can have.

By combining the social aspect of baseball trading cards with the strategic aspects of complex card games such as Hearts, Richard Garfield, a PhD in combinatorial mathematics, devised the world's first collectible card game (or CCG).

First published in 1993 by Wizards of the Coast, Magic was initially intended to keep people occupied during periods of downtime at gaming conventions. In just a few short months, however, the game acquired an enormous following, resulting in the development of expansion packs and numerous clones, including Wizards of the Coast's own attempt to compete with itself (kind of like how Tide, Gain, and Cheer are all made by Procter & Gamble).

Heavily inspired by Dungeons & Dragons, Magic is more than just a card game. It's also a role-playing game. Players, called mages or planeswalkers, specialize in up to five types of magic, though typically no more than three in an attempt to conserve mana, traverse the various planes of the multiverse and engage each other in no-holds-barred combat.

Planes determine types of terrain, types of terrain determine types of magic, and types of magic determine which sorceries you can cast and which creatures you can summon.

One Plane, Two Planes, Red Planes, Blue Planes

The trick to choosing a booster pack depends entirely upon which color of magic you want to focus on. Unlike the schools of magic in table-top role-playing games such as Dungeons & Dragons, in which one might be inclined to roll a chaotic evil, glass-cannon necromancer with an abjuration allergy and extremely low charisma, the colors of magic in Magic are defined not by one's ability to summon three Wicked Akubas, but the extent to which the strengths of one color compensate for the weaknesses of another. You can, of course, play with a mono-black deck, in which case you would want to opt for a mono-black booster box.

However, because most planeswalkers prefer to walk most planes by building multiple decks with various color combinations, investing in a mono-color booster box is typically reserved for players hoping to enhance a single deck within a collection of decks. Players looking to boost their entire collection of decks simultaneously will want to invest in one of the many, and most popular, multi-color booster boxes.

Alternatively, you could always revive an old tradition from the Nineties and gamble away your best cards. Despite being banned at officially sponsored tournaments, playing for keeps tends to be far more exciting and nerve-wracking than opening thirty-six packs in your living room.

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Last updated on December 12, 2017 by Lydia Chipman

An itinerant wordsmith with a broad constellation of interests, Lydia Chipman has turned iconoclasm into a livelihood of sorts. Bearing the scars and stripes of an uncommon diversity of experience—with the notable exceptions of joining a religious order or becoming an artist—she still can’t resist the temptation to learn something new.

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