Garfield had established that Magic: The Gathering took place in a Multiverse with countless possible worlds (planes), the game's primary events taking place on the planes of Dominaria, Ravnica, Zendikar, and Innistrad. Only extremely rare beings called Planeswalkers are capable of traversing the Multiverse. This allows the game to frequently change worlds so as to renew its mechanical inspiration, while maintaining planeswalkers as recurrent, common elements across worlds. Players represent planeswalkers able to draw on the magics and entities of these planes to do battle with others. Story elements were told through the cards' flavor text, and a driving narrative.[111] The first expansion Arabian Nights designed by Garfield was based on One Thousand and One Nights folklore and include figures from that like Aladdin.[112]
The success of Magic: The Gathering led to the creation of similar games by other companies as well as Wizards of the Coast themselves. Companion Games produced the Galactic Empires CCG (the first science fiction trading card game), which allowed players to pay for and design their own promotional cards, while TSR created the Spellfire game, which eventually included five editions in six languages, plus twelve expansion sets. Wizards of the Coast produced Jyhad (now called Vampire: The Eternal Struggle), a game about modern-day vampires. Other similar games included trading card games based on Star Trek and Star Wars.[89] Magic is often cited as an example of a 1990s collecting fad, though the game's makers were able to overcome the bubble traditionally associated with collecting fads.[165] Its popularity often was associated with addictive behavior similar to gambling through the allure of gaining new cards in booster packs and expansions, and due to this, Magic: The Gathering has been sometimes called "cardboard crack" by both fans and critics.[166][167]
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