Streets of New Capenna Is a Cool, Mobbed Up Take on Classic Magic: The Gathering

Magic: The Gathering has always been a card game based in fantasy. The earliest sets from the mid ‘90s centered on a hodgepodge of creatures, like ogres and wizards, battling one another as lightning bolts and fireballs exploded around them. As the game moved through the early 2000s, Magic developed its own unique form of the genre. Planeswalkers, who are basically sorcerers who can hop from world to world, visited places like the machine world Mirrodin or the city-world Ravnica, where they met creatures like the myr and the vedalken. This is all to say that Magic has one foot in traditional fantasy and the other foot in its own unique mixture of influences and forces.
Streets of New Capenna, the latest Magic set from Wizards of the Coast, pushes that core set of fantasy assumptions even further by setting the game on a plane (read: world) divided up between five families of demons who are also organized crime lords. They split everything between them, and they scheme against each other inside of a broad, general alliance that riffs on things like the famous real-world Five Families. This is a far cry from elves, goblins, and even loxodon in terms of what we’re asking to fit into our mental model of what Magic is.
This isn’t shocking, though, since WOTC have taken some big thematic swings recently when it comes to creating strong thematic worlds to make Magic cards out of. Fantasy ancient Egypt (Amonkhet), fantasy pseudo-Norse myth (Kaldheim), and a riff on English fantasy themes (Throne of Eldraine), all of which feel fairly safe and secure as far as settings go, have also been matched with Big Monster World (Ikoria), magic school (Strixhaven), and a straight-up Dungeons & Dragons tie-in set. One of the more extreme jumps, which took Magic out of fantasy and right into the realm of science fiction, was February 2022’s Kamigawa: Neon Dynasty, which returned to the Japanese-inspired world of Kamigawa to find it in full-on cyberpunk mode.
I am not laying all of this out to be critical. I think this is all extremely exciting, and it is fascinating to see what a card game with such a storied and specific history feels like it can do when it stretches beyond the bounds it has historically set for itself.
What this does gesture at, however, is a question of identity. How does Streets of New Capenna bring new themes, like demonic gangster families and Roaring Twenties riffs, into coherence with the basic concepts of Magic? What’s gained? What’s lost?
The designers of this set have brilliantly decided to house the five families of the plane into what have traditionally been known as the “shards” of Magic, the three-color combinations that were the focus of design in 2008’s Shards of Alara. These color combinations have a long history in Magic design, and when you see the black-blue-white mana symbols together on a card you have a very clear idea of what kind of deck-digging, hand-spying, creature-bouncing activity you are going to get up to. Streets of New Capenna takes these familiar design precepts and processes them through a new set, grounding these new mechanics and concepts in a familiar set of interactions.