PHILIP GIANCOLA WRITER. DIRECTOR. PRODUCER

Horizon × Magic: The Gathering (Set Concept)
Writer · Narrative Designer · Top-Down Set Design

A personal top-down design concept that maps the Horizon series onto Magic's Universes Beyond line. This was built outward from the story's emotional spine.

I have a deep admiration for Horizon, a series whose real subject core, underneath the open world and the machine megafauna, is connection across a thousand years. Aloy uncovers who she is by uncovering Elisabet, the scientist she was cloned from, each of them making sacrifices to save a dying world. I did not want to write fan service for it. I wanted to see whether I could translate it into Magic: The Gathering on its own terms, a set that feels like it belongs in both worlds and built from systems Magic already runs.

The brief I set myself was simple to state and hard to do. Find where Horizon and Magic genuinely overlap rather than forcing a costume onto the game. Earn the mechanics from the fiction. And start from the emotional spine. 

THE PREMISE

Horizon's conflict is already a color pie. The wild is green, the old world is blue. Once you see it that way, the set almost places itself. The reverent machine-hunters, the tinker-engineers prying open Old World doors, the sun-empire with a sacrificial past, each faction takes a natural seat on the pie, and the machines become the colorless prize they all fight over.

  • Mechanics pulled from behavior. Every machine earns its slot by playing the way it behaves in the game: the Thunderjaw's disc-launcher volley, a Watcher's scouting eye, a Sawtooth's pounce. The design pillar is that machines are wildlife, not monsters, so the card has to feel like the animal.
  • Override as borrowed power. Horizon's signature verb, hacking a machine to make it briefly yours, becomes a blue mechanic: reach in, disable, reprogram. It is temporary and always a gamble. You gain control until your next turn, then it slips away. I specced it in full, with a rarity arc that draws the power fantasy as a curve, from a common disable to a rare permanent control.
  • The open questions. The concept ends on what I would stress-test in a real set rather than pretending it is finished: whether white versus green keeps two red-martial factions distinct, whether Override's sacrifice loophole is skill expression or a feel-bad, and how the machines read as wild ecology while playing as owned artifacts. Naming the cracks is part of the craft.

WHAT IT DEMONSTRATES

This piece proves the top-down design muscle - taking an existing IP and earning a whole system from its fiction, color identity, faction structure, a signature mechanic, and the cards that prove it plays. Three showcase cards, Aloy, the Thunderjaw, and Override itself, carry it from concept to something a developer could actually pressure-test. The collaboration runs both ways: Magic gets a world whose conflict is already a color pie, and Horizon gets its machines and armor sets turned into card art players collect and study.

Read the full spec (PDF)