How Nomad Was Born: Magic, Miles, and the Joy of Simplicity
It started with a ride.
Somewhere between the winding roads, the smell of fuel, and the freedom of an open highway, I started wondering if I could bring Magic: The Gathering along for the journey — not as cargo, but as a companion. Not to be weighed down by it, but to carry it lightly. Just like my favorite rides, I wanted the game to be portable, stripped down, and focused on the experience.
That’s how Nomad came to be.
At first, it was just a thought experiment:
“How could I play Magic while backpacking, camping, or sitting outside a mountain-town coffee shop with friends?”
But it quickly turned into something more — a personal mission to merge two of my favorite pastimes: traveling and tabletop strategy. I wanted the best of both worlds. And surprisingly, it was more than possible. It felt… natural.
But to make it work, the game needed a makeover.
A lighter footprint. Less noise. No tokens, no counters, no piles of extra cardboard. Just 40 cards, a sideboard, and a single D20. No clutter. No complicated state tracking. No tap-dancing around triggers. Just gameplay.
A Reaction to the Modern Game
Don’t get me wrong — I love a well-built dice factory deck. There’s real joy in spinning that engine and watching the board explode. But lately, especially with the release of sets like Bloomburrow, I’ve felt something shift. Magic has grown heavier — more components, more bookkeeping, more “don’t forget this trigger or you’ll lose.”
It started feeling less like a game and more like a spreadsheet.
That’s fine for a Friday night with all the gear laid out. But when you’re outdoors with a friend and a backpack, it's a dealbreaker. And even off the trail, I’ve found myself craving something leaner. I want decisions and tactics, not upkeep phases that need a checklist.
Nomad is my answer to that.
Why These Rules?
The core of Nomad is simplicity without sacrificing depth.
Singleton format
Keeps games varied, replayable, and skill-testing — without the need for deck multiples.40-card main deck + 20-card sideboard
Easy to carry, fast to shuffle, and quick to play.No tokens, counters, or extra components
You bring your deck and a D20 — that's it.Legacy banlist + Nomad-specific exclusions
Powerful cards stay in check, and we avoid pieces that depend on external components.
Some cards just don’t make sense in a travel-first environment. Anything that creates multiple objects, needs detailed tracking, or asks you to bring extra cards into the game — it’s out. The goal is clarity, not compromise.
A Living Format
Nomad isn’t “done.” It’s growing — much like the places I plan to bring it.
I see it evolving with the needs of travelers, hikers, and hostel-dwellers who want to sling spells without lugging around half a game store. I want feedback, tests, and matches played under open skies or between train rides.
This isn’t just a format. It’s an invitation:
take Magic with you, not as baggage, but as a companion. Pack light. Play smart. Make memories.
And if you're reading this and thinking,
“That’s exactly what I’ve been missing,” —
welcome, fellow Nomad. There’s room at the table (or stump, or rock, or cafe bench) for you too.