Are 4th Print Cards Considered the End of the WOTC Base Set? Let’s dive deep into this question about Magic: The Gathering, the card game that started it all back in 1993. Wizards of the Coast, or WOTC as fans call them, kicked off the game with their very first set called Limited Edition Alpha. That was just the beginning of a huge journey with print runs, expansions, and core sets that shaped how players collect and play. The idea of a “base set” refers to those early core products that gave everyone the basics like lands, creatures, and spells to build decks. But does the 4th Edition print run mark the true end of that original WOTC base set era? To answer this, we need to walk through the history step by step, looking at how these sets were made, what changed between prints, and why collectors and players argue about it today.
First off, picture the wild early days. Magic hit the scene with Alpha in August 1993. These cards had no expansion symbol, no copyright date, and no trademark symbols on them. The bottom left just had the artist’s name. Only about 2.6 million Alpha cards were printed, making them super rare now. They had steeply rounded corners because of the cutting dies used at the printer. Then came Beta just a couple months later, fixing some misprints and errors from Alpha. Beta added two cards that missed the Alpha print: Circle of Protection: Black and Volcanic Island. It also gave new art to the five basic lands, bumping the total from 295 cards in Alpha to 302 in Beta. Beta cards had less rounded corners because the dies got sharpened, making them look different from Alpha. Wizards even made a rule later that if you use Alpha cards in tournaments, you need opaque sleeves so opponents can’t spot the sharper corners in your deck.[1]
Beta wasn’t some separate set; it was the same Limited Edition, just the second print run. Alpha and Beta are basically twins with tiny tweaks. People call this whole thing the “original base set” because it was the foundation. No fancy themes or stories yet, just pure Magic mechanics. After Beta, Wizards kept printing more of these Unlimited Edition cards. Unlimited had the same 302 cards but added expansion symbols, copyright dates, and rounded corners like Beta. Print runs got bigger, flooding the market a bit, but it was still the core stuff everyone needed.
Now, fast forward to 1994. Wizards released their first expansions: Arabian Nights, Antiquities, Legends, and The Dark. These added flavor and new cards, but the base stayed Unlimited prints. Arabian Nights had printing quirks, like a super common Mountain basic land that accidentally stayed on the sheet instead of a Desert card. About 31,000 of those Mountains got printed, making it the most common Magic card ever. Some cards had different mana symbols too, smaller and darker on certain ones.[3] Legends brought big mechanics like banding and new keywords, with rules cards in packs to explain them. Tormod’s Crypt showed up here, a zero-cost artifact that wipes graveyards clean, perfect for sideboards against graveyard decks.[3]
By 1995, more expansions piled on: Fallen Empires, Ice Age, Homelands, and Chronicles. Fallen Empires gets a bad rap today. It was only 102 unique cards, but commons came in three or four versions each with different art and flavor text, making it feel like 187 cards total. Wizards overprinted it by hundreds of millions, way more than earlier sets. It mixed whimsy and horror in art that modern Wizards wouldn’t touch. There were even misprints like Wyvern-back cards from mixed printing sheets in starter decks. People thought it might kill Magic because it felt half-baked, overprinted, and weak compared to rivals. Yet Magic survived, and 27 of its cards are on the Reserved List, though none fetch big money now.[4]
Chronicles was a reprint set pulling from Antiquities, Legends, and The Dark. It had commons in different rarities: multicolored Legends at C1 rarity, artifacts at C2, and so on. Urza’s lands had four arts each. About 180 million cards got made.[3] Homelands struggled too, seen as another low point alongside Fallen Empires and Chronicles.[4]
All this time, the Unlimited base prints kept going, but Wizards wanted a polished core set for new players. Enter Fourth Edition in April 1995. This was the first official “core set” with a set symbol, 363 cards total. It reprinted a ton from Unlimited but fixed errors, updated rules text for clarity, and added restrictions to dual lands like Volcanic Island. Those lands could tap for two colors without drawbacks before, but now they had pain or upkeep costs to balance them. They’re huge in Legacy and Vintage today because fetchlands like Flooded Strand from later sets grab them easily.[1][2]
So, are these 4th Edition cards the end of the WOTC base set? In many ways, yes, they signal the shift. Unlimited was endless print runs of the original 302-card pool with no real end date. Fourth Edition wrapped that up into a defined product: beginner-friendly, Standard-legal (back when Standard existed that way), with 363 cards including new frames and better organization.[2] It came after Revised Edition in 1994, which was another core set precursor with 306 cards, but Fourth was bigger and more official.
Collectors see it differently. Alpha, Beta, and Unlimited are the “old border” black-bordered base sets without set codes. Fourth Edition kept the old border but added the set symbol, making it feel like the finale. After Fourth, core sets evolved: Fifth Edition in 1997 with 363 cards again, then Sixth Edition with new mechanics and starter decks. Core sets got canceled and rebooted over years, becoming smaller in the 2000s until Lorwyn bucked the trend with 301 cards in 2007.[2] Mirage in 1996 had 350 cards, Tempest 350 more, starting the expansion boom.[2]
But here’s the debate: some say the base set era truly ended with Unlimited because it was infinite printing without boundaries. Fourth Edition was a compilation reprint set, not pure original design. It included cards from expansions indirectly through fixes, and its dual land changes broke backward compatibility a smidge. Wizards marketed it as “over 300 cards” like Beta, echoing the past.[1] Tournament rules still treat Alpha specially, but Fourth cards blend into later play.[1]
Print quality tells the story too. Early sets had quirky errors: Alpha’s missing cards, Beta’s corner fix, Arabian Nights’ mana symbols, Fallen Empires’ variants.[1][3][4] Fourth Edition smoothed it all out with consistent printing, no massive misprints, ready for mass market. It was printed by Carta Mundi, same as some Fallen Empires mishaps, but without the disasters.[4]
Players back then grabbed Fourth Edition boosters: 15 cards each, mix of commons, uncommons, rares. It introduced play boosters later, but core sets like this paved the way. Bundle

