Magi-Nation was a Collectible Card Game produced by Interactive Imagination. The Framing Device of the game was a far-off world called the Moonlands, located on the moon of a larger planet. The inhabitants were called Magi and they used their energy and the power of a stone called Animite to cast spells, forge powerful relics, and to summon up enormous creatures called Dream Creatures with which to work—and battle. Players of the game took place in those battles, using Magi cards, Spells, Relics, and the all-important Creatures. The goal of the game was to defeat your opponent's three Magi cards by reducing his energy to 0 while he had no Creatures in play. It had a small but devoted fanbase, but little funding; like so many good things, it faded into the ether. Over its full run, it produced six complete sets (one went unreleased, but significant portions of it can be found online), numerous promo cards and two Game Boy pseudo-MonsRPGs.After the game ended its run in the USA, it continued to be released in Japan for two full years after the final US release. The second RPG video game, released on the Game Boy Advance, came out only in Japan, and was heavily connected to a manga based on the series—with a different art style. The video game was a remake of the first Game Boy Color game with the American character Tony Jones swapped out for a Japanese character named Dan. The official U.S. site teased that the sixth set would be released to coincide with a CGI Animated Series that was currently in development, based on the Game Boy game. Unfortunately, the cartoon seemed trapped in Development Hell.Six years later, the cartoon is released. It is traditionally animated using an Animesque style. Things have changed, and we'll leave it at that.There is also a Magi-Nation Wiki on Wikia for those interested.
Tropes common to the franchise as a whole include:
Amazing Technicolor Population: Paradans tend to be green, the people of Nar are frequently blue, and Bograthians come in a whole range of sort of sickly-looking hues. And Core Magi just get weirder...
Cast from Hit Points: Both the card game and video game merge HP and MP into one resource; casting a 5-point spell or summoning a 5-point monster means 5 points less damage that you can take. But both Magi and monsters generate some energy every turn.
Fungus Humongous: Underneath. The Ormagon. There's a reason a quote from this game is on that page.
Guide Dang It: Shadow Hold. Come on... try getting through it without a guide. We're here waiting.
Hobbits: The Eliwan as a whole. Although they do possess magic, they are small, non-threatening, unambitious, and perpetually look like young children until they get really old. The Naroom and Weave people are the closest to the trope.
One of the earliest Shadow Magi was a d'Resh shadow magi, three full sets before any other d'Resh cards came out. Bograth, the Weave, and Paradwyn were also mentioned on cards before any cards from those regions were released. Pre-errata'd for your convenience!
Many cards actually referenced specific nonexistent cards planned for future expansions. Unfortunately, the card game was cancelled before some of these cards were printed, so there are currently some cards which reference cards that probably never will exist.
Non-Lethal Warfare: Characters do die, but very rarely, probably because all of them feature on their own cards. For example, during the wars between Bograth and Paradwyn, as well between Orothe and Cald, not a single named Magi dies during either battle. This is often explained by defeated Magi simply losing consciousness since they rely on bodily energy in order to fight, and it seems universally standard to capture defeated opponents rather than kill them. Granted, this only applies to named characters (those that appear on official cards) who are more or less implied to be the most noteworthy magi in each region. The rest of the nameless magi could theoretically be dropping dead left and right.
In fact, the characters are horrified when they accidentally kill a nameless magi in the storyline.
Puni Plush: Straight lines? Angles? Never heard of 'em.
Chekhov's Gunman: Warrada. You first see her in the third shadow geyser, apparently being a mini-boss. You beat her and she seems to vanish...odd...But then in the fourth Shadow Geyser, she appears to be the boss. However, she gives you the option to actually skip her if you agree to leave Magi Nation alone. If you take her up on that offer, then in the Fifth Shadow Geyser, she'll show up in the middle of nowhere and say, "I thought you were going to LEAVE!" then fights you, with a stronger team than she would have had otherwise.
Technically, the team is statistically the same. However, in the case of accepting Warrada's offer, you have to fight her in the Arderial Geyser and then fight an even tougher boss soon after.
Death Is Cheap: Three of the killed off characters are later shown to be alive, but turned to stone and sent to the Core.
Tryn's cousins can be added to the lot, bringing the total up to a possible five. That's also not to mention pretty much everyone in Underneath town, who are assumed to be dead for most of the game.
Disc One Nuke / Game Breaker: If you can get ANY kind of Hyren early on, you're basically set for the rest of the game. (If you can find one, and kill enough of them for their animite.) Finding one isn't the hard part. Not getting maimed by them is.
The fourth Shadow Geyser appears to be the final dungeon, because once you got all those core stones...you can go home. The End... Or Is It?
Then you get the Fifth shadow geyser in the Arderial region.
Doomed Hometown: The Underneath is completely destroyed after Tony takes care of the shadow geyser there.
Downer Ending: If Tony Jones decides to take Agram's offer up - and apparently just wordlessly looks back.
Dummied Out: The thunder and core hyrens. The missing regional hyrens are in the game, but were never added to the encounter tables in their areas; this is why they're completely accessible with Game Genie-like devices. It was a simple programming oversight caused by a rush to wrap up the final areas and get the game out as part of a multi-front marketing push when the MN property launched. It's likely that there were plenty of dungeons and backgrounds that were dummied out of the game, since you can explore tunnels and rooms that don't seem to be there for any reason other than to look pretty. Core Hyrens are actually not hard to find (A few bosses use them) but you need Thunder Hyren animite to make one, and, yeah.
Elemental Rock-Paper-Scissors: There are actually two. The first is a more classic wheel going Arderial->Cald->Orothe->Underneath->Arderial, but capitalizing on Cald's weakness to Arderial or Underneath's weakness to Orothe is unlikely to be possible when you're actually exploring those regions, and no bosses in the game use creatures from those regions anyways. Naroom and the Core form a second version, in which both is weak defensively and strong offensively to the other. Since every boss in the game uses Core creatures, keeping a few creatures of your own that can use Naroom-element skills can come in handy.
Everything Fades: Technically most bosses do this off screen, but you actually get to see Morag vanish after killing him near the end of the game.
Guide Dang It: Other than Ormagon, did you know that you had to go through places on the world map before Orothan F showed up? Didja? Nope. What about the Hyrens? Uh... probably not. And how about finding the Cloud Frond? Or the Lightning Spell?
Got Volunteered: The story kicks off when Tony gets 'volunteered' to go spelunking for a cave treasure, by two guys who tried and failed to foist the task upon one of their younger brothers.
Fail O Sucky Name: The kids in Tavel Gorge declare Tony's name to be this, so they nickname him "Foney Bones". To earn the right to be called by his real name, he enters the cave to find the crystal.
Hand Wave: Why exactly Korg's creatures always take longer to summon than normal is explained by Zet as Korg just being an idiot.
The Heavy: Morag is The Dragon, but presents a much more common villainous role compared to Agram, who only appears twice in the game.
Hopeless Boss Fight: The first fight against Morag. Even at max level, with the strongest Hyrens at your command, all you can do is struggle helplessly as he summons increasingly stronger monsters till you are beaten. It is possible to defeat him legitimately if you have at least four maxed-out creatures with the ability "Consume." Since Consume absorbs another creature's energy (and may terminate a creature), you don't have to summon your creatures as often. With a Gameshark, you can acquire the "Court" spells (Judge, Jury, Executioner) and using these makes all of your potentially terminating attacks actually terminate 100% of the time. However, you would have to cast Jury and Executioner on every new Borgor. Obviously, this is a very long and arduous process, and winning doesn't give you anything but some experience and animite. The story and dialog stay the same.
Infinity–1 Sword: Ormagon is the best Dream Creature, but finding any of the Hyrens will let you muscle your way through the game with ease.
Interface Spoiler: Averted; the equipment and core stone menus display four clear slots for the items obtained in Naroom, the Underneath, the Cald and Orothe. The equipment and core stone picked up from Arderial are positioned non-standard compared to the others.
Kleptomaniac Hero: Lampshaded; At one point Tony complains about going through all the trouble to break into strangers' houses and not finding any valuables half the time.
At another point you get this gem:
Tony: Ooh, a diary! I'll just take a quick...
Ulk: No you won't!
Tony: No I won't.
Knight Templar: Agram seems to really believe he's just doing his duty as an Ancient by keeping the knowledge of the Magi out of the hands of the inhabitants of the Moonlands.
Magikarp Power: Weebos, which start out one of the weakest dream creatures of the bunch, learn Wreck, a rare move which makes them a harbinger of death. Of course, it takes quite a bit of training to get them there. Made somewhat easier by how common they are in the beginning, and how easy it is to forge their level up. Could potentially become a Disc One Nuke or Game Breaker if someone was willing to grind like crazy. Quite honestly, it's pretty much impossible to get a Wreck Weebo without cheating or being Salafy. Weebo learns Wreck at level 99. Considering that the end-game expected level is around 50, it's absolutely ludicrous to even consider legitimately raising a Dream Creature all the way to 99. Perhaps a case of Awesome, but Impractical.
The Chosen One: Deconstructed a tad but then played straight, The prophecy of Magus Kyros? It's actually a warning - Magus Kyros isn't great, he'll DESTROY Magi Nation! It's a little clear that Tony is not Magus Kyros, but actually, the reason the world is at stake anyways! In order to create all the shadow geysers, Tony Jones is the catalyst. But then in the final dungeon, it's confirmed by Agram that Tony actually IS the reincarnation/descendant of Agadon, the Magi who against him all that time ago.
The Rival: Salafy. An optional rival to be sure, but still basically a rival. She can always be found training in one area, and can be fought throughout the game, growing stronger to match Tony's power as he levels up... well, relatively—that is, until near the end of the game when she suddenly gains a team of Wreck Weebos that could basically show up the final boss one on one, skyrocketing in power from a non-threat to a Bonus Boss.
Warmup Boss: Korg as the first boss of the game, who only summons one Dream Creature, which comes out with a summoning length penalty. However...
Wake-Up Call Boss: Togoth as the second boss of the game, a much more competent threat. Not only does he summon multiple different Core Creatures, he'll heal his own and hurt yours with a better offensive spell than you have access to at that point.
Word Salad: Before eating some Translator Seeds, the speech of Moonlands people sounds to Tony like random strings of nonsense: "Exploding sock puppet!"
Also used for all the dream creatures' attacks, by their partners.
Catch Phrase: Each of the three main Dream Creatures has one.
The Chosen One: Tony is assumed to be the Final Dreamer. Actually, it turns out all three main characters together are the Final Dreamer.
Cool Old Guy: Tony's Grandpa, the former champion of the Moonlands.
Edutainment Show: The show certainly isn't entirely edutainment, but every episode will have at least one moment where the characters discuss some random bit of educational matter for the viewers to learn. Depending on the episode, this can seem completely natural (before going into the desert, the characters discuss Real Life desert survival techniques), a little forced (describing ecosystems with the mad zookeeper), to totally anvilicious (discussing what shooting stars and supernovae actually are while watching a magic astrological event).