Comparison of the Anatomy of Hex card to Magic card
The first place to begin investigation will be the actual cards used in the game. Specifically let us look at the basic card types of the two games.
In Magic there are two basic card types: Lands and Spells.
Lands produce resources to fuel Spells ("mana") and a player can only play one Land a turn. Spells come in a wide variety but can only be used if the player has enough lands in play. Some varieties of spells include: Creatures, Sorceries, and Enchantments.
Creatures are beings the player controls that can attack and block for the player.
Sorceries are spells that the player can use to gain advantage but under certain conditions.
Enchantments are spells that stay in play and give advantage to the player or disadvantage to the opponent.
Hex has a similar card structure:
Resources which produce resources to use other cards.
Troops are cards that the player controls that can attack and block for the player.
Basic Actions are cards that give the player an advantage under certain conditions.
Constants are cards that stay in play and give advantage to their players.
Below are a series of images showing a side by side comparison of Hex cards to Magic Cards.
Hex's Resource Card compared to Magic's Land Card
Hex's Troop Card compared to Magic's Creature Card
Hex's Basic Action Card compared to Magic's Sorcery Card
Hex's Constant Card compared to Magic's Enchantment Card
Comparing the Creature to Troop cards we can see that indeed Cryptozoic's card does bear a striking resemblance to Wizard's design.
In Magic creatures can also have abilities. The images below lists some of the abilities Wizard's claim Cryptozoic infringed upon in Hex.
A small list of card abilities Wizard's claims Cryptozoic infringed upon.
To explain what abilities do let's compare Magic's lifelink and vigilance to Hex's life drain and steadfast.
In Magic "lifelink" is an ability that allows the creature's control to gain life equal to the damage the creature dealt.
In Hex "life drain" functions in the same capacity: the Troop's controller gain life equal to the damage the creature deals.
In Magic "vigilance" allows a creature to attack without tapping. Tapping a card is the processes of turning a card sideways to signal the use of a card, such as using a special ability or attacking. Tapped cards cannot blocked other creatures.
In Magic "steadfast" allows for your troop to attack without tapping. Like magic, tapping involves turning a card sideways to signal the use of a card, be it attacking or using an ability. Again, tapped troops cannot block attacking troops.
While this seems like a blatant copy, one should be careful with this statement. A major question to consider when comparing these abilities is if the abilities Magic is trying to protect truly are a unique or do the abilities fall under fair user (specially scènes à faire).
Scènes à faire is a principle of copyright law in which elements of a work are not protected because they are mandatory or customary to the genre.
Now that we have compared how the two games are similar click the button below to see how they differ.