Magic: The Gathering Drive to Work Podcast - #1157: Bloomburrow Set Design with Ian Duke
Episode Date: July 26, 2024In this episode, I sit down with Set Design Lead Ian Duke to talk about the later design of Bloomburrow. ...
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I'm not pulling out the driveway. We all know what that means. It's time for their drive to work at home edition
So today we're talking
Bloomberg set design so who better to do that than Ian Duke the lead set designer. Hey Ian
Hello everyone. Thanks for having me on mark. Okay, so
I did a podcast where I talked to Doug Byer all about vision design
So at some point the set got handed off from vision design to setier all about vision design. So at some point the set got
handed off from vision design to set design. You led set design. So let's get your first
impressions. What did you think of the set when it was handed off to you?
I loved it. I mean, from a creative and story standpoint, the set is just a slam dunk in
my mind. I love that it's sort of more light-hearted and just fun in a way that's
kind of refreshing compared to some sets that we've done recently. So I was just really excited to
kind of tackle the project. And the first thing that came to mind for me is that this was definitely
going to be a set that is very much about creature types and how can we execute on that in sort of a
modern magic way that has learned from all the lessons of pass sets that we've done that have involved creature types
being a heavy theme.
So let's talk a little bit about that.
So magic did its first strong type of theme in onslaught,
then did another one in Lorwin,
did another strong one in Ixalan.
It had a few sets like Innistrad
that kind of did that at a lower frequency.
One of the behind the scenes things that we know in R&D is
they're really hard to do.
Players love them, but they're very hard to do.
So let's talk a little bit about why.
Why are typal themes so hard?
Yeah, so one of the biggest challenges,
especially when you're supporting multiple different
typal themes within one set, is making sure that they each play in a different way.
If you think back to very, very early Magic, the very first typo cards were things like
Goblin King and Lord of Atlantis for merfolk, right?
And all they did is give plus one plus one to all of your other goblins or all of your
other merfolk.
And so those decks were pretty much just about get as many copies of one type of creature
onto the battlefield at once
and then pump them all up and attack with them, right?
So fundamentally they didn't play
very differently from each other.
And as magic went on, we wanted to figure out ways
where we can support creature types in those ways
because players really love those types of decks, right?
They love collecting lots of creatures of one type and building a theme deck around them.
But we wanted to make sure that they played in different ways rather than just like have lots of that creature type.
So over time, you know, we've explored different things like that.
Onslaught did a little bit, you know, goblins were sort of disposable and could sacrifice themselves,
and elves were about producing lots of mana and clerics were about preventing damage.
So over time, we kind of developed these tools
in our toolbox of making the different creature types
play a little bit differently.
And I knew with Bloomberg that we wanted to figure out
a unique mechanical identity for each of the 10
heavily supported creature types.
So at handoff, you were given the 10 animals
that are the 10 two-car types was handed off to you.
That was a known thing.
Right, I think we maybe changed things around a little bit.
Like at one point, red, green was maybe going to be badgers,
but then we settled on raccoons.
So there were a couple of things that changed around a little bit,
but more or less they were all solidified by the vision design team.
That's right.
Right, but the actual handoff document, red, green was raccoons,
black, red was lizards. We explore other stuff earlier, but I believe at the handoff document, red, green was raccoons, black, red was lizards.
We explore other stuff earlier, but I believe at the handoff,
like I don't think you changed the 10 that we handed off.
Right, that's right.
Okay, so the first question was,
I think what we handed off was a little more typal,
if you will.
It was like we had the fellowship mechanic,
which was something got removed, but there was a little more like trying to make strong
typal work. And, and you guys eventually got to the point of really lowering how
much typal that it was. Can we talk about how we got to, how you got there?
Yeah. So, um, that's a good way to think of it. There's kind of like two types of
typal, right? There's like the onslaught strong typal, as you said,
where it's like, you know, if you're building
the goblin deck, you want every single creature
in your deck to be a goblin,
and you're really doing the goblin thing, right?
Then there's a separate category
that we can call it weak typal.
I like to think of it as innistrad typal,
where we're not really rewarding you in innistrad
for having lots of vampires necessarily,
or lots of werewolves in your deck, but all of the vampires have a coherent mechanical identity.
So if you draft a lot of vampires, you put all the vampires you see into your deck, your
deck will do something.
So even though the card like there aren't that many cards that say vampire on them,
the vampires themselves will do something right there about getting through damage on
your opponent and getting bloodthirst and you know, things like that, right. So at the time of vision handoff, there was a
lot more strong typo in the set, right? You if you were drafting
the rabbit deck, you really wanted every single creature to
be a rabbit as much as possible in your deck. And we wanted to
kind of relax that a little bit and find a middle ground
between the two ends of the spectrum there where we you
know, we had cards that called out the creature type and
rewarded you everything to the creature type. But also we wanted the creatures to be a little bit more about their
mechanical identity rather than just having lots of that creature in one deck. It's still good to
have lots of that creature in your deck but it's good because they work together in a mechanical way
rather than there are lots of cards that have that word on them and are explicitly rewarding
you for having that creature type. So the other reason we wanted to dial that back a little bit as well is to make sure that there was
sort of more dynamic gameplay and dynamic choices,
especially in booster draft, where different decks would,
instead of just kind of compartmentalizing all the cards
and you know, I'll get all the rabbits
and you'll get all of the otters or whatever in your deck,
we wanted to have a little bit of blending
and competition over the different cards.
So having more cards that kind of went in between
and could go either in deck A or deck B,
just to make that sort of draft a little bit more dynamic
and have scarcity and competition over the cards as well.
So that we're kind of going for a little bit
of a middle ground on that front.
Okay, so I want to dive in and talk about the 10 archetypes
and then talk a little
bit about how they found, like how we figured out where they ended up.
So I'm just going to go in Wuber Gartner.
So let's start with birds.
What was the challenge with birds?
So the biggest challenge with birds is that they all fly.
Technically there are some birds in other magic sets that are non- birds, but we knew in bloom borough that all of our
birds were going to fly. And it can be challenging to make a
limited archetype, or even a constructed deck that's all
about flyers, because you know, flyers have evasion, they're
hard to interact with if they're attacking you. But also they're
not very good at blocking because they have smaller stats
because they're evasive creatures. So we knew that if we
really put a lot of eggs into the basket, no pun intended, of like having all birds
and all flyers in your deck that that would be a pretty non-interactive strategy, especially
alongside bats which we'll get to later, which is also another creature type that's all about flyers.
We knew we didn't want to have two decks that were just like put all flyers in your deck and have no non-flying creatures. So for birds what we chose to do, and this was partially
mechanically driven as I just outlined but also partially story driven, in the story in the
world of Bloomborough, the birds are very good at, they like to help out the other creatures.
So what we did with birds is we wanted you to combine birds with some of the other creature
types and the birds would help your other creature types.
So you'll see a lot of text on the birds that are along the lines of helping other non-flying creatures or a bird that enters and gives another creature flying,
which is obviously better on a creature that didn't already have flying, right?
So the bird deck is probably somewhere around half or two thirds birds, and then the remainingthird or one-half of your deck is other creature types that you're mixing in.
And one of the cool combinations that I like to do a lot in our internal drafts was combining birds with mice,
because the birds are really good at triggering the mice' valiant ability and helping the mice get through and be aggressive as well.
So we'll talk a little bit more about that when we talk about mice.
We will. Okay. Next up, Blue Black, the rats.
So rats are sort of the most controlling archetype or creature type in the set,
as Blue Black is often a controlling color pair.
So they're about holding off the opponent in the early game.
They have lots of good early defensive creatures and lots of good removal spells
and ways to control the game,
like blue bounce spells and tapping and stunning creatures and
meanwhile while you're doing this you want to fill up your graveyard because a
lot of the rats have the threshold mechanic which is returning mechanic
from back in Odyssey that says as long as you have seven or more cards in your
graveyard you get bonuses turned on so a typical rat creature might be an early
defensive creature like a two mana one three that later on in the game when you achieve threshold it gets to
upgrade in some way either give you some card advantage or become a better attacker that
can now help you finish the game now that you've you know developed control over the
game and lived into the late game.
Yeah and threshold can add you guys added that in set design.
That's right, yep.
Okay, so next up is black red, the lizards.
So lizards are one of the most aggressive creature types and black red is the most aggressive color pair.
And what it cares about is dealing damage to the opponent.
So you wanna get through by attacking,
but lizards also have lots of other ways
to ensure that they can connect with the opponent and deal damage, like on death triggers
that deal damage, or just simply like, you know, attacking and dealing damage directly to the
opponent or spells that do damage directly to the opponent. And then the listeners themselves often
have rewards for having dealt damage to the opponent. We sort of nicknamed this thirst or
generalized blood thirst.
Blood thirst is an old mechanic from previous sets
where creatures would enter with plus one plus one counters
if you dealt damage to your opponent this turn.
But here we're using that same condition
of having dealt damage to the opponent,
but the rewards are more varied.
So it's not just that your creature
is entering with counters,
you're getting other types of rewards as well.
So just curious, because sometimes we put names on things
and sometimes we don't.
Why doesn't Thirst get a name?
We looked over it, we did consider it,
but the rules and the templating are varied enough.
Some, for example, when they enter the battlefield, they check if the opponent has been dealt damage
this turn. Other ones check at a certain time during the turn, like in your end step. Other
ones have more continuous effects that just turn on if you've dealt damage to the opponent. So it's
really hard from a rules and templating standpoint to unify all of those things.
We probably could have,
but it just didn't flow naturally enough
that we thought it deserved its own keyword.
Okay, next up is red, green, the raccoons.
So the raccoons are the biggest creatures in Bloomberg.
And we wanted to reflect that.
Of the animal folk, of the animal folk.
Of the animals animals that's right
yeah of the 10 supported color pairs there are other bigger creatures i'm sure we'll talk about
later on but yeah of the 10 of the raccoons the biggest so we wanted to make sure their mechanic
reflected that so we gave them rewards for spending a lot of mana in one turn this is the
expend mechanic and at lower rarities is usually expend for and what that means is when you've
spent when you spend your fourth mana in a single turn
Casting spells which could be either be on one spell that costs four or more mana or it could be on multiple spells that add up
To four or more mana
Once you spend that fourth mana you get bonuses for all your raccoons and usually they're getting bigger
Raccoons are good at attacking but not in a sort of blitz aggressive way
They're more about like mid casting cost big creatures,
you know, three, four and five mana creatures
that are sort of the biggest and they're good at attacking
because they're just simply bigger
than your opponent's creatures.
Okay, next up, green, white, the rabbits.
I know these are one of your favorites.
I like rabbits, rabbits are my favorite draft archetypes.
Yes. That's right.
So rabbits are sort of the most classic typal mechanically in the sense that you just want to
have lots of them, right? They're about making tokens and going wide and having lots and lots
and lots of rabbits. And so lots of the rabbits themselves, you know, enter with tokens, lots of
the rewards for rabbits, count the number of creatures you control,
or enhance your whole team in some way.
So all of them kind of playing into this theme
of just having lots of rabbits on the battlefield,
going wide, and then eventually trying to make a big attack
where you kind of swarm around your opponent.
Yes, rabbits are fun.
Okay, next up, white, black was bats
that we had referenced earlier.
Yeah, so these are one of the cool ones.
So this is the second creature type that all the bats fly.
And so we wanted to make sure that the deck was a little bit deeper than just attacking with flying creatures,
for all the reasons that I mentioned earlier, right?
They're hard to interact with, they're not good blockers themselves.
So we wanted to layer on something that was a little bit more complex and interesting mechanically. And so for bats, what we went with was gaining and
losing life yourself during your own turn. So if you have ways of gaining life during your turn,
that triggers your bats. If you have ways of losing or paying life yourself, that triggers your bats,
but it doesn't count your opponent attacking you. It's only on your own turn when you lose life.
So it might be things like, you know, a black card draw spell where you draw
some cards and lose some life, for example, or life payment for costs. And whenever you do that,
all your bats get triggers and either get a little bit better at attacking or give you other
bonuses. That's just sort of a mid range deck, they can play a little bit more of a controlling
game where you're kind of slowly bleeding your opponent out, nickel and diming them for points of life
while gaining life yourself so you can stay alive longer.
Or you can play it, lead into the evasion of the bats
and play a little bit more aggressive
and try to attack with flyers
and then finish your opponent with ways
of making them lose life or drain life from them.
Okay, next up, blue, red, the otters.
Another fan favorite,
these are one of my favorite creature types in the set.
The otters love casting spells, instants and sorceries, and other non-creature spells.
So you'll see a lot of things like prowess on otters or interacting with instants or sorceries,
bringing back instants and sorceries from your graveyard, things along those lines.
The otters themselves at baseline aren't the best combat creatures. As we know, red and blue don't necessarily
get the best combat creatures.
But when you pair them up with tricky spells,
removal spells to remove your opponent's blockers
or triggering the prowess on your otters,
they do become good attackers.
And again, you can build the otter deck
in sort of two different ways.
You can really lean into the control angle
and play a lot of removal spells and bounce spells
and tricky types of things, counter spells,
and sort of get a long, long advantage by doing that. Or you can really
lean into the sort of prowess angle of the deck and be very aggressive and try to clear
out your opponent's blockers with your removal and then get in there with your honor attackers.
Okay, next up, another one of my favorites, black green squirrels.
Okay, next up, another one of my favorites, black green squirrels.
Black green is sort of a traditional mid-range deck
that uses the graveyard.
And one of the things the squirrels can do
with the graveyard is forage.
Forage is a new keyword action.
So you won't see a squirrel with forage on it.
You will see a squirrel that asks you to forage
in order to do something.
So forage appears in costs or you pay it when certain things
trigger and to forage, you can either sacrifice a food or you
can exile three cards from your graveyard. So there's two ways
to play the squirrel deck where you can lead into producing lots
of food and using that to pay your forage costs. Or you can
fill up your graveyard and then use that to pay your forage costs and use you can fill up your graveyard and then use that to pay your forage
costs and use other interactions that involve your graveyard like raised dead type effects
to bring your creatures back and so on.
We wanted to make sure in building the squirrel deck that we knew we wanted food in the set
just because it's such a great flavor fit for Bloomberg, but we didn't want to have
a lot of food that you're just sacrificing to gain life because that would inflate life totals,
make the games go really long,
and generally it's not like super fun
when there's a ton of just life gain,
lots of raw life gain going on.
That's why we wanted to give you something else
to do with your food,
and that's how we came to Forage as a Mechanics
so that you're producing the food,
it's flavorful, you've got lots of food on the battlefield,
but it's not all going into your life total.
Instead, you're sacrificing it to do other things.
So this is the second animal you talked about how there's multiple different ways you can play it. Was that true for all of them or some more than others?
Some more than others, I think. You know, for example, let's say the lizards, you know, are very much about the opponent losing life, right. So that that very clearly tells you want to be aggressive with some of the other creatures and their
mechanical identities. There's, you know, kind of more in the
mid range space and more ways you can do with it. We did try
to do that on purpose for as many of the creature types as
possible. Just in the sense that we do inherently coming in with
a very creature type will set that we didn't want the format to be too shallow,
right?
Where it's all about just getting lots of copies of the same creature type.
We wanted instead for you to be able to kind of choose your own path and choose how you're
going to use those creatures, whether you want to be a more controlling deck or an aggressive
deck or combine multiple different creature types together.
So blending the archetypes as much as possible is something that we strove to do.
Okay. So blending the archetypes as much as possible is something that we strive to do. Okay, next up is Red White, the mice.
Right, so the mice have a new ability word called Valiant, which means the first time each turn that you target a mouse with Valiant with a spell or an ability, you get a bonus.
So it's kind of in the heroic space, except it also works with abilities,
for example, triggered abilities or equipping an equipment,
something along those lines,
but you only get the effect once per turn.
And that's to make sure that, you know,
it's not too easy to do if you have, say,
a cheap low cost equipment or an ability that can,
you know, use repeatedly over and over again,
that you can't simply, you know,
trigger the same valued ability over and over
and over again.
The mice want to be fairly aggressive,
so they play well with combat tricks,
which can help them get through in combat,
but also trigger your valiant.
Equipment, I mentioned, is great in the mouse deck as well,
and generally a lot of the valiant triggers
are sort of aggressive or combat-focused in nature.
So by making sure you can trigger your valiant reliably,
you can make sure that your mice can attack reliably. Okay, and finally we get probably one of the
quirkiest of the archetypes, frogs. Yeah, I love the frog archetype. They're very,
very charming. And this is, I think, one of the cleverest things that the vision design handed off
is that frogs, you know, we know frogs love to hop and bounce around and such. So that's reflected
mechanically and that the frogs sort of hop on and off the battlefield, either by returning to your
hand and coming back again, or flickering into exile and then coming back to the battlefield
again. And why do you want to do that? The reason is because lots of the frogs have entered
the battlefield triggers. And so by flickering or bouncing your frogs and replaying them
over and over again, you're re-triggering those under the battlefield triggers,
lots of which give you card advantage or slow your opponent down in some way.
So over time you kind of build up this value engine of flickering and bouncing
where you're drawing lots of cards and sort of getting more and more stuff onto
the board and eventually winning in a long game. So it's sort of like a, you know,
traditional blue green ramp deck,
except you're not ramping into big stuff so much as like building up this engine where you're doing lots of stuff every turn.
Okay, so now that we've talked about all the individual animals, I just want to talk about some of the mechanics that are overarching mechanics.
So something that all the animals get is offspring. So what were the challenges of making offspring. Right, so offspring is the kicker-like mechanic
where you can get a second copy of the same creature
except it's a one-one.
One of the challenges is we just wanted to manage
how many tokens were being produced in the environment.
Normally when you're just building a set from scratch
and you decide you wanna have a token theme,
one of the natural things that tokens do
is they're really good at blocking, right?
They just kind of come up the board.
You get lots of material in play.
It makes it harder for your opponent to attack.
You just set up lots of blocks or you chump block their big creature,
which can be kind of frustrating and slow games down.
So we wanted to make sure that the offspring tokens weren't doing that,
and that we're more about having cool interactions and cool synergies
and doing more proactive things.
So you'll see a lot of the creatures that have offspring on them are sort of
self synergistic in the sense that if you make a second copy,
they're interacting in some way.
That's really cool and helping you do something neat with your deck.
The other thing we wanted to do was make sure that there were ways to get rid of
all those extra tokens as well.
So you'll see a lot of removal spells and little effects that can plunk away at a
token for one damage or give something
Minus one minus one or kill a big creature plus a token. So there's ways to handle the tokens as well
In general did you find offspring to be hard to develop or is it not not so hard
No, it was not so hard
I mean tokens are fun and you know, even like most creatures are somewhat interesting with offspring just making a second copy you know if it has an ETB effect or something like that you
know for example I think there's a frog that enters and taps and stuns one creature and so if
you play it for its offspring cost you get to tap and stun two creatures which often then lets you
make a big attack so even though it's not anything like super you know mind-melting in terms of
interaction it does you know dynamically change the gameplay.
And I think there's plenty of good offspring designs.
Yeah, offspring ended up really cool.
I'm happy I turned out.
Okay, next.
Animals like to give gifts to one another.
So this offspring is kicker.
We do it all the time.
Gifts are a little bit different.
This is not something we do a lot of.
So what was the challenge of balancing gifts? We do it all the time. Gifts are a little bit different. This is not something we do a lot of.
So what was the challenge of balancing gifts?
Okay, gifts actually were challenging
and they were challenging on the individual card
design level.
I think there's only so many designs you can make
that are interesting with gift
because the gift designs have to be sort of interesting
to play without gift and interesting to play with gift
and finding the right balance
of the amount of upgrade you're getting versus the gift you're giving was pretty challenging
on some of the cards.
You also want to make sure that the upgrade version of the spell feels like a natural
fit compared to the regular version of the spell, right?
You're not adding something sort of perpendicular to what the spell is doing.
You're adding something that's more in the same direction as what the initial spell was
doing.
So they
were challenging come up with individual designs. But I think
through lots of iteration, we did come up with a lot of cool
gift designs. And I'm particularly proud of like, by
the end, I was seeing lots of interesting choices with gift,
right? There were, you know, game states where you don't want
to give the gift game states where you're happy to give the
gift game states where it's a tough decision either way. And
sometimes you'll give it sometimes you won't. So I think we ended up in a good
spot with that. And then the other thing with gift is it's
it's interesting in multiplayer in a way that it's it's
different from single player, right? Because in a
multiplayer game, you know, you could give maybe you give the
gift to your weakest opponent in order to enhance your spell to
do a better job combating your most powerful opponent, right?
Or you make a temporary alliance with someone
by giving them an extra card as a gift
or something along those lines.
So there's cool political things you can do with it
in multiplayer, but in one-on-one,
it's much more of a spiky mechanic, I guess,
because it's a lot about decision-making
and about determining when the amount of benefit
you're getting from giving the gift outweighs
the gift that you're giving to your opponent. Yeah, it is very interesting how the mechanic plays so
differently in multiplayer than one-on-one, so that's cool. Okay, so we've talked a lot about
the animals, at least the animal folk, so I want to spend a little bit of time talking about what
we call the predators, meaning that, hey, one of the cool things about this world is our little animal folk there are these
giant animals especially to them that that roamed this world you know in a
norm in a normal world a bear is a tutu but on this world when you know when a
one one's a mouse that makes your bear a lot bigger so talk a little bit about
making the predators yeah I mean basically we knew we wanted to have just like any
magic set, you know, the main focus of Bloomberg is on the
sort of the smaller creature types, the mice, the rats, the
rabbits, and so on. So we want we knew we wanted to have some
big creatures as well, right, just from a mechanical
standpoint, big creatures to ramp up into in the late game,
you know, to finish off games, big bomb creatures,
you know, cool rares and things like that.
So what were those gonna be in Bloomberg?
Like you said, they're sort of more of the larger creatures
that you might see in the forest, the moose, the bear,
the owl, things like that.
And from a creative standpoint,
creative came up with a really good sort of solution
and way of casting these creatures.
So they're what they call the calamity beasts. And so these creatures sort of solution, a way of casting these creatures. So they're what they call the calamity beasts.
And so these creatures sort of bring with them
natural disasters, right?
You might have the big fish that shows up
and brings with it a tidal wave,
or the sort of huge bird that swoops down
and night falls when it enters the battlefield or whatever.
So that was really cool way of casting those.
And it let us make some
creatures with sort of more powerful high impact destructive like effects that would
counterbalance the smaller denizens of Bloomberg that are more about community and working together
and doing more sort of proactive things. So we use that both from a creative and mechanical
standpoint to have some cool variety
in the creatures that we had on the upper end of the bandit curse.
So what was your favorite part of the set?
Like what do you, I mean as the leader of the set, what is the aspect that you're most
proud of?
Gosh, it's hard to pick just one thing.
I think just sort of just the immersive flavor of the set
and just I don't know it's very uplifting working on the set right here there's lots of cute animals
and thinking about oh what might this you know this mechanical design could be concepted into
this really cool or cute or adorable way. Offspring was really fun to work with and think about you
know in terms of you know a parent and a child deriving on the battlefield, a little mini miniature version of the creature, maybe a,
you know, a student teacher, mentor type of relationship between the creatures that was
cool thinking about as well. And I think just sort of the whole journey of working on a creature
typal set and figuring out what does that mean in terms of modern magic and you know, how can we
learn from the lessons of past sets that, you know know did creature typal to various degrees of success. And I'm really happy with where we ended up in
Bloomberg in terms of striking a good balance between I think delivering hopefully on what players
want out of a creature typal set where you know the right thing to do is often just
draft lots of creatures of the same type and get rewarded for it. But also delivering on an
experience that is has more depth and sort
of blending together different archetypes and you can still be creative and figure out
your own things to do within the environment and not feel like super locked into, hey,
I picked a squirrel so now I have to only draft squirrels or whatever.
So I think we ended up a good spot there.
So one of the challenging things about a typo set, let's have constructed a little bit, is that in limited you have a lot of control, you have a lot of
ability to say, oh just draft these cards or whatever, but in constructed, like especially
this set, this set is animal typal. Not every set has the animals and some of the animals are
relatively new, you know, speaking.
How did you balance that in a larger, you know, like thinking of standard and thinking
of larger formats?
Right.
That's a, that's a great point.
So creature typal definitely comes together in very different ways, whether you're talking
about limited or whether you're talking about constructed and limited, we get to reward
you for just having lots of that creature type because you you were making choices about what card you drafted, right? To use the earlier example,
you know, if you're going after a squirrel deck, and you picked a few squirrels, now maybe you're
willing to pick a weaker squirrel card over a bat, because you know, this you want to have things
that reward you for having lots of squirrels,s. So you're actually making, you're paying opportunity costs,
you're making decisions to get those cards into your deck.
In Constructed, that's very different.
You get to choose every single card that you put into your deck.
And so it becomes more challenging.
How can we reward you when, you know, you didn't have to go out of your way
to collect, to build a deck with all of those mice in it, right?
You just took all the mice you had
and chose to put them into a deck, right?
So we need to be a little bit more careful
about how we're rewarding you.
And like you said, it's a little bit tougher
to make it blend in with other sets as well.
And typically we have a philosophy
that we don't wanna make super,
to use one of your terms, parasitic decks in Constructed,
because then it's very sort of locked in what cards you're playing.
We can't really add new cards to that deck with other sets that maybe don't have that creature type in them or what have you.
And it just sort of makes for a less dynamic churn in the metagame.
If you just take all the cards from one set, put them into a deck, that deck is really strong.
And then that deck never changes as, you know know as the format develops and new sets come out and
things like that. So we want to be careful of that. And we looked for ways to first of
all to get creatures of the Bloomberg creature types into previous sets. So we started putting
some mice into wilds of Eldraine, for example. And obviously things like birds can go in
lots of different sets. But some of the creature types were much more specific to Bloomberg.
You know, things like rabbits or bats or whatever that don't necessarily appear
in every single set or otters, for example.
So we had to go out of our way to make sure that there were some in the other
sets surrounding and that you can combine them together with the Bloomberg cards.
And then in general, we wanted to just make sure again that each creature type
sort of had a mechanical identity so that even if you're not finding lots of
other creatures of that type you're still finding other cards that play well
with those creatures in the surrounding sets so we kind of try to do a mix of
all those things and I think you know things turned out pretty well in that
front. Another thing we don't talk too much about is we talk a lot about
seeding things like okay we know we need these,
so we'll put them,
something we don't talk as much about is,
we have to figure out what we're gonna do with them
in the set that cares,
so that when we make them ahead of time,
they fit the decks that we're gonna make.
That's right, yeah, as much as possible
when we're building our constructed formats,
and for the standard rotation in particular,
we wanna make sure that all the sets are blending together and that you're combining cards with different sets so that as sets rotate out, that's taking some things away from some of the decks or changing how you build them.
And you can just get a dynamic churn over time. Whereas, again, if decks are sort of all from one set, they just exist in that chunk and kind of flow through the format in that chunk until they finally all rotate out, right? So there's less dynamic deck building, less changing in the metagame over time if you go that
route. And just so the audience, real quickly as a behind the scenes thing, like we had a lock in
colors pretty early just so we could then go and say, because for example, Wilds of Eldraine is a
full year before, or roughly a year before, um, uh,
Bloomberg. So like we have to say, well, what kind of mice do you need? What color?
Like we locked in colors pretty early so we could say, okay, our mice are red and
white. We need red and white mice. That's what we need. And so it's fun looking
back because obviously we had to care about all that stuff.
That's right. And the vision design team did a great job communicating that to
the surrounding sets. Um, I was, I actually led wilds of Eldraine as well. So once I heard, you know, Bloomberg
is coming up and they're going to need red, white mice and they could use some rats, which
hey, we can put those in black and wilds of Eldraine, even though rats were technically
red, black and wilds of Eldraine and they're blue, black here in Bloomberg. So let's put
some black rats in. Let's put some red and white mice in things like that to make sure
that we have some stuff in advance and that we don't have
the other. The other nice thing about seating is not only do
you get a more dynamic rotation as the as new sets are added to
the constructed formats, but also it relieves some of the
pressure of needing to put all of the cards for that deck in
bloomborough alone, right? When we knew we already had some
constructed level mice in wilds of Eld? When we knew we already had some constructed level mice
in Wilds of Eldritch, that meant we didn't need as many
in Bloomberg and we could use those slots
for other cool things.
Well, thank you so much for being with us, Ian.
It is fascinating hearing about the making of Bloomberg.
I was there for the vision part, but the set design wasn't.
So I always loved hearing about the set design.
Yeah, it's been great.
Always a pleasure to be on the show, Mark.
And I'll be happy to come any time.
And yeah, I could chat for hours about Bloomberg.
It's a set I'm very, very excited about.
And I hope by the time people are hearing this podcast
that most of the cards are out and people are excited
by them and having a good time playing with them.
Well, so thank you so much for being with us.
To everybody else, I'm at my desk.
So we all know that means this is the end of my drive
to work.
So instead of talking magic, it's time for me to be making magic.
So goodbye for today.
I hope you guys all enjoy Bloomburl, and I will see you next time.
Bye bye.