Magic: The Gathering Drive to Work Podcast - #584: Alpha Playtesters
Episode Date: October 26, 2018Inspired by a video about the people who playtested Magic before it came out, I go into greater detail about the various playtesters. ...
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I'm pulling away driveway. We all know what that means. It's time for the drive to work.
Okay, so today's podcast was sponsored, or was inspired, sorry, by a video.
So Nate and Sean, you guys might know them as the duo that did Walking the Planes,
and they now do a video series called Enter the Battlefield.
So recently, at least from my perspective, they did one called Enter the
Battlefield Alpha Playtesters
where they interviewed, I think they interviewed three people
to talk a little bit about
what it was like to playtest Alpha.
It turns out
there's, I think, 11
playtesters that I know that went on to at least
work on a set that in some level
would end up in Magic.
I think there were some other playtesters more than that.
I'm just going to talk about the ones that ended up designing an early Magic set.
And anyway, I wanted to talk about the Alpha playtesters.
So today is all about a little more in-depth about the Alpha playtesters.
So I'll talk a little bit about the system and sort of who they were and how they did
what they did and what sets they impacted on.
And we're going to talk through all that today.
So more than if I ever wanted to know about the Alpha Playtesters.
My caveat here is this is all information that I've gleaned over the years.
So I first want to start with the, I believe everything I'm saying is true.
But I've noticed, for example, often when I write an article, or
even this year at San Diego Comic-Con, when I gave a speech, one of the people, a guy
named Chris Page, I'll talk about in a second, often will write to me and tell me that, oh,
you were incorrect about this or that.
So I'm doing the best I can to tell you the information, but this is, none of this that
I experienced firsthand.
So all of this is second and third hand information.
None of this that I experienced firsthand.
So all of this is second and third hand information.
Okay.
So when Richard was making magic, he was working at the University of... Actually, he was...
He was...
Was he a graduate student or was he getting his doctorate?
Anyway, he was at the University of Pennsylvania.
At least that's where he did a lot of the play testing.
He must have been getting his doctorate there, is my guess.
did a lot of the playtesting. He must have been getting his doctorate there, is my guess. Anyway,
what he did is, in order to test magic, he made use of a group of people that he had met through various places to playtest the game. And I'm going to talk a little bit today, actually,
let me first get into what he did, and then I'll introduce the people. So what he did was he really wanted to test
the concept of a trading card game.
So what he did is he made
a whole bunch of magic cards,
and I think it was something like
eight of every common, and three
of every uncommon, and one of every rare,
something like that. He actually
had rarities to them. I knew there was only one of every rare
in existence. And then he went out
to all the people that decided to play,
his playtesters, and he gave
them a collection of cards.
And the idea was, you
could make whatever deck you wanted, but you
only got these cards, and if you wanted other
cards, you had to trade with other people.
And that part of the game was
the metagame of, if you
wanted to make a certain deck, you had to go get the cards
to make the deck.
And so, because he really wanted to test sort of a larger ecosystem.
And remember, one of the things that Richard had always assumed was that people weren't
going to buy a large number of cards.
The thought process is he wanted to make sure it worked with a smaller number of cards.
And if people bought a lot of number of cards,
okay, the game's a big success.
We'll solve that problem later.
So what he did is he made the playtest cards were on cardboard.
They're about an inch wide and two inches long.
Literally printed on, when I say cardboard,
I mean like a paper stock,
like a thicker paper stock that you'd get at a copy place.
It was on white.
The early playtests was on white or
gray. I think the earliest ones
might have been on gray. And then
the first version just had
words on it, and then very, very soon
after, Richard started putting pictures on it.
In fact, maybe they all had pictures.
The only ones I've ever seen had pictures on it. Maybe they all had pictures on it. And fact, maybe they all had pictures. The only ones I've ever seen have had pictures on it.
Maybe they all had pictures on it.
And they were things that Richard had.
I think Scaf helped him.
We'll get to Scaf in a second.
But they were just different pictures from different places.
A lot of them were just cut out of magazines or comics.
There was a lot of pop culture references there.
And it was just sort of a little bit of an image
to give you a little bit of flavor
of what was going on.
One of the famous ones is
the original version of
Healing Sav was just called
Heal, and Scaf took a
photocopy of his heel,
and it was a picture of Scaf's heel.
That's what it was on, H-E-A-L,
but it was Scaf's H-E-E-L.
Anyway, so Richard made the early versions, and then he distributed them,
and he didn't tell the playtesters anything about it.
They didn't know what was in, like, trying to recreate the reality of sort of how the game would work.
Nobody knew, all people knew is what their cards were,
and then whatever cards they saw somebody else play.
And so the idea was you were experiencing the game in the way that Richard wanted you to,
which is you had to learn about it from other people.
And a lot of the fun stories about the playtesting was people slowly figuring out what was going on.
The other really cool thing about this, and in some ways Alpha was kind of like this as well,
is nobody knew, especially in the playtest, nobody knew strategies yet.
There was no, like right now if you learn to play Magic, you can go read all sorts of articles
and like, you know, you can get from a zero strategy to a higher level strategy
by reading and learning from people that have already sort of learned the basics of Magic.
But when the playtesters were playtesting,
they didn't even know what all the cards were.
So there was no...
They were sort of figuring it out as they went along.
And a lot of early strategies got figured out
by people who just tried things.
One of the stories that gets told in the video
is about how somebody was trying to get a Mox Emerald.
And the person he traded it with just said,
well, just give me a Forest. Oh,
because the lands, by the way,
not only did you have to trade normal cards,
you just couldn't get whatever land you wanted.
If you needed a land, you had to trade for the land. Like, you had enough
basic lands to make a deck,
but you didn't, if you wanted to concentrate,
you would need to trade your lands to get other lands.
Anyway, so the, I forget who it was.
Was it Don
or Barry? One of the ones, so in the
interview, if you want to watch it,
it's called Enter the Battlefield, Alpha Playtesters.
He interviews three people.
Barry Reich, Don Felice, and Joel
Mick. I'll talk about all of them today.
And one of them, wasn't Joel, it was either
Barry or
Don, talks about wanting to get a Mox Emerald.
And the person said, well, just trade me a Force for it.
Those are the same, right?
So there's a lot of learning to be had.
You know, a lot.
One of the things that I often talk about when playing Alpha is the Internet was pretty young.
And magic wasn't really widespread yet.
And like, A, you didn't know what all the cards were.
And B, like things that we now know definitively are bad,
people thought were good just because everybody was a beginner.
And so the things that tricked beginners kind of tricked everybody
because nobody really had learned the strategy yet.
So things, like I joke a lot, like the Hive or Clockwork Beast,
neither of which are particularly good cards,
would have thought of in the early days as being very powerful
because from an early player's perspective, they seem good.
And comparative to other things that existed,
like the Hive was the only thing that made a repeatable token.
So like, well, that's got to be good.
Every turn I get a flying 1-1.
You know, that seems like it's really good.
Every turn I get a flying 1-1.
That seems like it's really good.
So anyway, the playtesters definitely worked in a system in which they had these little cards. And one of the reasons Richard knew that he felt the game was going to be a success was
the playtesters just went ape for the game.
They really, really enjoyed the game.
And I think Don in the video talks a lot about how it was the most fun
of Magic he's ever had. This sort of experimental, you don't know what's going on, everything's kind
of crazy, you know, you have to trade for everything. Just how much fun that was because
it was really a time of exploration. Nowadays, like, you guys see the cards before they even
come out. So, like, there's no no in the early days of Magic there was definitely this
I don't know the cards and when I play people I would see
cards I'd never seen before. That sort
of has gone away in the
age of information.
Okay, so let's talk about the actual play
structures. So first we're going to talk about Barry
Reich or Bit as
Richard would call it, as Barry's nickname.
Barry has the
claim to fame of being the very first person
to play Richard in a game of magic.
So Barry, I think they were neighbors,
and they both went to school together.
And Richard would often come to Barry to playtest things.
And when Barry tells the story about playing magic,
it wasn't like this was the one time Richard ever had him playtest something.
Richard all the time would say, do you want to playtest something?
And Barry goes, sure.
So Barry was a frequent playtest partner for Richard.
And they played a lot of different games.
And the story they tell of this game is that they start playing.
Richard comes over and they're in the lounge at school, I think.
And I think there aren't any windows
where they're at. So they're playing and playing and playing. And when they finally stop, they
realize like the sun had just come up. They'd been playing all night long. And, you know,
Barry says how like, kind of like from the first game, they knew that it was something
special, just that they so immediately sort of got enthralled in playing that there was something really special there.
So one of the things that would happen is when it was clear that Magic looked like it was going to need expansions,
not, this is before they knew how fast it was going to need expansions,
but Richard was aware that eventually they would need expansions.
So he asked his playtester to work on sets that they could release.
Barry ended up working by himself on a set called Spectral Chaos.
Spectral Chaos is best known when Bill Rose and I and Mike Elliott made Invasion.
I'll be getting to Bill in a second. He's one of the playtifters.
When we got to Invasion, what we did is we started by looking at Barry's Spectral Chaos,
which was a gold set.
It was the first designed gold set.
Not the first set with gold to come out.
That would be Legends.
But it was the first set that was ever designed with the idea of multiple colors in the spells.
And Barry really was playing around with the idea of playing lots of colors
and things that required more than one color.
I think Spectral Chaos
was the first thing that had off-color activations
as well as multicolor
cards.
Once again, this is the first that they got made that had
them, not the first that they got released that had them.
The other thing that Barry did in his set
is what we now refer to as the
domain mechanic, where there are
spells that say, okay, for each
different kind of basic land you have in
play, your spell goes up by one.
So it's like do end damage
where it's equal to the number of unique basic lands
you have in play, or different basic
lands. I mean, the idea
of how many different types, not
unique ones, I guess. So you have a
mountain in play, you have a forest in play, you have a plains in play.
And you count those up, so you can do up to five
damage, obviously.
We, in playtests, called it play, do a planes in play. And you count those up. So you can do up to five damage obviously. We in playtests called it the Barry
mechanic because Barry had made it.
So if you've ever heard of domain called the
Barry mechanic, I've talked about that in articles, that's
because it was made by Barry Reich.
So
Barry,
I'm going to tell stories about people of what they did
in Magic beyond being a playtester.
Barry, I've met Barry once or twice, and I've definitely corresponded with him through email a few times.
He never came to work for Wizards.
And like I said, he worked on Spectral Chaos, and we definitely used elements of Spectral Chaos in Invasion.
But that is the most amount of influence.
I mean, he obviously, as a playtester, had lots of influence, but as far as, one of the
things I want to talk about is where, how later on some of these people went to affect
magic.
But Barry worked on Spectral Chaos, and he was a playtester.
Okay, so now let's get to the East Coast playtefters.
So these were four people that Richard had met also through school, but a different,
I think he met them, most of them were in
some kind of math or science.
Richard was studying combinatorics, which is math.
Scaff was studying math.
So anyway, there were four people that he met through school.
So Scaff Elias, Jim Lynn, Dave Petty, and Chris Page.
So Scaff Elias and Jim Lynn,
well, first off,
the four of these guys got referred to as the East Coast Playthefters.
They went on to design Antiquities,
Fawn Empires, Ice Age, and Alliances.
The first set they worked on was Ice Age.
When Richard asked each of the groups
to work on a set,
the set they chose to work on was Ice Age.
But when Magic started selling so well
and they know they needed some faster sets,
they went to them and they ended up doing Antiquities.
So Antiquities is famous for a couple things.
One, it's the first kind of mechanically themed set.
Arabian Nights was like a top-down set
that Richard had done.
But the second set ever was Antiquities
and that was the first mechanically themed set.
It also had the first story in it.
Like, I mentioned this in another podcast.
Richard had, like, Alpha had mentioned the names Urza and Mishra,
and I think Ashnod, right?
Was Ashnod in Alpha?
Anyway, actually, I'm not sure if Ashnod was in Alpha.
Anyway, at least Urza and Mishra were mentioned.
They took those names and did something with them
and turned them into the brothers of the Brothers' War.
But that was the first real story they got told.
And there's a lot of innovations.
East Coast play gestures were very inventive.
Ice Age is kind of famous for the number of cards
that show up as a one of an Ice Age
that later become mechanics.
It's pretty big.
Anyway, so the East Coast play of thrusters, the majority of them actually did come work at Wizards.
So Scaffolife, Jim Lim, and Dave Petty all worked at Wizards at one point.
Chris Page did not.
Chris Page, I think what happened was when Magic kind of broke, they were in the middle of school.
And a bunch of them chose, instead of finishing school, I believe,
to come work at Wizards.
Chris chose to stay at school.
Dave Petty would move out and be in R&D for a year or two.
Then he ended up going back to school, I believe.
I worked with Dave for just a little tiny sliver of time.
I think Dave came out in 94 and I started in 95,
the end of 95. And he left not too long after I got there. He and I overlapped by maybe six months,
maybe. So I worked a little bit with Dave. I don't, I, my memories of Dave are very slight.
Dave was very analytical and very, had a and had a very mathematical mind and definitely sort of thought things.
One of the things I always joked about was when I got to R&D, I was a person who studied
words in a team that had studied math, that most of the people I was working with studied
math or sciences.
And so I definitely came from a very different mindset.
Anyway, so Dave and I overlapped just a little bit.
So Scaf and Jim I worked with a lot.
So Scaf Elias, so have you ever heard of the stories of Scaf?
Scaf was the one, his most famous story is he used to sleep under his desk from time to time.
That he'd work so late at night that Scaf had a sleeping bag that he'd sleep under his desk.
Scaf did all sorts of things at Wizards.
I mean, he was in R&D the whole time, but he was an executive, he was a vice president,
might have been like a senior vice president, but he had his hands in a lot of things.
For a period of time, he was the brand manager of Magic.
had his hands in a lot of things.
For a period of time, he was the brand manager of Magic.
Both Scaf and
Joel Mickle, I get to, both
were brand manager for a while. So two different
playtesters ended up being brand manager.
They were kind of in between brand managers
and Scaf filled the role while they were off
looking for another brand manager.
Scaf also is famous for starting the
Pro Tour. Scaf is the one that
convinced them that, in fact,
Scaf was a real big proprietor of events in general.
And really, for a while, I think he oversaw or heavily advised on events.
And he was the person that convinced Peter that there needed to be a Pro Tour. That part of selling magic is making competitive play
aspirational. And so Scaf, when I first got to Wizards, Scaf was in the early stages of setting
up the pro tour. And I had had a lot of experience running tournaments. Because I had worked for
Wizards since early 94, I wasn't allowed in tournaments because I was seeing upcoming magic
cards before they were out. So I'd grab my articles and do my puzzles. So I wasn't allowed in tournaments because I was seeing upcoming Magic cards before they were out, so I'd grab my articles and do my puzzles.
So I wasn't allowed to play in the tournament, so I would help run the tournament. So I had done a lot of judging.
So when I found out they were doing the Pro Tour, I asked Scaf if I could be involved. And so
technically, for a bunch of years, I was the liaison to the
Pro Tour from Wizards, from R&D.
And so I worked a lot closely with Scaf.
Scaf is a lot of fun.
Scaf definitely is.
He is quirky.
One of the stories,
there's a lot of Scaf stories.
I always said that if I ever,
if I ever left Wizards
and went back to Hollywood,
that I think that's happening.
But I always wanted to,
thought it'd be fun to make a sitcom
about a game company.
And Scaf is one of those people
that just is begging to be turned into a character.
Anyway, so Scaf is famous for a bunch of things.
He definitely was very playful.
He and Richard were very, very playful.
Like, I remember for his birthday one year, Scaf got Richard stilts.
And Richard occasionally would walk around in the office with these stilts on.
And anyway, Scaf was famous for he was willing to eat any leftovers that were
in any state of being.
And like, um, like I remember one time there was a pizza that it had like, it had been
in the fridge long enough that there were, had, there was like, you know, mold on it.
And so Scaf like scraped off the mold and then nuked it and then ate it.
Um, and then he got a little bit sick.
And so the next day he nuked it longer and
then ate more.
He wasn't going to let the pizza win, I think is what he
said.
Anyway, so Scaf
had a lot of different roles, oversaw a lot of
different things. He and
I had worked together on a bunch of different projects.
He and I were
on 5th edition together.
And we did a few other, he and I were on one point edition together and we did a few other he and I were on
at one point we made
a Dungeon Dragons
trading card game
that never got made
he and I were on the team
for that
but anyway
Scaf was a lot of fun
oh Scaf was also famous
for wearing shorts
regardless of what
the weather was
like I remember PT1
I did a podcast on PT1
talking about like
we're walking to the event
from the hotel
which was like
a decent little walk and we're walking to the event from the hotel, which was a decent little walk.
And we're going through an absolute blizzard.
In fact, the pro tour got delayed because of the blizzard.
And we're walking through a blizzard and Scaf is walking in shorts in a blizzard in January.
Anyway, that is very much a Scaf thing.
So Jim Lynn, so Jim for a while, I mean, Jim worked in R&D.
He worked his way up. He was the VP of R&D for a while. Um, and Jim, I worked, I worked a little
with Jim. I worked more with SCAF than I worked with Jim. Um, Jim definitely was, uh, super
analytical as well. Um, but he had a, he had a general good sense.
I mean, all these guys were gamers.
All of them, like they started,
the reason they were playtesters in the first place
was they loved gaming.
And then they got to a company
and R&D really sort of became the heart of the company.
I think because all the people in R&D
were really worthy audience.
Like these are all people that would play Magic if they were not
working at the company.
So it was a very good means by which
to sort of capture what our audience
wanted because R&D
was not the totality of the audience, obviously.
I spent a lot of time
learning about who are the players that aren't quite
who R&D are.
But R&D very much was an audience and really
championed the game early on.
And they were definitely the people
who sort of fought to sort of make sure
that the spirit of what Magic was stayed alive.
And they did a good job of it.
And Jim, for a long time,
when I first got there,
what happened was all the original playtesters
went to work on other projects.
And so they hired me and Bill Rose, who I'll get to in a second,
and Mike Elliott and William Jockish and later Henry Stern to sort of oversee Magic.
And then all of them were working on other projects because Richard was off making other trading card games.
In fact, for a while, Jim was in charge of all the non-magic games.
Scaf had always kept his
toes in magic, but was working
on bigger projects. He didn't
work on individual sets all that often.
Most of the rest of the ones they'd brought on,
we had done most of the work at that point on the sets.
But from time to time,
you know, we'd bring in Richard or Scaf or
Charlie or whatever. Okay.
That's East Coast Playstuff Church.
Next is the Bridge Club.
So the next batch of people Richard met through a bridge club that he played.
Richard really liked playing bridge.
So he met Bill Rose, Joel Mick, Charlie Cattino, Don Felice, Howard Kallenberg, and Elliot Siegel,
which are the six people that made Mirage and Visions.
It was called Menagerie, I think was the playtest name.
But they made Mirage and Visions,
and they did the story, they did all the mechanics.
And so those are the people responsible.
Those are people...
So Richard had...
His playtesting were not all from the same place
and I think the playtesters got to know
each other because they all
once they started participating and had to start trading
it kind of forced them to start to get
to know one another
So all these people started to learn about each other
but early on
Richard met Barry sort of separately
had met the Ecos playtesters separately
and met the Bridge Club separately I believe
that they were different pockets of people. And that's why those different pockets
made their own sets when Richard wanted to make sets. Okay, Bill Rose is probably the most famous
of all the playtesters as far as me mentioning his name in this podcast. So Bill gets hired
the exact same time. Bill started three weeks. Bill and I both started October of 1995. Bill started early October.
I started late October. So Bill has gone on to be the VP of R&D. In fact, Bill originally
was the, before there was a head designer, there was a job in which head designer and
head developer were all one role, and Bill had that role.
And then he became the VP of R&D, which he still is now.
He's the VP of R&D.
So Bill is somebody of everybody on this list,
of all the people I've worked with the most,
Bill is the person I've worked with the most.
I've worked with him for coming up on 23 years.
And so Bill, I think before he was running some, he was running some college lab, I think.
He was doing finances. I think that's what Bill was doing before he came here. Bill came out a
little bit later because he had a job. And so he eventually, the rest of them had come out in,
most of them had come out in 94.
Charlie came out early in 95.
We'll get to Charlie in a second.
And then Bill came out late 95.
But Bill and Charlie, of the original playtesters,
the only two people that still work at Wizards,
that have worked at Wizards,
are Bill Rose and Charlie Coutinho.
I'll get to Charlie soon.
Anyway, Bill slowly worked his way up.
Like I said, he's one of the major players now and
if i had a list like the you know top five people that have the largest influence on magic bill's
definitely in my top five um bill wrote the uh or bill and joel together wrote the sixth edition
rules and um bill led all sorts of he led the design for Mirage and Visions.
He led Invasion.
He led Shards of Alara.
He led Planar Chaos.
He did a bunch of different sets.
And Bill is one of the handful of people that have both led design teams and led development teams.
Bill has done both.
And he was a head designer.
He was a VP. So Bill has been super, And he was a head designer. He was a VP.
So Bill has been super, super involved in Magic.
And Bill, in fact, Charlie doesn't work actively on Magic, but Bill does.
And so Bill has been the person who continuously,
if you think I was the person who worked continuously on Magic the longest,
you're wrong because Bill has worked longer than me
because he started three weeks before me and he was a playtester.
So Bill's been playing Magic longer than the game has been out.
So Bill, there's probably no person who's been more involved in Magic for longer than Bill.
Next, Joel Mick.
Bill and Joel co-designed Mirage together.
Joel worked in R&D for a while.
Before Bill was the head designer, Joel was the head designer.
And then Joel went on to be the brand manager of Magic,
which he served for a bunch of years.
Joel's responsible for things like
rarity symbols and
premium
cards, foil cards,
and collector numbers.
That's also...
Joel, along with Bill, also did the 6th edition rules.
He cleaned up the rules.
Joel is one of the people that gets interviewed.
So Barry gets interviewed.
Joel gets interviewed.
Don, he'll get to in a second.
I'll get interviewed in the video I'm talking about,
Enter the Battlefield Alpha Playtester.
So you get a chance to meet Joel in the video.
Joel is a lot of fun.
I interacted a bunch with Joel.
A, because he ran design for a while. And then even when he was Magic Ram Manager, I interacted a bunch with Joel, A, because he was in design, but he ran design for a while,
and then even when he was Magic Ram Manager, I interacted with Joel quite a bit. Joel,
nobody I'm talking about, everybody I'm talking about who worked at Wizards is no longer there,
with the exception of Bill and Charlie. Joel left many years ago, but Joel, like I said,
definitely had influence on Magic, collector numbers and premium cards and rarity symbols and stuff.
A lot of that things happened during Urza Saga-ish time.
That was Joel's doing.
Next is Charlie Catino.
So Charlie has been at Wizards.
He has the record of being the person longest at Wizards.
He started in February of 2000. I'm sorry, it's February of 1995. As far as people who've been at Wizards continuously the longest,
there are some people who came to Wizards from TSR that had been at TSR longer than Charlie had been
a Wizard. So if you count their TSR time, have been continuously working longer than Charlie.
But Charlie's the longest person to work at
Wizards continuously. On the books,
I'm the longest because part of my...
When I got hired, I asked for a start date of January.
So on the record, on the books,
I'm technically the longest, but really I'm not
because I started in October. So Charlie has the actual...
I have the record on paper, and Charlie
has the actual record.
Charlie...
One of Charlie's famous things is
I think they misspelled his name
in the Alpha rulebook.
And so from then on,
there's a running joke that
Charlie's name is always misspelled,
but always misspelled differently
in every product he works on.
So if you go look through Magic,
you'll see also, you know,
Charlie Cantina,
Charlie...
They're always...
Whenever they can, they make it relevant to the product it's on,
but a lot of times it's just different misspellings and things.
Charlie now works...
We make a game called Duel Masters.
We used to sell Pokemon,
and then when the Pokemon license left,
we decided that we would make a game to go to China...
Not China, to Japan first, a kid's trading card game,
with the idea that eventually we'd bring it to the U.S.
We ended up being very successful about having the game in Japan,
not so successful to bring it back to the U.S.
We tried twice.
Neither time was a great success.
But the game in Japan is a huge success,
and so Charlie oversees the Duel Master team.
Every once in a blue moon,
Charlie will peek his head in on Magic,
but he hasn't really worked
on magic in a while.
Charlie was on
the Tempest Design team
when I,
my first ever team,
I could pick.
So Richard was on it.
Mike Elliott was on it
and Charlie was on it.
So I've worked with Charlie
on a bunch of things.
In fact,
I've worked on Charlie
on some stuff
that isn't magic.
Most recently,
my project with Charlie is
he asked me to work on
the
Transformers trading card
game. We hadn't really
made a trading card game in a while, and there
weren't a lot of people in the building that were used to making a brand
new trading card game. So Charlie asked
if he would mind if I could join in.
There was a team of us. It wasn't just me.
But anyway, I joined in, and
I did a lot of the early work. There was later team of us. It wasn't just me. But anyway, I joined in, and I did a lot of the early work.
There was later work after I left.
So there's a lot of the foundation.
I helped build some of the foundation.
But the main game itself, other people worked on that.
But anyway, Charlie oversaw that.
So I got to work with Charlie.
That was my recent working with Charlie.
Charlie's a lot of fun.
Charlie is one of the people in the playtest
that was known for making really crazy decks
like he had one deck
where
what he would do is
he would play with you, he had a lot of
swords to plowshares and he would
keep removing your things from the game
and then
he'd do something
was it time thrifter? Something where he'd
shuffle things back in so he would keep going
through the deck again and again, but each time
he'd remove stuff with his
Swords of Plowshares, so eventually he just...
Your deck would evaporate.
You'd have no deck left.
Oh, maybe he did Share His Odds?
Maybe he did Share His Odds. Maybe he kept going
into sub-games and exiling
your cards so they would disappear for the main
game. Anyway, he
ended up making this thing that would beat you by just making
your deck disappear.
And Charlie definitely loves
doing the goofy fun things. And
Charlie's always been a big champion of
bad cards.
In fact,
what's it called? Lion's Eye Diamond Charlie
designed because he thought he was making a bad lotus.
I convinced him to...
It originally tapped for colorless,
and I convinced him to be three of any color.
I said, if it's going to be a bad lotus,
it should at least be a lotus.
It went on to be an amazing card.
But anyway, Charlie did try to make it bad.
Next, we have Don Felice.
So Don is one of the other people
interviewed in the video.
Don never worked for Wizards. My favorite story of Don is one of the other people interviewed in the video. Don never worked for Wizards.
My favorite story of Don is
Don
wanted to get his name in the set, and so they
made a card called Felden's Ice Cane.
Felden's Ice
or Felden and Ice
are anagrammed to Don Felice.
And then when they made it, it didn't get
drawn out of ice. I guess the artist didn't put ice in it
or didn't make it out of ice. So it ended artist didn't put ice in it or didn't make it out of ice.
So it ended up just being called Felden's Cane.
So later they made Deleth's Cone, which is an anagram for Don Felice.
So I met Don a bunch of times.
Don, in the early days, came out to Wizards a few times,
and I met him at some events.
Fun person to talk to.
But Don never actually worked at Wizards
Howard Collenberg
I know very little about Howard
I met him one time at an event
early early in Magic
and then the final person
is Elliot Siegel
so the only story I know of Elliot Siegel
both Howard and Elliot I think I met once at an event
I know of them more than I know them
Don I've actually interacted with a bunch of times.
All the East Coast play structures,
I either worked with,
or something like Chris,
who I've spent a decent amount of time talking with.
And even Barry,
I've had some longer conversations with.
Both Howard and Elliot,
I met, how you doing?
Nice to meet you.
So Elliot's story,
the one story I know about Elliot is
that Elliot wanted a nickname.
And they were joking about how
Perry, the football player,
the Refrigerator Perry, what's his first name? And he wanted a nickname like
the Refrigerator Perry. And so, I don't know if it was Bill or somebody
said, okay, Mr. Toilet.
And so that was his nickname and they used to
call him Mr. Toilet. So in Mirage
there's a character named
Talimtor. And Talimtor
is an anagram of
Mr. Toilet. So that is Elliot's
how
Elliot shows up in magic as an
anagram, Mr. Toilet
Talimtor. Anyway,
that, my friend, I'm almost to work,
that is all
the alpha playtesters that I
that, I mean,
there are other people, these are not the
only people that ever playtested magic. I'm
sure there are other people, but these are all the people
that went on to do specific magic
things, meaning they
all went on to make sets
that either in whole or in part
ended up making it to print.
So Barry Reich, Scaf Elias, Jim Lynn,
Dave Petty, Chris Page, Bill Rose,
Joel Mick, Charlie Cattino, Don Feliste,
Howard Kallenberg, Elliot Siegel.
Those are the Alpha Playtectors.
So I hope today
fills you a little bit in
when I saw that video
I liked the video
and I would recommend
go and see it
enter the battlefield
Alpha Playtesters
but it just
I mean
part of it is
the video can only be so long
so you couldn't
interview everybody
but when I saw that
it was fun to see
to see Barry
and Don
and Joel get interviewed
but I'm like
oh there's so many more
Alpha Playtesters so anyway I hope today filled that in a little bit and maybe encouraged you to see Barry and Don and Joel get interviewed. But I'm like, oh, there's so many more Alpha Playtesters.
So anyway, I hope today filled that in a little bit
and maybe encouraged you to see the video
and told you a little bit more about the early days of Magic
and how it got playtested.
But I'm now driving into the parking lot.
So once again, I hope you guys enjoyed.
I love doing podcasts all about the history of Magic.
This is the history of magic that predates me.
I've been around a long time, but not since the very beginning.
So it's fun to sort of share with you guys some super early magic history.
Anyway, I'm now parked, so we all know what 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.
I'll see you soon. Bye.