Magic: The Gathering Drive to Work Podcast - #656: Modern Horizons
Episode Date: July 19, 2019This podcast is all about the design of Modern Horizons. ...
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I'm pulling my driveway. We all know what that means. It's time for another drive to work.
Okay, so today is all about modern horizons.
I will talk from the very modest beginnings to its printing.
So this is an interesting product.
Normally when we make a product, there's a gap.
Usually from us coming up with a product to it getting printed
is at least three years, sometimes longer. Unstable was seven years. I mean, it takes
a while. This product, we came up with it and it seemed print one of the fastest I've
ever remembered. I mean, like a year and a half or something. It was relatively fast
for a magic product. So let me talk about where it started. So every
year we do what we call an innovation product. The Unsets are an example. Conspiracy is an
example. Battlebond is an example. Plane Chase, Arch Enemy. The original Commander decks were
an example. The original Modern Mafters, not Modern Mafters, well the original Mafters
decks. Yeah, Modern Mafters, sorry, was an example. And the idea is us just trying different things, us experimenting,
us pushing different formats and just trying to allow people to play magic in different
ways. And so we like every year to do a different innovation product. So for 2019, we didn't know what to do.
We weren't quite sure.
So Mark Globus came up with an interesting idea that we would have what we call a hackathon.
And the idea of a hackathon is we take a week off.
So instead of working on our normal stuff for a week, we take a week off and we work on a particular project.
The first hackathon was coming up with new ideas for innovation products.
And the idea being that one of these ideas would get used for the 2019 innovation products,
but if other ideas were good, they could be used for other innovation products, or not
even necessarily the innovation product, maybe other slots and other things if we came up
with cool ideas. So the way it worked is anybody could go to Mark and pitch him an idea for a product,
something that was in theory innovative. And then he would pick the six he thought showed the most
promise and there would be six hackathon teams made. So I went to him and my pitch to him was
Future Sight 2. And what I said to him is there are a lot of players out there that really, like
we know that time spiral
hit with some of our audience in fact one of the interesting things about time spiral was
normally when we make a set um up till that point organized play and sales tended to go
like step for step if a set did well in organized play, it sold well. And Time Spiral was the first set that had this weird deviation where organized play was up, but sales were not.
And what we found was that the real and franchise players, the players most likely to play in organized play, loved Time Spiral.
It was a love letter to Magic, and it had all these references to the past.
And yeah, there were a lot of mechanics in the set,
but you know what? They knew the mechanics, so it wasn't that big a deal.
Meanwhile, the less experienced players didn't know all the mechanics,
so instead of having a set with like three to five mechanics, there were 15 mechanics.
You know, it was just as overwhelming.
And they didn't get the references, and there was a lot of problems.
references. There was a lot of problems.
But my pitch was hey,
you know, the audience,
I think there is room for a product that
as a supplemental product that plays
into that, that's more complex, that's more
a deeper, richer sort
of environment.
And the reason I pitched it as
Future Sight 2 was
I thought that I liked what Future Sight had done
teasing the future a little bit. It was the most, of all
the sets, it was the most crampacked full of mechanics.
And so my vision was that we would do something kind of like that, where it was just full of mechanics,
maybe a little nod toward the future. Meanwhile,
Ethan Fleischer went to Mark and made the following pitch.
Time Spiral 2.
And Ethan's idea was a little bit more geared toward the time spiral.
But he and I had a very similar basic idea, which is,
let's make a supplemental product aimed at the more enfranchised player.
Yeah, it's not something we can make standard legal. We've learned that from Time Spiral.
But there's an audience. It's fun to make.
We can do a lot of cool stuff.
And Mark heard he and I, the pitch from me and Ethan, and he said, you know what?
You guys, while you're slightly different, you're pretty much pitching the same product,
which is a supplemental product aimed at enfranchised players with a high-level complexity.
Why don't you two work together?
And so Ethan and I got put on the same team. Ethan led the team.
Allie Medwin also volunteered to be on the team. And then Nat Mose, who was
an editor. Nat, the editing team wasn't allowed to just take the week off.
They had too much work to do. So Nat joined our team whenever he had time.
So full time was me and Ethan and Allie, and then part time was Nat.
That was the hackathon team.
And the goals of the hackathon team was we had a whole week, the entire week.
We didn't have to go to any other meetings.
A whole week to design our product.
And at the end of it, we had to do a play test with the judges, which would be Mark Globus and several other higher level people.
And then once it was judged, they would pick a winner for who would be the 2019 innovation product.
I don't want to give anything away,
but we did well.
So what happened was we decided,
like a lot of people who were doing
something to sample,
were doing pre-constructed decks.
Like, well, let's build some decks
that might be a sample of the kind of thing you play
so you can get experience
of the environment we're talking about.
The problem we had is
the problem with making just a singular deck
was a deck would be very focused.
And so you would end up making things
that were very much talking about
this, like,
because it would be a singular deck, it would be very
oh, it's just talking about these colors
or this strategy.
And you would miss the breadth of what we could do. So we decided instead of pre-constructed decks, we
wanted to do sealed. But in order to do sealed, you know, each
sealed is 84 cards that we needed to make sure we wanted everybody to have different
cards and stuff. So we decided to build an entire large set
in one week. So
Ethan and I and Allie
all have the
firehose capability of pumping out cards.
So we just turned it on and we were just
making cards like nobody's business.
And, as the one
person who had previously worked on Time Spiral
and Planar Chaos, and I led
Future Sight,
it's a lot of fun. It's a lot of fun
dipping into the magic's past and sort of playing around in
you know, just, so we called the nickname for our product, we called
Decadence, as in like a rich chocolate dessert. You know, like normally
when you eat, you try to be good, you don't want to have too much
of anything that's too rich, but every once in a while you're like, oh, I'm going to have this cake
and it's just this giant chocolate cake
and it is super rich
and super, you know,
it is decadent.
And that was kind of what this was,
was we wanted the idea
that this was something
that was just so rich.
Like, you kind of knew
this couldn't be normal magic play,
but oh, just once,
it was fun to have the chocolate,
the decadent chocolate cake.
That was the idea. So we called it decadence.
So anyway, we worked for a whole week. We spit out tons of cards.
We filled up an entire large set.
And then the playtest we had was sealed.
It went over well. They looked at all the cards cards it brought smiles to their faces there was nostalgia
the gameplay was fun
it was complex but fun
oh so one of the guidelines by the way
that we had on complexity
this was the guideline
was if you assumed
that the mechanic was in the set
so let's imagine we were making a normal set
and there were your normal number of mechanics
a common card had to look like a card that we would make it common.
Now, what made this different from most sets is we didn't limit ourselves to the number of mechanics.
So all those common cards that reference a mechanic, we would never, like in a normal set,
at common, maybe you'd reference three mechanics, maybe, you know.
And here, sky's the limit.
As you see when we get to it, we did not hold back
on our mechanics. Not at all. Okay, so the guideline
when we made it, by the way, these were our goals in the hackathon. Number one,
we were free to use any mechanic. Number two, we weren't worried about new world order,
complexity. We needed to match, like I said, we needed to match so that commons
sort of felt common, assuming that you were doing mechanic.
But we did not have the normal complexity issues that we did with New World Order.
We wanted to tap into nostalgia, and
we wanted to bring smiles. We wanted people, when they played, to just smile.
To be very fun. And have that decadent sense.
Anyway, we were successful, obviously. We were chosen to be the 2019
Innovation Product. Okay, that's not a big surprise since we are the 2019
Innovation Product, but it was exciting for us at the time because we didn't know it when we made it.
Although, we were really, really happy with what we made. We were very proud and
we thought going into it we had a good chance just because what we had made we thought was just
knocked down really cool.
Interesting, by the way, I think 15 cards that were in the original hackathon made it to print.
I mean, they were tweaked along the way, but I think 15 cards from the original hackathon actually made it,
which is amazing.
We're not even talking, like, we're talking, like, pre-anything, us just trying to prove the concept.
The fact that 15 of those cards made it all the way through is kind of cool. Okay, so what happened was
we got greenlit. And once we got greenlit, there was no
pausing. We had to get going. Like I said, this is the fastest
product I've ever worked on. So maybe two weeks after they
officially signed on and this was going to be the product, it was time to make the Vision Design Team.
they officially signed on, this was going to be the product,
it was time to make the Vision Design Team.
Now, this product was a complex product.
And a lot of the company didn't quite understand it.
It was one of those things that we sort of pitched,
and R&D got it.
But it was definitely something that other people were like,
well, what exactly?
I'm confused. what exactly is this?
So Globus decided that he would shepherd the product from the beginning all the way through.
So what he did is, he was the co-vision designer along with Ethan,
and the co-set designer along with Adam Prozek.
And his job was to sort of line things up and get it through the system,
because it was an oddball product.
Okay, made more oddball by the following decision.
And by the way, the story I wrote in my article
turns out to be not quite true.
Ethan had originally pitched to Globus during the hackathon
that this product could be straight to modern.
And because we had talked for years about
what if we made a product that just went straight into modern,
rather than going straight into legacy as most, or into internal formats, as most sort of supplemental sets do.
And at the time of the hackathon, Globus was like, there's a lot that goes with that.
There's a lot of baggage there. Don't worry about that. Don't do that.
When it was time to actually make the product, I think Ethan brought it back up, and I think Bill decided
that he really liked the idea.
And what that meant was, if we
wanted to make it modern legal, straight to
modern, the reason
I think Bill really liked that was
we were trying to give an identity to the product
and the idea of
it's complex, and like Time Spiral,
while we knew that the
enfranchised players would get it it was a
hard message to communicate where straight to modern was a very clean message and and it was
something innovative we've never done before so it really sort of hammered home this is an innovative
product um but it meant that we needed to do play testing because we didn't want to add cards to
modern without sort of understanding what they did to Modern. And so that required Play Design to start to launch up a little sub-team to do Modern play that thing.
So what happened was this guy named Mike Majors.
Mike was on the Vision Design team, and I assume the Set Design team.
And he was the liaison, basically, between Play Design and the design teams.
And his job was to understand what exactly Modern did and did not need.
And so we used him as a guideline that A, we sometimes make things and he'd say whether
or not he thought that was something we wanted to push in Modern.
And B, sometimes he came to us and said, here's a deck that's fringe in Modern with a few
cards.
Maybe this could be a player and we think it's a fun deck.
And so we would go both ways.
Both, we would show our stuff to Mike and get feedback and sometimes Mike would give
us feedback, which would encourage design.
Okay.
So what happened then was Mike got added to the team.
We hired some contractors.
A few of the play design people had some of their time allotted to doing Modern. And there was playtesting set up.
And so there was a decent amount of playtesting specifically on Modern
so that we can A, understand Modern where it was, and then figure out where we could add in things.
Like, what did Modern need? If we're going to make a product straight to
Modern, we want to make sure that we're making things that would help Modern
and make Modern better and be fun additions
to Modern
so as far as the rest of the team
so it was Ethan and Globus, the Vision team
we brought on Mike to do the
Play Design Liaison and then
they asked Allie
because Allie had done a lot of work in the
hackathon, she was very excited
and they asked me, I also had done a lot of work in the hackathon. She was very excited. And they asked me. I also had done a lot of work.
I don't work on that many supplemental sets.
I mean, obviously, I'll do any unset that comes my way.
But normally, I haven't traditionally done a lot of work on supplemental sets.
But I had worked on Time Spiral.
I knew how much fun Modern Horizons was.
So I signed up.
This was definitely, you know, Ethan and my baby.
I wanted to make sure that it was done, done well.
Um, and, and I knew it'd be fun.
I knew it'd be fun to be involved.
So I signed up, uh, and we started.
Um, so first off, one of the, there's some guidelines we set down.
Remember I told you that the hackathon guys, they got refined a little bit.
So first off,
repeated mechanics. So we decided, A,
not to make any new mechanics.
Although we could tweak old
mechanics. That was allowed.
So for example, we had
Splice onto Instant Sorcery,
which is, obviously, the previous Splice was onto
Arcane. So that is a tweak
of an old mechanic in a new fashion,
but not a brand new mechanic. It's a tweak of an old mechanic in a new fashion, but not a brand
new mechanic. It's a tweak of an old mechanic that we were allowed. So we were told that
we could do as many mechanics as we wanted within the following constraints. Number one,
Globus did not want to add any mechanics to Modern. So we only could do mechanics already in modern. And we decided to save some space
that if Modern Horizons was very popular, we wanted the ability to do a second
Modern Horizons. So we stopped at
Dragons of Tarkir. So the rule was it could be any mechanic
that's in modern up to Dragons of Tarkir. Nothing
later than that. Now it up to Dragons of Tarkir. Nothing later than that.
Now, it turns out because of Time Spiral and the Time Shifted Sheets
and the Future Shifted Sheets,
Future Shifted Cards,
that there were a lot of mechanics
that were pre-Modern,
that were in Modern,
because, oh, there was one Threshold card
on the Bonus Sheet of Time Spiral. So Thresholds, oh, there was one threshold card on the bonus sheet of Time Spiral.
So, thresholds, like, there were a lot of things that we had access to.
Like, once we said legal and modern, because of Time Spiral blocks,
especially Future Sight, all the mix and match stuff,
we had access to a lot of mechanics that we might not normally have had.
So, with that caveat, we really had, I mean, there's only a handful of,
except for the newer mechanics, or the older mechanics, there's only a handful of mechanics
that were kind of off limits, like phasing and a few things that, there wasn't a lot that we
wanted. I mean, the mechanics that obviously were the strongest mechanics we had brought back.
So we had access to, you know, most mechanics that we wanted. Not 100%, but 95%.
We were not beholden to New World Order,
but we had the thing I was explaining before,
where we had to stay true to the rarity.
We didn't have the conglomeration problem, meaning we weren't worrying about,
as long as each card in a vacuum in the appropriate set could be common, we were fine.
Even if all of them together were more complex, we were accepting that as something we were
doing in this product, right?
So we could have 10 different commons, each have ten different mechanics on them, all different.
But as long as each one was the kind of card we'd make it common, if that mechanic were in the set, then we were fine.
We also wanted to tap into nostalgia, but we sort of added the caveat that we had when we did Dominaria,
which had the same issues, which was we wanted to make sure that things in a vacuum,
well, two things. One is, so when we made Time Spiral,
there's a famous talk that Aaron gave, there's a magic cruise that Aaron
went on, and he gave this talk. And it was about Time Spiral.
And what he said was, he gave some examples where we got a little too
into the weeds. And his classic example was, he gave some examples where we got a little too into the weeds.
And his classic example was he showed a card, and he says,
this is a card referencing old magic cards.
What two cards is it referencing?
And it turned out it was a card like, it was a combination of two obscure magic cards.
So it's like, you know what, who's getting this?
I mean, not that nobody got it, but like, here's this card that's not even a famous magic card,
and another not even famous magic card, and we cross them together.
That's going pretty deep. So the rules this time was, A,
we try to play reference more famous cards
rather than obscure cards, and two, we wanted to make sure that things
in a vacuum made sense. Meaning if you didn't get the reference,
it still was a cool thing.
That it was something that was weird
that only if you got the reference
did it make sense.
It's like, oh, this is a cool thing.
And then if you happen to get the reference,
it's added value.
Now note, we went to town.
I mean, the creative team was all in.
Obviously, the design team was all in.
Every aspect of the card,
the name, The art.
The creature line.
The rules text. The flavor text.
Any place we could put
Easter eggs in, we did. There's a
lot of referencing of old stuff.
Like, one of the things we wanted about this set was
and one of the things that makes it a
decadence is
normally we build a world, we have to build
a world somewhere. Like, oh, it's set on this world or something.
This set said, we're going hog wild.
Whatever reference we want to make, we're going to make.
We're going to be all over the multiverse.
And the other thing that came up that caused design,
I'm not design, caused creative some challenges was
one of the ways that we figured out
to do cool and new things with mechanics was
a lot of times when we do a mechanic
we isolate what colors that mechanic is in maybe it's in a faction set so it's tied to the faction
maybe it's a certain archetype for drafting so we mostly do in that archetype so that allowed us to
take old mechanics so for example we would take Ravnica guild mechanics and just make cards in
colors that weren't part of that guild. So it's like, oh,
well, I can take Convoke,
well, Convoke's not a good example because we put that in the course,
but I can take
some mechanics that we haven't repeated yet
and put it in a color that it wasn't before
because it's out of that guild.
And then it's like, oh, well, how do we
creatively show something that clearly
is a guild mechanic but not in that guild?
So anyway, a lot of challenges for the creative team, but they stepped up and they did cool stuff.
Okay, so let's talk about the themes in the set. We had a lot of mechanical themes.
So the first theme was Changeling.
So on Lorwyn, so flashback to Lorwyn,
Lorwyn was a tribal set. Onslaught had been the first tribal set.
Lorwyn was kind of our second big tribal set.
We had eight tribes, eight races.
And we were a good way into it
when I realized that the math wasn't working.
That there just wasn't enough of the different creatures
to make sure that you can guarantee
that you could draft what you needed to draft.
And we were trying to figure out what we needed to do.
The obvious answer could be go down the number
of races.
Like I said, having eight have six or something.
But we really liked the races we had.
There was a lot of cool stuff we were doing.
They were balancing colors and stuff.
So the solution I came up with
was
going back even further.
A lot of magic is going back to the past.
So I, in Modern Horizons,
had to go back to Lorwyn,
which itself was me going back to
Champions of Kamigawa.
So in Champions of Kamigawa,
we had the Moonfolk.
The Moonfolk, you could spend one mana
to change their creature type.
Then I made a legendary called
Mistform Ultimis,
because the Mistforms were the Moonfolk.
I think the Mistforms... Sorry, the Moonfolk and the Mistforms were the Moonfolk. I think the Mistforms...
Sorry, the Moonfolk and the Mistforms were different things.
They're not the same thing.
The Mistforms were the ones that could change their
creature type.
The Moonfolk were the rabbits, and they bounced lands.
Anyway, the Mistforms
could change. So Mistform Ultimis
was like the legendary,
and instead of having to pay mana to
change it, it just was everything.
It just was all creature types.
And the card had been very popular
so I realized that there's potential there to be a mechanic
and that it could be the glue
that would hold Lorwyn together.
We ended up doing that.
We ended up, Brady
was, Brady Dalramith, who was the creative director of Lorwyn
at the time,
during Lorwyn, was worried that if we had real shapeshifters,
that it would warp the story.
That once in the story you know that people could look like anybody,
you question every, like, is that really that person?
So he made them look kind of like, we joke, like jello molds.
Meaning that they mimicked and copied things,
but no one was confused that they were the actual thing.
But when we redid this, we ended up, and copied things, but no one was confused that they were the actual thing. But,
when we redid this, we ended up, they now have a little bit different of a look than they did in
Lorwyn. Anyway,
sorry, long story short here is
I put them in the set for the same
reason that I put them in Lorwyn,
which was, it was glue.
And the reason it was glue for this set
was, one of the things we did
when we started making the set is
I have a long list of things players have been asking for
I'm on social media, I have my blog
and my Twitter and all sorts of stuff
and people ask me things all the time, I write it down
I like such and such, I write it down
so normally it's hard to get too many of them
just because, oh, I want an ooze lord. Okay, well
I have to find a set where oozes play
enough of a role that it makes sense that there's a lord.
You know, I have to find a place for something.
And, I mean, anytime we do
something, I always can find something. I mean, I have
enough requests. But normally
I'm only finding a few requests just because they're very
specific on what they want. But now
we're in a set not confined by the creative.
Like, we can do whatever we wanted.
So I realized it was a set where I could answer a lot more requests than normal.
And a lot of the requests were tribal-related.
People wanted a card that referred to a certain tribe.
And what I realized was it was hard to make a lot of those
without sort of trapping people.
Because when you see a card that says, I like cats, you assume, oh, there must be a cat
theme.
I could draft a lot of cats.
And so if you put things at any sort of lower rarity, even sometimes at higher rarity, it
can throw people.
You have to be careful.
But I realized if we put changelings in and use changelings as a lot of our basic, you
know, vanilla and French vanilla creatures, that would
allow us to make some simple things and fill in and allow us to have
tribal themes. So changeling got put in. I think changeling ended up being
focused in white and black, although I think it shows up in some other colors.
But for limited, I think white and black are where you can
make a chang like that.
Okay, so speaking of tribes we wanted, next is Slivers.
So Slivers originally showed up in Tempest, created by Mike Elliott.
He had made a set before he came to Wizards called Afterways.
And in it was this creature fallen from the heavens and split into the Slivers. The Slivers were Slivers of this person.
So when I, this was the Weatherlight Saga, so I was doing the story at the time.
So we turned them into these shape-shifting hive mind creatures.
And the idea was that if a sliver saw something,
it could, with practice, copy a body part.
So let's say a sliver went out and saw a bird and watched the bird and studied the bird.
You know, it would take a while, but at some point it would figure out how to make a wing.
And once it knew how to make wings, well, now it could fly. It had wings.
So when it got with the other hive mind, you know, close enough,
their hive mind was based on physical proximity.
Once it was in the hive mind, well, now everybody in the hive mind knew how to grow wings.
And so now they all know how to fly.
But only as long as the one that knew how to make the wings
was within close proximity to them.
Which I guess is a dangerous thing when you give people wings.
Anyway,
we had done slivers in
Tempest block. We had done them again in Onslaught block.
We did them again in Time Spiral block.
And we did them again in the Core set.
I want to say 2014,
I think 2014, 2015, I think.
Anyway, slivers are very popular.
Players ask for them all the time.
They're just hard to do.
A, you need a lot of them, and B,
they require a certain number of mechanics
to use, and we've done enough
times that there's just not a lot
we haven't done yet of the evergreen
mechanics. But, the same reason
we did them in time spiral made
a lot of sense to do them here oh well if you have access to okay most of the mechanics maybe
not all but most mechanics uh you can make some slivers because there are a lot of mechanics that
just didn't line up with slivers so we could do and we had a lot of fun really pushing the
boundaries of what if they had exalted what if they had cascadealted? What if they had Cascade? You know, just making up crazy stuff and then having someone go,
okay, like, really?
So that was fun.
Next up, Ninjas.
So Ninjas first showed up in Betrayers of Kamigawa.
We specifically did not put them in Champions
so that they could be the thing of Betrayers.
Although even though they were the thing of Betrayers,
I think of the whole rest of the block, we made
nine, I think? We didn't make
a lot of them. And then we made
a commander deck years later. We made a
couple more, and Unstable had a couple
ninjas, so I think there were 14
ninjas going into this set, which
has at least
that many ninjas. So we're at least doubling the number of ninjas.
Ninjas are blue
and black.
We brought back ninjutsu.
Not all of them have ninjutsu. Some of the lower-rated
ones do ninja-like
things like unblockability or flash
that are simple and feel like
ninjas without actually having a ninjutsu ability.
But for the higher-rated ones, we did bring
back ninjutsu because we could.
Next is goblins.
Goblins,
I think Mike had told us that
Goblins needed a little bit of help,
and we thought Goblins would be a fun drafting theme,
so we ended up putting them in
black and red. I mean, red is an obvious choice,
but I think when we looked
in Modern, black was number
two for Goblins because Lorwyn had had black Goblins,
and we've done
Goblins black in a few other places.
So anyway, we made black red goblins.
once again, like I said, slivers,
ninjas, goblins all play into tribe.
So if you notice
that each one of them
is in black or white. So like
slivers are in white. Ninjas and goblins
are in black. So it allows you when you make
the changeling deck that you can take a lot
of cards that care about different things
and play them all in the same deck together.
Next
was...
So we were trying to figure out what to do with our lands.
We wanted to do something fun with the basic lands.
And I'm not sure who suggested
this, but the idea of the Snowlands
came up. So Snow was a mechanic
that first showed up in Ice Age, the original Ice Age.
There were the basic lands.
Some of them were snow-covered lands.
And there were certain cards that cared about how many snow-covered lands you had.
Then in Alliances, although the designers did not intend it to be returned to Ice Age,
we made it that.
In Development, we added in a little bit of Ice Age stuff,
a little bit of snow. And then
we made a set called Cold Snap, which was
the joke of it was, it was the missing
set. It was the lost set from the Ice Age
block, because there were only two cards in the Ice Age block.
So we went back. Turned out
there wasn't a lot of mechanics we could play off of.
The ones that had been successful had become evergreen,
and a lot of the other ones had
not really aged well.
So we ended up playing around with snow.
We made snow a supertype, so not just lands had snow, but other things had snow.
Creatures could have snow.
Any permanent could have snow.
And then any permanent that had snow that produced mana, the mana was snow mana.
And then we made a mana symbol for snow mana.
And the idea is snow mana can be paid by any snow permanent that produces mana,
that it has the quality of snow mana. It can pay snow costs.
Now, it turns out that based on how Modern played out,
Cold Snap is in Modern, and Cold Snap has snow-coverovered Lands and we had been aggressive
with some of our Snow-Covered Lands cards
or Snow-Covered cards
as far as things that cared about them
and made them strong enough
that in Modern,
there are definitely decks
that play Snow-Covered Lands.
And the problem is
the last time we made Snow-Covered Lands
was Cold Snap,
which was many years ago.
So there was a lot of requests
for Snow-Covered Lands.
And so we saw an opportunity here to make our basic lands
snow-covered lands. We made them full art
because we had never done that before. It would be sort of cool. And we put one in every booster.
So barring shenanigans, there's one in every booster. We thought that would be kind of cool
if some people wanted. And it could play into the theme. So I think we
centered the theme in green and blue,
although it shows up in most, I don't think it
shows up in red, but it shows up in
Splash and Artifacts went black too.
And so we made that something you
could draft around as well as something you could
build around. Obviously there's already
snow stuck in the environment.
I think the reason we didn't put snow
in red was all the strong snow cards are mostly in red, and we were trying to push you into a second color. I think the reason we didn't put snow in red was all the strong snow cards are mostly in red
and we were trying to push you into a second color.
I think that's what was going on.
So the other theme that we played up,
we made snow, we made a bunch of snow cover permanents,
we made a bunch of snow mana.
Oh, by the way, when you play,
I believe that you draft the lands
because in order to get the snow covered lands, you have to draft them. You don't just get because in order to get the snow-covered lands, you have to draft them.
You don't just get how many you want, I don't believe.
I think you have to draft them.
So anyway, it also added this little extra element to...
We had something that was a fun, complex draft.
This made it a little more complex.
Hey, okay, this audience is signing up for complexity,
so we thought that was okay.
The other thing we played around with was lands in graveyard. This is a red-green theme that we thought that was okay. The other thing we played around with was lands in graveyard.
This is a red-green theme that we found that between a bunch of different mechanics that we had,
that there's just a bunch of things that ended up getting stuff in your graveyard,
especially lands, and so we ended up making this little theme.
It's a weird theme.
It's the kind of theme that only works because we're doing quirky stuff,
and we have access to a lot of old mechanics.
So that was a theme we stuck in red-green.
So there's a lot of... The other thing that we did
do is the set is very high in
synergy.
Because of the nature of the way we made the set,
the set has a lot more
one-of build-arounds than normal
just because
just having a higher complexity
level let us sort of push more there.
And so one of the things we did with this set
is we wanted to make this a set
that had a lot going on that you really could have fun drafting
it, and so we embedded a lot
of very open-ended cards
and made sure it was high synergy.
So there's a lot of...
This is the kind of set you can draft
and you can
I'm telling you themes, there's linear
strong themes that you can play
but also there's a lot of mixing and matching
and doing cool things
oh, speaking of mixing and matching
so something that I
tried to do more of
there ended up being three mix and match cards
so mix and match cards are cards with two different keyword abilities that aren't evergreen. FutureSight did
a whole bunch of them. I tried to do more of them.
They're tricky to make, and they're very wordy and complex, and some of them are hard to fit on the card.
We ended up making three of them, so there's a little bit of mix-and-match.
Probably, like I said, I wasn't in charge. If I was in charge,
I would have up the mix-and charge I would have I made a lot
I designed a lot of mix and match cards
in fact one of my favorite that I did
was I made a cycle
where I mix and matched
Ravnica, it was Ravnica
and guilds and I mix and match
two different guilds, the problem was
I wasn't allowed to use the newest ones
because it was past Dragon's Tarkir
and not all the old ones
were so it didn't
quite work out
I think
hopefully if we ever
make another
set where I have
access to newer stuff
anyway
it was a fun cycle
like
it was
anyway
we didn't end up making it
but it was a cute cycle
mixing and matching
guild mechanics
I thought it was fun
anyway I did make a lot
of mixed and matched up
but due to the nature of a whole bunch
of different things, a few made it in a set.
Not as many made it as
I would like.
And the last thing
is we really
pushed our nostalgia button hard.
Design really
went to town on it
at every level.
Creative was on board.
The artists were on board.
The thing about the set that's a lot of fun is that it is, like I said, I'm a historian
of magic.
And I'm a historian of magic design.
I'm a historian of magic cards.
It is a blast to make a set like Time Spiral or like Modern Horizons
because as somebody who really really loves magic and loves sort of the history of magic
it is fun to sort of
dive into the mud and start making stuff and so
this really was a
I mean we make all our sets with lots of love.
But so the story I'm going to tell is,
so we do a slideshow.
The slideshow, basically, we have meetings every week.
And so every once in a while, we'll do a slideshow.
Slideshow happens near the end of the process.
It's right before we're about to hand off.
Editing's about to hand off to
Caps to print it.
And so we're,
it's like a last chance for everybody to see
the cards in their final form.
So with real names, with real art, with real
flavor text, with templating.
This is what we mean the card to look like.
Now, we also take notes at this meeting.
Sometimes last minute change will happen because of the meeting.
But anyway, we watched that at the end of the slideshow,
there was a standing ovation.
Now, I've been in a lot of slideshows over a lot of years.
It is the first time we've ever had a standing ovation at a slideshow.
Oh, and the other story is somebody, one of our new hires,
that was the first day they were in the office.
And so like the first day, the first thing they go and see is this slideshow of a product they had never played.
In fact, I don't think they knew much about.
Like, oh, we're going to see a slideshow.
Here's a product you know nothing about, you haven't played with.
And as we were walking out of that, he said to me, he said, how did you get that made?
How was that product made?
How did you greenlight that product?
Who, he was just amazed that we had made it.
That it was so just quirky and offbeat
that, you know, he was, I mean, happily,
but like, wow, how did you get that made?
And the answer was just funny
because as someone who, you know,
there's so many products that I've struggled to get made and took years and years and years.
You know, there's a long list of I wanted to do thing X and it took me N years to get it made.
And this product was like, we had an idea.
We whipped up a proof of concept.
And then, bam, we're off to the races.
So this was the opposite.
So in some ways it's funny.
How'd you get to make it?
This was like the least resistant product I've ever made.
And I think the reason for it was
at least R&D got the spirit of what we were doing.
I mean, it did take us a while to sell it externally
outside of R&D, but R&D right away got it
because we are all fans of the game.
Like we are all the perfect audience for this product.
So I think whenever we pitched it, the people we pitched to go, oh, that sounds awesome.
And so everybody in R&D was very excited. There's a little more convincing
other people what we were trying to do. And it definitely was one of those products that like
the average person outside of R&D didn't quite understand
it at first blush. But as we did a little more detail and explained it, everybody
else got very excited as well. So anyway, Modern Horizons.
So I just showed up at work. That is the story of Modern Horizons.
It was definitely a fun set to make. It was a blast to make. I hope you guys are having a blast
playing it. I assume you are. As I record this, it's beginning of previews week.
So, so far you guys are really enjoying the previews, so I'm assuming you'll really enjoy the
finner set. But anyway, that is the tale of Modern Horizons.
It was definitely a fun set to make.
The hackathon was an interesting experience.
We've done more hackathons.
I've done a whole podcast on hackathons.
You want to hear about hackathons specifically.
But I am now at work.
So we all know what that means.
It means the end of my drive to work.
So instead of talking magic, it's time for me to be making magic.
Oh, one quick copy at the end.
I will be doing some Modern Horizons card-by-card stuff.
Not right away.
I probably will do a few other podcasts first, but I will get to that.
So people that are excited for that, I have many stories to tell you.
So anyway, ta-ta for now.
See you next time.