Magic: The Gathering Drive to Work Podcast - #722: Top 10 Blocks
Episode Date: March 13, 2020In this podcast, I talk about what I consider to be my top 10 Magic blocks. ...
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I'm pulling on my driveway. We all know what that means. It's time for another drive to work.
Okay, so today is another top 10 list. I haven't done a top 10 list in a while.
So today is the top 10 blocks.
Okay, so for many years, over about 25 years, we made 25 different blocks.
Starting with Ice Age block, ending with Ixalan block,
and then we sort of dissolved the block model.
But, so we have 25 different blocks.
So today, I'm going to go through and pick what I consider to be the top 10 blocks.
So a few caveats before I get to my list.
First off, I'm judging them as whole blocks.
It's not just a matter of blocks that had good sets in it, per se.
I'm sort of judging it as the essence of the whole thing.
And that means, A, I'm judging it sort of mechanically how it held together.
I'm judging it story-wise how it held together.
What just, as a whole entity, was a great block.
Now note, for today, I'm not taking into account how well they sold necessarily.
I'm taking into account what I,
this is me as someone
who put together a lot of these blocks,
judging sort of what I think of them
and what ones excite me most
as just blocks trying to do something
really interesting.
Anyway, the other caveat I always give when I do top 10 lists is,
this is my opinion today.
Maybe if you asked me a month from now, I'd be slightly off, slightly different.
But this was the top 10 list I made today.
Okay, so at number 10 for best blocks, Amonkhet.
So Amonkhet was, in fact,
it's the only two-set block on my list.
The thing I liked about Amonkhet
was it did something
with a story that I thought
was pretty interesting. I mean, there's a couple
blocks on this list that I thought had interesting
stories and played with the
block in interesting ways.
Amonkhet was interesting in that it was a piece of a larger story.
It was part of the Bola saga.
And this is the part of the story where our heroes, this is the end of Act 1, where heroes
come to do what they think is the right thing, but they're not really thinking it through
and they don't quite understand how dangerous the enemy is, and they get their
butts kicked.
They get, you know, they lose in Act 1.
So, and one of the things that's really cool was, about Amonkhet, was one of the things
we said when we built it was we were trying to combine two things.
One was we were doing top-down Greek,
not Greek mythology, top-down Egyptian mythology. And we were making it feel like Bolas.
Because the idea, for those who don't know the story real quickly, is Nicola Bolas, as part of
a master plan, found this plane and sort of reshaped it in this image. And so one of the things that we did when we made
the block is we said that this world was part Egypt, part Bolas. And the idea was that the
first set was a lot of Egypt with a little Bolas, and the second set was a lot of Bolas with a
little Egypt. And so we really sort of set up something where there was something where we got...
Like, this set really has an event that happens, right?
It is sort of...
The first set is the Gatewatch.
And the five main Gatewatch.
So Gideon and Jace and Chandra and Liliana and Nyssa show up and they come
expecting like this horrible place because they know Bolas is here. But when they show
up, the people are happy. Now, the world is kind of a weird world and, you know, it definitely
is something that strikes our heroes as being
something very odd and off-putting, but it is normal for our world.
And so the idea is we created this cool sense of there's a disconnect between how you, the
players, and representing our heroes felt about the world that seemed a little off and
how the people themselves saw the world.
Like, the heroes came thinking they're going to save the people from Bolas
and the people revere Bolas.
They don't want to be saved from Bolas.
Bolas is, you know, is their god.
And then, during the course of the block,
we shift from sort of everything is weirdly okay
but has this undertone of things not okay,
to the point where Bolas shows up and, you know,
Armageddon basically happens,
and everything gets destroyed.
Anyway, it was a neat block.
It definitely, I liked how the fact that it played around with some stuff,
it introduced some themes that then got reinforced.
Like, I like the idea that
we sort of hinted in the first set
of sort of Bolas's,
I don't know,
evilness, which
gets paid off in the second set.
So, I really did enjoy, like, the set as a whole
I thought did a
good job of sort of presenting something
and then making something happen.
And that, there's progression there.
You know, there are definitely things looking back that we could have done a little better.
I think we overstuffed the block a little bit.
And I think we could have executed a little better on the internals in the second set.
But anyway, I do like the essence of the overall thing.
I do like it was, It told a little story.
And it was a story that I don't...
One of the things that we were trying to do with this set was...
The previous year, Gatewatch had shown up, and they saved the day.
And they show up on the next world, and they saved the day.
So they show up on Zendikar, saved the day.
They show up on Innistrad, saved the day. They show up on Innistrad, save the day.
They show up on Kaladesh, save the day.
We really were trying to create the sense of, okay, there's just this pattern of they show up and they save the day.
And this time they didn't save the day.
And that was kind of a surprise.
We thought that was kind of interesting.
You know, we were trying to shock the audience a little bit.
We didn't really let on that this was a three-year story, so it was very hard to realize this
was the end of Act One when you had no idea how big the story was.
So anyway, I liked Dominicat.
I thought there was a lot of fun going on.
I liked a lot of the way we intertwined the Egyptian stuff with Bola stuff.
And the block as a whole has, like, the point of today is looking at blocks and sort of
as a whole has, like, the point of today is looking at blocks and sort of as a whole entity.
And I think as a whole entity, this told an interesting story.
And it definitely conveyed different elements of the Egyptian mythology and different elements of Bolas.
And anyway, the whole package I liked.
So this was my number 10 block.
Okay, number nine was Odyssey Block.
Now, this might be an interesting thing.
I mean, Odyssey Block definitely made mistakes.
But the one thing I did like was I like bold experimentation.
So Odyssey Block did something.
Now, given it didn't work out, this is not something we plan to do again.
But I do respect what he was trying to
do and the boldness of his idea. So for those that might not know about Odyssey, that was a long time
ago. We show up in Odyssey. It's a normal set. Then the second set, Torment, skews black, meaning that darkness has come in the story,
and so white and green don't show up as much.
Black shows up more.
Red and blue are kind of normal.
White and green are lower.
In order to make more room for black,
we had to lessen white and green.
And then in Judgment, which is the last set,
we reverse it.
White and green come up and black goes down.
And so it was us messing around with sort of a basic fundamental concept of magic sets, which is color.
Now it turns out, it turns out, it causes a lot of problems.
And so it's not something we really repeated.
That having colors be mismatched, especially for limited, really throws a wrench in things.
matched, especially for limited, really throws a wrench in things.
But one of the things, I mean, when I look at blocks, one of the things I like is I like the idea that it took a really bold stance and tried
something different. I like that it was,
the reason it's number nine on my list is, you know, it really stood up and tried something.
As a block, it tried something. And in some ways, there are
a lot of blocks that kind of, eh, it did its thing.
This block, at least, will always be remembered for stepping out and trying something experimental.
And sort of my, the reason I'm putting, I mean, it's a nine, I guess, not higher, but
is I respect a lot what it was trying to do.
And I respect, like, I do, as head designer, I appreciate the boldness of what the block was trying to do. And I respect, like, I do, as head designer, I appreciate the boldness
of what the block was trying to do. And it really sort of set the tone to say that we could
experiment a little more. In some ways, I think Odyssey was the first very experimental block we
did. And it really, it was one of the things that made me realize that we could think of blocks
as larger entities.
I mean, there were definitely some earlier things we did where there were, we played
around with stuff.
And I'll be honest, for this slot, I didn't know whether to put Invasion or Odyssey.
I ended up putting Odyssey.
Invasion, likewise, was us messing around very early with trying to give some definition to blocks.
In some ways, Apocalypse being the enemy color set, meaning we did ally, ally, enemy, was us saving something.
In some ways, Apocalypse...
We did ally, ally, enemy with us saving something.
In some ways, Apocalypse... So this slot was kind of saved for an early set that really mechanically set a tone.
And I ended up picking Odyssey over Invasion just because I think Odyssey was a little bit bolder in what it tried.
But I respect the boldness.
Invasion was also interesting in that Invasion was probably the precursor
to a lot of the block planning.
So I don't know.
I mean, maybe this is a tie between Odyssey and Invasion.
They both, on some level, they represented early sets
that were playing around in mechanical space,
trying to sort of introduce the idea that blocks can be an
entity unto themselves, that there's a design that blocks can be something.
And so both Odyssey and Invasion were early takes where we were sort of trying to figure
out and I think early on in Magic, one of the things you'll watch
for the history of Magic is
how early in Magic we were
very focused on the card. And then we were focused
on the mechanic. And then we were focused
on the set. And then we were focused on the block.
We kept sort of pulling back.
And some of these early blocks
is the earliest things of us pulling back. You can sort of see
that. Okay.
So number nine was a tie
between Odyssey and Invasion.
Number eight was Tempest Block,
another early one.
Tempest Block was really the first block
where I feel we went all out on story.
Where there really was,
I mean, Tempest Block
was the first time
we integrated story into the card set.
Like, yeah, yeah, yeah, there were stories before that.
And I mean, Ice Age had a story, Mirage had a story.
But Tempest was the first one that said,
we're not just going to tell a story,
we're going to tell a story through the cards.
And we've experimented a lot of different ways,
but Tempest will always have a warm spot in my heart.
I miss my baby, too.
But in that, it was one of the boldest sets we had
in how it told the story through the cards.
Like, if you ever saw Tempest itself,
we did a little storyboard
where we told the story of Tempest
through all the card arts
because the story was all laid out through the art.
And the whole block did this.
I think Tempest probably did it a little bit better than Stronghold
and Exodus, but all three sets
did it.
I like the boldness
of the storytelling and the integration
of the story into the set.
Since then, we've been all over
the board. I mean, we do show some of the story through the cards
now. I don't think anyone's done it as boldly
as Tempest has done it, although we've definitely...things like
War of the Spark, I think, definitely was us pushing
more in that direction. But anyway, Tempest Block, to me, was the first set that
really ingrained the
story in the cards in a very interconnected way. So Tempest Midnight number eight. Number seven,
Innistrad Block. So I enjoy, so Innistrad Block wasn't the first block to mess with this. We'll
get to that one in a second. But the idea of we're going to
tell a story and it's going to sort of, the sets themselves are going to change to represent that
story. You know, the idea that it's the monsters are at hand and the humans are in trouble. And
then the monsters get the upper hand even more so and the humans are on the brink of extinction.
And then something happens in which the Savior comes to save the humans.
Avacyn, for those who don't know.
So the idea is it's Innistrad, Dark Ascension is the darkest times,
and Avacyn Restored is Avacyn comes to save the day.
And I like, there was a lot of interesting dichotomy run through there.
I like the idea that we play the dark and play the light.
You know, there's some interesting
mirroring going on.
But I think it was a fun story
where we really set something up.
We told an environmental story.
We had something that really had
meant something.
And then the fact that we turned it on its head,
I thought was quite cool.
And I thought that was kind of a neat,
you know, that things are going bad,
but then as the block goes along.
And we had a lot of, you know, we've had some downer blocks.
This is one of the more uplifting blocks.
Like, I mean, I know obviously it's the end of Strahd, so the monsters weren't exactly forever put at bay.
But they were put at bay for a while.
And I like that it had kind of a happy ending.
Not all our blocks have as happy an ending as this one did.
Okay, next.
Number six is Time Spiral Block.
Now, Time Spiral Block is another one where
a lot of the things we did, I don't know if we'd do again,
but the structure was...
I liked the structure.
The past, present, future,
and each set sort of defining
what it meant in that way.
Yeah, Plane of
Chaos and Future Sight were mistakes
in their own way.
But it was bold.
It was, you know, if I'm looking
at blocks as a whole,
I gotta
kick back and appreciate it.
Having a theme that plays through,
that's connective,
yet each set has its own identity is very interesting.
The idea that, you know,
the time theme with past, present, and future,
it's not that, I mean,
we have the bonus sheet that runs through the block,
which I thought was a really interesting innovation
that really defined the block in a cool way.
And we used a connective theme that was a three-part theme
that clearly felt connected to each other,
but each set had its own unique identity.
And that's not something we've done a lot of.
I think that there's, like I say,
this would be higher up on the list
if we executed better
on all the individual component pieces.
Like I said, I think Planar Chaos, in retrospect, was a mistake.
And that messing with the color pie.
People don't understand, like, this is the one exception.
We're doing something novel.
It's just like, oh, you did this.
This is what the, you know what I'm saying?
Even now, there's the amount of, but here's a card that did this.
That's acceptable and in the color pie.
It's like, ah.
Anyway.
And Future Sight was
a little too complex. I mean,
I think Modern Horizons is what
it wanted to be, which was a supplemental
set geared toward players,
more advanced and franchise players that want the
extra complication. I think as a
normal set,
it was a little bit much, a lot bit
much.
But, despite all that, man, as a block, as a concept, as the whole,
there was a lot of goodness there,
and there's a lot of really interesting choices made.
And as someone who cares about block design,
while there were some misses that went on there,
man, it was a noble attempt.
Okay, number five, Zendikar block.
So this was the first time
we did large, small, large.
Well, first or second,
depending on how you want to count it.
But it's the first time
where we tried this idea of,
well, I'll get to the precursor.
But this was the first three-step block where we did large, small, large. I mean, there's a four-step block I will get to the precursor. But this was the first three-step block
where we did large, small, large.
I mean, there's a four-step block I will get to.
And it was...
I liked the idea that we went to a world
and there was something odd about the world
and then we had payoff at the end,
which was Rise of the Eldrazi.
So it's Zendikar, Worldwake, Rise of the Eldrazi.
And when that thing happened,
it just turned the world on its ear.
Innistrad obviously did that,
but this did that before Innistrad.
And I really enjoy it.
I like the idea that it really played into stuff
and then it sort of just took this left turn,
but a really interesting left turn.
And from a story perspective,
I like the idea of why is this world so crazy?
Oh, well, here's why, you know.
What are all these, what are all these, what are they called?
The hedrons.
All these hedrons doing here.
And then all of a sudden you're like, oh, this is part of this larger story.
And I thought the introduction of the Eldrazi and sort of you hear about them.
And at first they're just like gods that are part of the mythology of the Eldrazi and sort of you hear about them and at first they're just like gods that are part of the
mythology of the world but then you realize that the stories were
based on something true that happened and anyway
I do like Zendikar and enjoy a lot of the place as it
did something neat in expanding its story. Okay, number four I guess
is actually the first set
to break from the large, small, small.
For many years, blocks were just a large set,
a small set, a small set.
And so number four is Lorwyn slash Shattermore block.
So what happened was,
Bill, we had made Cold Snap as a surprise fourth set.
And I made a note to Bill that if we wanted to do a fourth set, give me some notice.
I could weave it in and make it part of the block rather than kind of an afterthought.
And so Bill said, OK, we're doing it.
And so I came up with the Lorwyn-Shadowmoreor block, which was large, small, large, small.
And Lorwyn and Shadowmoor were their own little mini blocks.
We had never done a block that wasn't large, small, small before, let alone mini blocks,
let alone two reflective mini blocks.
And I, once again, I'm judging this more on the execution of what they were.
Not, not sadly, not sales and stuff like that. once again, I'm judging this more on the execution of what they were.
Sadly, not sales and stuff like that.
But Lorwyn was us doing something really interesting.
I love the idea of this world that vacillated between two states
and that we got to see one state and see the other state.
Then we got to see this light world and this dark world.
I like that each set did something mechanically
that could be reflected
in the other set.
But each set was about something
that the other set wasn't about,
but that could use the other set
and care about it.
You know what I'm saying?
The fact that Lord of the Moon
was tribal
and Shattermore was about
color and hybrid.
But each one could look at the other
in a way that mattered.
Like, if you care about creature types, well, as long as those creature types show up in the way that mattered. Like, if you care about creature types,
well, as long as those creature types show up in the next set,
that works. If you care about color,
well, magic sets have color.
That works. And so, there's a lot of
neat connective ties
between them. And
I also like the world. The world
got a lot, I mean, I think the world
is slowly regaining some popularity.
In the day, when it came out, it was not very popular.
And especially Lorwyn, people thought was a little soft, I guess, at the time.
I think our audience has grown and magic has matured some
where everything doesn't have to be dark badass all the time.
But anyway, Lorwyn was definitely us messing with lighter space
in a way we hadn't done before.
The dichotomy between two is something we hadn't done
before. The idea of a world that
sort of changes is something we've never done before.
So anyway,
I like Lower Wind Shadow more.
I think it's a very interesting
block. Okay, number
three. Cons
of Charkir block. This is
another one where this could
have been number one if we had landed the execution
a little better.
But the idea,
so the idea of this block
was we were telling
a time travel story.
That we go to visit a world,
Sarkhan's home world of Tarkir.
He misses the dragons
who had been killed at extinction.
He goes back to the past,
they were forged,
and he changes history.
And in this case, Bolas fighting what we now know as his twin Ugin, and killing Ugin.
Bolas kills Ugin, and the death of Ugin, end result is the death of the dragon, Sarkir.
And by saving Ugin, Sarkin changes history.
And we come back, and the final set Dragons of Tarkir is an alternate
timeline
and it was made so that you drafted
the first, you know, you drafted
Khans of Tarkir with Fate Reforged and then you
drafted Dragons of Tarkir
with Fate Reforged
and from a
constructed standpoint it was really
interesting, there were mechanics that showed
in Fate Reforged.
Some then show up in...
Some were in cons.
Some were in dragons.
We're doing morph, and then you get...
Was it manifest?
Manifest, is that right?
As a protomorph.
I hope I got the name right there.
Anyway, like I said, we messed up.
Megamorph wasn't quite the finale
it should have been
and I think we made
a world so compelling
and so lovely to people
that the dragon world
didn't
so
it's a little bit of a let down
I wish
I wish we had
made a dragon world
that competed with the cons world
that the audience
just liked the cons world better
we had never done Wedge
before
and we had done Ally
and so maybe
it being Wedge was more novel.
But anyway,
we didn't nail the execution on the final set,
but we,
man, it was a really,
it was a grandiose idea,
and there's a lot of fun execution we did,
seeing things that appear,
and then earlier versions,
and then alternate versions.
And we really had fun
between the sets
and there were cards
that show up in cons
and then you see
earlier versions
in Fate Reforged
or you see earlier versions
in Fate Reforged
and later versions in Dragons
or you see things in cons.
You see the alternate versions.
Like all the legendary creatures,
how they play out is differently.
You know, Narset,
it leads her clan in one but becomes a planeswalker in another. You know, Narset, it leads her clan in one
but becomes a planeswalker in another.
You know, it was just neat to see
how we can really mess in that space.
And I think there's a lot of fun things we did.
And I think it was a really neat block
in the places that we got to play with.
Okay, number two.
Scars of Mirrodin block.
So the idea of Scars of Mirrodin block was we idea of scars of Mirrodin block
was we were coming back to Mirrodin
what we had introduced
on the original Mirrodin but
subtly was that the Phyrexians
were there and this was the return
of the Phyrexians. The Phyrexians had been a major
player in magic. They'd gone away
they'd been defeated in an invasion
and this was their return
and it was a glorious return
and the whole block really
ended up being the story of the transition of Mirrodin falling to the Phyrexians and becoming
new Phyrexia. But we did it in a really cool way where you're back on Mirrodin and we have just a
hint of Phyrexia, then there's a war and And at the pre-release, you get a picture side, and half the set is Phyrexian and half is Mirren.
And we even did this thing where we didn't tell you the third set. We said the third set
was either going to be Mirrogen Pure if the Mirrogens win, or New Phyrexia if the Phyrexians
win. And people literally, like stores, bought the set not
knowing the name of the set. And we didn't reveal until
shortly before the set came out. And it was, like I said, the idea of watching this world fall,
watching Mirrodin fall to the Phyrexians and having a war and building a
pre-release around the war and then having the sort of payoff and something
where the audience was like rooting for different things was just a really fun
grandiose way to do the block.
And like I said, there are plenty of execution issues.
There was not enough connective tissue between the two sides, meaning when you drafted, you
tend to draft one side or the other.
I actually had put it in design.
It got taken out.
But there's things that the block could have done better.
there's things that the block could have done better.
But as a block design, as something that was really shooting for the stars,
I think that Scars of Mirrodin block was a really, really interesting block that told an interesting story and really sort of used the block model
as the way to tell the story in a very innovative way that I thought was cool.
Okay, the number one block.
Dun-da-da!
This one should be obvious.
A Ravnica, original Ravnica block.
It was bold in its time.
I remember when I first tried to convince people
of we're going to do a block
about the ten two-color pairs,
but not all of them are going to show up in every set the first set is going to have four other two-color
pairs and that we're not going to show the other six until the other two sets um originally when
i first pitched that people were like what are you talking about um but i slowly got him aboard
uh and it ended up being a really innovative block
so much so that we repeated it
multiple times
although I guess the last time wasn't technically a block
but it was an active block like I admit
and so
it's a very interesting model
and it's what I call
the pie model
where you take something and you divvy it up across the block
there's not a lot of themes that work that way It's what I call the pie model, where you take something, you divvy it up across the block.
There's not a lot of themes that work that way.
Like, I was so happy with Ravnica, and then when I tried to repeat it, it proved to be super hard to do.
But it is really a... As far as innovative blocks go, it is probably...
I mean, not only was it innovative, it was successful.
People loved it. I mean, a lot was it innovative, it was successful. People loved it.
I mean, a lot of these other ones are some execution issues.
And this is the one where, not that we couldn't have done better.
We always do something better.
But I mean, this execution was pretty well handled.
The original Ravnica was really fun.
It was a neat set to draft.
And it really had an identity in a way that blocked before that.
I mean, we had done,
I mean, it was not the first sort of planned block.
Well, okay.
It's the first block that I oversaw as head designer,
and I was really, really big on the idea of having block plans.
So in some ways, it was the first sort of
me in full force doing the block planning.
Although, like I said,
I had a lot of hand in stuff
like Invasion and Odyssey
and things.
But,
anyway,
it was something special.
I don't know.
It was lightning in a bottle.
I mean,
there's other blocks
that I obviously enjoy.
They're on the list.
But this was,
I don't know,
like from a,
I mean,
now that the blocks are done and I can look back and look
at all the block design stuff we did, um, this is the one I'm proudest. It's a total block design,
um, is the one I'm proudest of. It really is, um, it did a lot of cool things and it,
in some ways, the other thing that makes me extra proud was there wasn't a lot
to model it after. Like I said, we had Invasion and Odyssey. Like we had messed around a little
bit with the idea of blocks having a larger identity, but it was the first time we sort of
went full throttle and it just was, I don't know. I mean, once again, it's my first block as head designer, so there's some sentimental stuff there. So I can't...
Clearly, that shadows a little bit.
But I also think it's probably the best block design I've done.
I mean, like I said, I'm proud of a lot of the stuff we've talked about today,
and the vast majority of them, I think, were blocks that I did.
But anyway, so that is my
that's my number one pick
like I said
it is
it is a block design
so well done that when we went back we kept
sort of redoing what we'd already done
we didn't like we didn't even
innovate much like we went back for our return
to Ravnica and we went to 5-5-10
rather than 4-3-3 and even when we went back I mean return to Ravnica, and we went to 5-5-10 rather than 4-3-3.
And even when we went back, I mean, again, technically the third visit wasn't a block per se.
But even then, we followed the same 5-5 model.
So, I mean, they definitely, they're, one of the ways you can tell it was a successful block is we mimicked it multiple times.
That's usually a sign that you did something right.
So, anyway, I hope you guys enjoyed it.
This was kind of hard.
There's a lot of blocks out there.
Like I said, whenever I make a top 10 list,
I sort of just force myself to make some choices.
I know I cheated a little bit by making two nines,
so it was secretly a top 11 list.
But anyway, I hope you guys enjoyed it.
So to recap, here is my top 10 list.
So number 10 was Amonkhet Block.
It really told the story in an innovative way.
Number nine was Odyssey slash Invasion Blocks.
Oh, what am I doing?
I am sorry, sorry.
Gotta pay attention to traffic, sorry.
Safety first.
So, sorry. Got first. So, sorry.
Got a little distracted there.
Make sure I'm safe.
Okay, so number 10 was Amonkhen block.
Number 9 was Odyssey block and slash Invasion block.
Those are really the precursors to kind of the modern block planning.
Those are the two early cases where we,
before we kind of officially did block planning,
we kind of backed into block planning.
So I like those. Number eight is Tempest Block.
The one that put the story
in a way that was probably
the most ingrained we've ever put story into
a set. Number
seven is Innistrad Block.
It told a cool story, mechanically did it in an interesting
way, and it definitely sort
of, yeah,
I don't know, it also was a very well executed block i thought
uh um number six is time spiral block uh it was us doing something really interesting and
it wasn't quite successful necessarily all the individual choices but the the overall block
design was a thing of beauty and i think really cool number five was zendikar block uh which is
really doing our surprise twist,
probably the best we had done the surprise twist
with the Odrazi and the introduction of the Odrazi.
I thought that was really cool.
Number four was Lorwyn Shattermore block,
which was the first kind of non-traditional,
the non-three-step block, the non-large-small-small block,
really sort of made us realize
that we could play around more with the format
of what a block is.
Number three is Khan to Tarkir block. We tried something very bold. Like I said, we didn't quite
nail the landing, but I do think it was a very bold, and there's a lot of cool things we did do
that we pulled off. Number two was Skars of Mirrodin block, which was
probably one of the coolest stories
that we told through
the nature of the block structure
and
using it as a way, you know,
even using how we sold the third set
as a way to bring excitement
and make people root for their side
I think was very innovative.
And then number one was Ravnica,
which is, I'll be honest,
the best block I've ever made.
And really a home run in trying to do a block
in a way that is innovative and different.
So anyway, guys, I hope you enjoyed that.
Not too much traffic today.
But like I said, that's my top 10.
You guys can give me your opinion on your top 10 and what you thought.
Maybe if I did this a week from now, I'd give a different list.
But that was my list today.
So I hope you guys enjoyed it.
But anyway, I'm here at work.
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.
See you next time.