Magic: The Gathering Drive to Work Podcast - #736: Matt Place, Part 2
Episode Date: April 30, 2020Matt Place had so much to say, we had to do a second podcast. ...
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I'm not pulling on my driveway. We all know what that means. It's time for another Drive to Work Coronavirus Edition.
So last time I was interviewing Matt Place, we didn't get done. There was more to talk about.
So I brought Matt back. So we're going to talk more with Matt. So say hi, Matt.
Hey, Mark.
Okay, so last we left off, we had talked about dissension. That was the first set you had led.
So what was the second set that you led? What was your second development team? Oh, let's see. Nowension that was the first set you had led so what was the second set
that you led
what was your second
development team
oh let's see
now what was the second set
was it
I'm trying to remember
I gotta
do I have to cheat
and look
you can cheat and look
yeah you said
your first design
was Zendikar
but your first
well I remember
last time we were chatting
we were talking about initial design teams.
Yeah.
You know, we were kind of talking about how much we...
Yeah.
Color Pie and Planar Chaos.
I was actually on that team.
Oh, you were on Planar Chaos.
Okay.
Yeah, yeah, yeah.
Oh, we messed around with purple on Planar Chaos.
You remember that?
Yeah.
How much do people know about that?
I've mentioned in passing.
So the whole premise was,
real quickly,
it was past, present, and future
was the way I lined up the block.
But present, what is present?
The past, look at Magic's past.
The future, look at Magic's future.
What does the present mean?
So I came up with this idea
of doing an alternate reality present.
What if Magic had been different in some way?
And so we reconfigured the color pie
so that different colors, like, we kept
the philosophies the same, but we
said, well, what if growth was shown
through card drawing? And we just did
different things. And one of the
things we seriously
toyed with was doing the six
color. Because we joked about it forever, but
we're like, okay, what if in this reality
there's six colors? And so I think
purple's what we called it. Do you remember
much about purple? Do you remember much?
I do. I do. It had
broken cards.
I remember one card specifically
we put in. What do you remember in purple?
I remember mana drain. Yes, that's what I
remember. We had mana drain in purple.
Custing PP.
Yeah, the idea was that, I think
we called it a cave, is that what we called it for the land?
It was the basic
that, and it was one of the only ways to
generate purple was a big part of...
Correct, correct, right. You had to have this
land, so it let us push the
power level because it was a little harder to access it.
And so, right, we had cards like
literal mana drain, but in purple.
You know, purple, rather than blue, blue, purple, purple.
Yeah, there were four of us on the team, and we were generally, like, very excited about it.
And one of them, Bill Rose, was, you know, at the time your boss.
Bill Rose led the team.
He was the lead designer of that team.
And he was into it.
So I thought, there's a good chance we are adding a sixth color, maybe just for what's set.
Yeah.
But, yeah, and Paul Sittasanti, he was
creating a lot of the cards whenever he was...
Yeah, that was the team, the four of us.
Right, right, right. Yeah. I mean,
it's the closest we've ever come to doing purple.
It's the one time, like,
oh, maybe we're doing this, and we
really explored it. It ended up not working out, but
we did... So,
okay, you were on Planar Chaos. That was your
first design team. Okay, so you were on Fifth Dawn, I don't believe, okay, you were on Planar Chaos, that was your first design team.
Okay, so you were on Fifth On, I don't believe.
Yeah, I wasn't on the team, but I did playtesting for a little while for Fifth On, right? Okay, and then following that was, we're getting to Lorwyn Block.
Did you do anything in Lorwyn Block?
Yeah, Lorwyn was my, well, yeah, so of the four sets, right, um, my first, my second
lead. Okay, which set? Even Tide. Oh, even Tide! Yeah, well, yeah, so of the four sets, right, my first, my second lead.
Okay, which set?
Eventide.
Oh, Eventide.
Yeah, yeah.
So that's the first time I led the design, you led the development, right?
Okay, yeah, yeah.
Yeah, so, real quickly, my Eventide story, I'm not going to name names, but you'll know who it is.
Somebody else was supposed to lead the design for Eventide, and at the last minute, they decided not to do it.
And so I ended up doing it because I had nobody else to do it.
So I did it.
Yeah, right. I remember that.
Yeah.
Okay, so what was doing Eventide like?
So that...
I made a decision that I think, in retrospect,
might have been a mistake,
which was...
Let's just do Enemy.
We did Ally Hybrid. Let's do enemy hybrid.
Right.
That was, and remember the times, the audience knows, um, back then when we did drafts, you
drafted in order of the set release.
We later changed that.
Like you, later on, it was like the most recent set was the first set.
But back then you would draft Shadowmore.
So Eventide, you would draft Shadowmore,
Shadowmore Eventide,
or you would draft two Eventides?
One Eventide is my memory.
I think Shadowmore,
Shadowmore Eventide.
So we made a set,
but we were the third set
in one pack,
and we had to make
our themes matter.
And the first two sets
were the allied colors.
We were the enemy colors.
The first set, yeah.
Yeah.
And, yeah,
and, yeah,
it's still interesting
to me to this day.
During design and development,
we had a lot of debates
on, like,
what is hybrid?
Why is it cool?
Right?
Because a lot of us
believed it was cool,
but it was actually easier
to cast than
normal monocolor cards.
Yeah.
So what can we give away?
And I remember a lot of the debate
is just how powerful
can we make these cards?
You know,
it's easy to push a card with casting cost of Absorb, right?
WWU.
That's easy to push because it's so restrictive.
But it's the reverse with Hybrid.
So it was a challenging set for sure.
And in hindsight, I think, you know, one of my regrets with the set is not putting, you know,
the power and the designs behind enough,
you know, just straight Timmy, you know,
hey, if this set's confusing or weird to you,
here's just the latch on to awesomeness.
I think we could have used more back then.
But anyway, you know, long time ago.
So even Ty, I'm afraid there was,
even Ty's familiar for a couple things.
One is, it was the introduction of Chroma,
which most of the audience knows much more now is Devotion.
Right.
Chroma, we didn't, like,
it's one of those mechanics that we didn't quite figure out the right version, and then we came back to it,
and the redone version was a little, just
flavorfully cleaner.
Oh, also,
what's the name of
the red-white that you
activate three different times to upgrade it?
Oh, yes.
The Hero.
What was his name?
That was probably the most popular card out of that set.
Oh, yeah, easily.
I'm flicking the name, though.
I'm so bad with names for sets that I worked on.
It's funny, right?
Because the playtest names often confuse me
with the real names.
I will still to this day say names of cards
that people are like, that's not a magic card.
I know.
People are saying, how do you always get the names right?
I'm like, none of the names are the names I use.
That's why it's so hard.
Okay, so the one thing is I can look this up
because I'm not actually driving.
So I'm going to look this up
and see what the name of this card is.
This card has inspired a lot of things.
It has inspired a whole mechanic.
Brian Tinsman made Level Up based on it.
Right, right, right.
And I think he made the original, right?
Yes, I think Brian did make the original.
Right, Brian was on the team.
So it was red and white, right? Right, correct. Okay, so let me look at red and white cards. Yeah, Brian was on the team. So it was red-white, right?
Right, correct. Okay, so let me look at red and white cards.
Yeah, this is funny. Normally, when I'm
doing my podcast, I'm driving, so
I can't just look cards up or something.
So this is... Oh, Figure of Destiny!
Of course! Figure of Destiny.
Yeah, so Figure of Destiny,
it's a 1-1 for one hybrid mana,
red-white, and then for one red
hybrid mana, you make it a 2-2.
And then for three, you make it a 4-4.
And then for six, you make it an 8-8 flying first-ranker.
Right.
So one of the cool things about it, you got it early, but then it evolved as the game went on.
So it was actually pretty powerful.
Yeah, just an awesome design, right?
Very powerful, but still fair, right?
Not an 11 on the 10-point powerful, but still fair, right? Not a, uh, 11 on the 10 point
scale, as we used to say, uh, and inspired of, like you said, a major mechanic in Tenzin's lead
for Rise of Eldrazi, the initial design. Yeah. It's funny. Cause the, um, one of the things about
this card is there's certain cards in magic that just like go on, like from a design standpoint,
they're just like something about them just inspires people. And like, for example, Plague Rat,
there's all sorts of cards that,
you know, Richard made Plague Rat and Alpha,
and then just infinite cards got made
because of Plague Rat.
And Figure of Destiny is one of those cards
that just kind of like,
infinite cards have been made
of people inspired by it doing different things.
In fact, Monstrous, Monstrous,
which is a mechanic in Theros,
is somewhat owes its allegiance to this as well,
in addition to level up.
So it is definitely a very influential card.
Okay, so after Eventide, let's see,
then we get into Shards block.
Did you work on any of the Shards sets?
Shards of Alara, Conflux, or...
Oh, no, you did...
You did Abyssinian Restored?
You did... I'm sorry, you did... I was... You did... You did Avacyn Restored. You did...
I'm sorry.
You did...
What's the last set?
Alara Reborn.
Alara Reborn.
Alara Reborn.
Yeah, I was the lead developer on that.
And then I was on the design team for Shards that Bill Rose was leading generally, right?
If you remember that.
That was the craziest design team, by the way.
Bill...
It broke up into five design teams.
Well,
what happened
was,
real quickly,
what Bill did
early on was
he did this
rotating thing
where the team
kept rotating
and eventually
got to the point
where he broke
into five teams
and each team
designed a
something.
But before that,
it's like every
month it would
be a different
team.
And so it's
funny,
if you ever
look at the
design team
for,
it's like
everybody was
in at Wizards that like, it's like a was in at Wizards that, it's like a 30-person design team.
Right.
It's kind of crazy.
Yeah.
Yeah, first set with Mythics as well.
Okay, so Alara Bourne was a challenging set because it's one of our gimmick sets where we decided that every card is gold.
What was that like?
Right.
It was crazy so uh a lot of our
questions especially early on were all right how do we make this work this can be sweet
a lot of the debate was well is it too much of a good thing right is it ice cream for breakfast
right is this just too much um but we often point especially bill rose would point to Legion, the second set in the Onflat block. My daughter's here
to help us out, too.
But Legion was
all creatures,
right? And it was awesome.
People loved it. We've often referred to it as one of the best
small sets. And so this was
kind of going down that same path, like, okay, every
card's a gold card. Sweet. And we sort of
explored it, like, okay, but how do we do
mana fixing? How do we do, if
there's no land, but
every card is, you
know, asking you a
lot from your mana,
what do we do?
We came up with
these crazy ideas,
right, the artifacts
that basically you
could play turn two
of the path land,
right?
Yeah.
But yeah, it was a
crazy set.
It's fun to open and
see every card being
gold.
Yeah, yeah, no,
definitely.
We don't do the
gimmicky sets quite that anymore.
I mean, we'll do...
Like Tormund back in the day.
Yeah.
Most cards are black set.
Yeah.
Yeah, yeah.
Okay, so you led Alara Bourne.
Okay, now we get into Innistrad block.
Is that right?
No, no, no.
I'm sorry.
Zendikar block.
Zendikar block.
Yeah, yeah, yeah.
So you were on the design team for Zendikar.
Yeah.
Me, you, Doug, and Graham.
Yeah.
I think there was a fourth.
Wasn't there a fifth?
Yes.
I feel like there was a fifth person, but maybe not.
Eric Lauer?
No, Eric wasn't.
I don't think it was Eric Lauer.
Anyway, okay, so you were on the design team for Zendikar.
Did you, Zendikar Block, did you do any development?
Yes, I went over...
So I was the...
Back then, we had often one person who was the liaison, right, to development.
Okay.
So often when I was on the design team, initial design, I would go on to the development.
So I did that for Zendikar as well.
For Zendikar, okay.
And that one was crazy, too, with different leads and whatnot.
Yeah, I think that set had three development leads
during the course of its...
Yeah.
Ending with Aaron.
Yeah, Aaron was the final one.
Yeah, I think...
Because Aaron was the lead
of development,
and after two leads,
he's like,
okay, I'll just do it.
Right.
So...
And it's one of the best sets,
you know?
So, good job.
Oh, yeah.
Zendikar turned out great.
It's funny,
because one of my memories of Zendikar was
that I had wanted to do it forever,
and the running joke was
I would make seven years of sets,
and it always was my seventh year,
and then it kept getting pushed back,
and, like, for years and years,
and everybody would mock me about no,
no one understood like why I'd want to land focus that.
Uh,
and then it finally gets made like after,
like,
so Bill Rose,
for example,
do you know this Bill Rose before we began gave me three months or two
months,
two months.
He said,
I have two months to prove it.
And if not,
we're changing it.
And I had like two months for the team to,
and then after two months, Bill said, okay, that looks cool.
But anyway, years
later, we're talking about
doing a return to Zendikar,
and Bill's like, we gotta go back to Zendikar.
I'm like, what, Bill? What was I
saying?
Right, yeah, no, I remember the drama about it, right?
Because it was, you know, I don't know who
else was supporting you, honestly, back in
the day. One other person was, you know the one person who know who else was supporting you, honestly, back in the day with Lane. One other person
was, do you know the one person who
when I first pitched it that said,
I think this will work, and he was the only person
other than me, obviously, to say that they thought it would
work? Well, it definitely wasn't me.
It was not you. It was Mike Turian.
Turian, alright. That is Turian's
claim to fame. He was the one person that
backed me on Zendikar.
He was very right.
Yeah, so anyway.
It's funny how I go back to a lot
of my successes. How hard I had to fight
for that success. It was very...
Okay, but we'll
get to a few others on the road. Okay, so
Zendikar block.
You were on Zendikar Design. You were on Zendikar Development.
Did you do Worldwake or do...
I skipped that.
Oh, no, were you on Rise of the Eldrazi? Yeah, Rise, I was
the lead developer. Okay, let's talk about Rise.
Rise is the end of the Zendikar block. Oh, no, no.
Right, yeah, Rise is the end of the Zendikar block. Right, okay.
Yeah, hands down the most challenging
thing I did at Wizards, for sure.
It was, let's totally flip,
right, you know, Tensman was the
lead, Brian Tensman, awesome designer.
Hold on, real quickly, just so I can tell the audience in,
because us saying Brian Tinsman doesn't necessarily, I got to get,
Brian was a balls-to-the-wall designer.
Like, he would have an idea, and he would just,
he would go full throttle for his idea.
And he had really cool ideas,
and he definitely was a really inventive person.
But when he wanted to do something,
like, he would go...
So, the whole idea here was,
he had pitched this idea of,
we would call battle cruiser magic.
Just, it's giant creatures!
So, talk about making this out of giant creatures!
Right, exactly.
So, you know, a lot of his ideas in the beginning...
Yeah, a lot of his ideas in the beginning were like, what if there were no little creatures, right? What if it was only battlecruisers? What does that mean? And, you know, we explored it, we went around, and like you're saying, Brian would want to push the limit, and he was very good at, you know, making them happen. So he actually made it happen. We shipped battlecruiser magic, and I think figured out a great way to do it.
ship Battlecruiser Magic, and I think figured out a great way to do it.
But there was a lot of doubt, of course,
because we were doing so many things radically different, right?
Like, you know, how many, what if it's just bad in this world to play cheap cards?
Like, what does that mean, right?
We knew that this format for Limited would be played by itself.
So, and I think that was good, right? It would be hard to do something this radical when it was part of something else for limited yeah yeah you want to go run okay uh sorry march but uh but yeah
so you know we're at home so yeah real quickly if you want to take care of let me explain a little
bit about uh rise of the drossy so brian really had a vision he had a very strong vision for the
set and one of the challenges that the developer has is, now set design
and play design, is vision
sets a vision, you know, and then
or design at the time sets a design.
And it's really the job of the development
team slash set design team to figure out
how to execute on that. And one of the
things that Matt had to really
figure out was
yeah, how do we make
it in Limited so you can play giant creatures?
Because a lot of times in Limited, the game's over before you even get to the point where
you can play a giant creature.
And there were a lot of tricky decisions to make to figure that out.
I was on the design team for that set, but I wasn't on the development team.
Yeah, and leveling, you know leveling from the... Yeah, level up
was in the set.
was a perfect solution,
where it's still... These could turn
into battlecruisers, right? So these
giants win the game, you know,
super epic timmy cards, while still giving
you things that you're doing, you're spinning your man
on in the early game.
But yeah, you know, that set of common, I think
had, what was it, an Eldrazi that was a 7-7
Yeah, it had a 7-7 common.
Destroyed something, right? Just things that
easily would have been rare when I
started playing.
We were going to put it common.
Yeah, it was definitely
a tough challenge.
I think we got there, and people
really enjoyed the Limited for sure.
Okay, so next set was
Innistrad block. Did you work on any of the
Innistrad block? I assume you did something. My last
set, so I left
early 2010. Okay. My last set
was Scars and Mirrodin, where I was on the
design team with you. Oh, right, right.
I'm sorry. Scars was before
I jumped ahead. Scars was
before Innistrad. Right, right, right. Okay.
So were you on, what did you do in Scars and Mirrodin. Scars before Innistrad. Right, right, right. Okay. So were you on,
what did you do
in Scars of Mirrodin?
Scars,
so I left pretty early
on that set,
but I remember doing
some of the designs
that actually got shipped,
like the,
the guys that they start
in your hand,
you can reveal them
to get like a 1-1 Goblin
or whatever it was.
I didn't actually design those.
I kind of pitched
some of the ideas for that
and then you guys
made it a cycle.
Not a lot in that set.
Okay, so did we skip...
We talked about sets.
Were there stuff you worked on
that I didn't hit because we were mostly
hitting sets? Yeah, a big part of
what I did there too was the
original duels of the planeswalkers.
I got to do that with stainless...
Let's talk about that. What was that like? The original duels of the planeswalkers uh got to do that with stainless um let's talk about that what
was that like the original doing duels of planeswalkers that that was great so but the
precursor to that was something we called the nth edition tutorial cds right so for ninth edition
we made a cd that went in a video game magazine these used to exist i'm feeling old mark explaining
these things from back in the day but yeah see yeah, see, once upon a time, we used to print on paper,
and you could purchase the paper and read the things printed on paper.
Right, exactly.
And so one of the common things, you know,
there are game demos in these video game magazines,
and so we included the in-edition tutorial CDs in those
where people could, like, learn how to play Magic,
but they weren't great at doing it.
So we worked on this and tried to make it better and better and better.
But a lot of the learning was, how do you teach magic?
And we all make this mistake when we're trying to teach magic in the beginning,
which is, okay, here's all the rules, you need to know this,
and there's an exception here, and da-da-da-da, right?
And the real way to teach magic, we started to learn, is,
okay, this game is super fun, watch what you can do,
and then show them the giant growth block, or know, just fireballing a creature, right? Something that's
cool and evocative as fast as you can. So they get into it and then they'll naturally,
naturally learn more of the mechanics. Yeah. So, so the goal of, and it turned out it worked out
pretty well, of Duel of the Planeswalkers was to be on Xbox
and kind of reach a whole new audience.
And so it was definitely not trying to be, you know,
hey, if you're, you know,
watching this really hard, complex game,
come check this out.
So we had, you know, sounds and, you know,
made it a real video game.
And yeah, so that was a cool way
to kind of turn some of our learning as we went on,
you know, how do you actually teach somebody?
What's appealing to people who are new?
We tried to pack that into this video game
we were putting on Xbox.
And it's interesting.
One of the things that I think you really were
one of the leaders on,
for a long time,
the philosophy at Wizards had been
the way you teach somebody
is to teach them the absolute simplest version
you can. And we would always kind of
like try to
peel everything we could away so we're giving you the
simplest version. And you were one of the
people that really said, hey, that's
not what makes Magic exciting.
It's not like, oh, you
want to play Magic? Well, let's play the most simplest version you can.
What made Magic exciting was you were
doing exciting things, that you had
you were interacting with cool, flavorful things
and you were one of the big people that already said
hey, you know, if people
are excited, they're more willing
to learn, and so rather
than giving someone the simplest thing
that maybe they can comprehend, give them something
exciting, that even if they don't comprehend
they want to comprehend it
and that was a big shift,
I think, and I
really attribute you with being
a big part of leading that shift at Wizards
away from make it the simplest
it can be to make it the evocative,
the most evocative it could be.
Right, cool, thank you. Yeah, I remember a learning
moment. We were doing a playtest
of the Infinite Edition tutorial CD, and there was
this kid, you know, 12 years old, who was getting it, right? He was playingructional TV, and there was this kid, you know, 12 years old, who
was getting it, right? He was playing
the video game, and it would tell you, you know,
here's what 3BB means, right? You have to tap two black,
like, and he kept trying over and over, and he got it.
And without us intervening,
he was able to actually go play
Paper Magic in the other room. That was how we did the
test. And we talked to him afterwards,
like, oh man, you figured it all out, what do you think?
And because it was so grueling and terrible to try to learn all these rules without the fun
he's like yeah i figured it out but i'm never playing this game again right i was like oh wait
we did teach him magic but we fail oh okay right right yeah the the thing that like i said that
you really bring the forefront is the idea that it's not the important goal at the end of teaching somebody is not that they understand everything is that they,
they want to play again.
That like,
Oh,
I understand everything,
but I don't want to play that.
That's not succeeding.
And that one of the things that I think we walked away is look,
if somebody is invested and interested,
they'll spend the time to learn.
But if they're not interested,
not invested,
yeah,
they're not going to continue.
And that was my story
when I first started playing. I was fascinated by
all these cards. I just understand.
But it was pulling me in.
Just going, oh, what's going on here? A Northern Paladin.
Such good top-downs to D&D
and whatnot. That's what got me in.
Okay, so we're trying
to take a little bit of an overview of your time at Wizard.
So last time we talked about New World Order, which I think was a big contribution that you had.
Obviously, the shift over to how we thought about teaching, I think, was big.
What else do you think were, like, where does your thumbprint on Magic?
Well, a lot of my time there was spent balancing, too, right?
Being on balance teams.
I was the lead for the FFL for like the last two and a half years I was there.
So real quickly, explain what the FFL is for those who don't know.
Yeah, FFL was the, basically, we would get together,
and it was a team of people who were going to get together on balance tests, right?
Do some battles, you know, figure out broken decks, et cetera.
And that often included people who were good at Magic
that worked in the building,
but weren't necessarily R&D members
or even on designer development sets.
And we meet weekly and kind of go through things.
You know, we made the big mistake,
we had this new Umidala Jitte, right?
Like, we're just totally overpowered
and totally embarrassing. Why?
Right? We basically had a rules issue that leads it to this overpowered version right you can't make mana at the same time
you do other things therefore we have to change the mana ability on this equipment to minus one
minus one we ship it out the door without playing it honestly right super bad mistake it changed
very late in the process changed very late and we didn't play it enough i should say um so we we
became more serious about that thing, obviously.
And, yeah, so we would, you know, in the NFL, we had something called the JIT list,
which was what cards do we think we have in a set right now that might make us regret like we regretted in the JIT.
And, yeah, so I think I helped out with, you know, just being aware that, you know, while we need to ship 10, right,
we need to ship the most badass, awesome, cool cards we can,
we need to make sure that they're
taking the game in a good, healthy direction
unlike things like
JIT, which are
I can't play a 2-2 against you now because
what I block, I can't even block because you kill it.
So the unfun power versus the
this is really fun and still powerful.
I think we did a big shift
from that
from Mirrodin up through my last two sets.
Yeah, it's one thing,
one of the things that's interesting to me,
I mean, having been a wizard so long,
is watching the evolution over time,
like just how we make magic
kind of constantly itself evolves.
Right.
And I mean, I think the period you were there,
so you started in 2003, and when did you leave?
2010.
2010, so you were there seven years.
Yeah, almost, yeah.
I know.
And it's funny, because I think of that time,
like, there's different periods
where we learn a lot of different things,
and I think a very, very important point of that,
and I think you were a big part of this,
is really rethinking how beginners look at the game
and how people learn the game.
And like I said, in a lot of ways,
both New World Order and sort of a shifting on how we teach the game
were us spending a lot of time trying to understand, you know,
how to look at magic in a broader way.
And I really think that shaped in a broader way, and I really think that
shaped, in a big way, how we make
magic. Yeah, because part of
the challenge was, you know, we could
get into a silo, right? Well, we all understand
these cards we're making, so what's the problem?
Well, I mean, in future, I mean,
Time Spiral Block was basically us doing
that. Right. Like, we made a
set that was really fun for us.
Yeah, and I remember hearing back that you know the grasp of like sales versus tournament attendance that was the first time those two broke
right the tournament players were loving the set so we did successfully make it for people like us
or at least like you know the pro players right yeah uh but but overall it was a mistake and
that's very interesting to hear that's the first time those two graphs actually separated.
Right.
Real quick, to explain what Matt's talking about, we track a lot of things.
Two of the things we track is, how do the sets, how do they sell?
And the second thing is, how much organized play did we have?
How many people played it?
And up until that point, up until Time Spiral, they were always in lockstep.
If a set sold well, it played well.
And Time Spiral had this weird dynamic where it played
very well, a lot of people were playing it
in tournaments, but it sold
poorly. And it made us step
back and go, wait, what's going on here?
They'd never deviated before.
And it made us realize there's this large
group of people, I think we called them the
invisibles, meaning they're people that play
magic, but they don't play them where we see them.
They're not playing in sanctioned
tournaments. And one of the things that's really
important to understand is, the people that play in
sanctioned tournaments, while they're very important
to us, they're a small portion of magic players
in the larger scope of things, and
they're the diehard, they're the very
enfranchised players, we very much care about
that group of players, but they're
one section of a much larger group
and it was interesting
trying to learn about that larger group.
Right, right, right.
Yeah, and you were very central to a lot
of those discussions.
Yeah, and I feel like since I've left, something you guys
have gotten very good at, which is awesome,
is appealing to both groups.
Right? Like, clearly casual
magic has just exploded
beyond anything I would have imagined
while I was still there.
And still super fun for, you know,
the more hardcore player.
So, yeah, it's nice to see that you can,
you know, appeal to both.
Please, everyone. It's great.
One of our tricks?
We make a lot more products.
Oh, my God.
We used to argue about, right,
with four set years versus three set years.
Yeah.
This is too much, right?
That was a big debate.
A lot of people were very passionate about
this is too many magic cards.
Clearly not.
Yeah, but...
You guys have it anymore.
The very first year I was there,
I was talking about how many sets we released.
And, like, I think the first year I was there,
we released two sets the whole year.
Crazy, yeah.
That's the only year we ever released two sets.
But every year before then and after that
was at least three.
So anyway, Matt, I'm almost to my den.
So anything you want to say as we're wrapping up here?
Anything you would like to add in in our final moments?
Oh, it's great chatting with you. Yeah, this was anything you would like to add in, in our final moments? Oh,
uh,
it's great chatting with you.
Um,
yeah,
this was really fun.
Thanks for having me,
Mark.
Well,
glad having you here.
So like one of the things I've been trying to do with my interviews is sort of mix it
up.
I've been interviewing a bunch of current employees,
but I like going back and interviewing some older people.
Um,
so this was fun.
So I'm,
thanks for joining me,
Matt.
Yeah.
Awesome.
Thank you.
So anyway,
guys,
uh, I, I see the den up ahead.
So we all know what that means.
It means it's the end of my drive to work.
So instead of talking magic, it's time for me to be making magic.
So before I wrap up, Matt, once again, thank you so much for joining us.
And thank you for joining us on two whole podcasts.
So it was great having you.
Awesome.
Thanks.
Bye-bye.
Okay.
Bye-bye.
I'll see you guys next time.
Bye-bye.