Magic: The Gathering Drive to Work Podcast - #767: Ethan Fleischer
Episode Date: August 21, 2020In this podcast, I talk with designer Ethan Fleischer about all the premier sets he's led or co-led the design for. ...
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I'm not pulling out of the driveway. We all know what that means. It's time for
another Drive to Work Coronavirus Edition. Okay, so I've been doing some fun
interviews and I have yet another fun guest. So, Ethan Fleischer, say hello.
Hello. So Ethan actually, by the way, is my first guest in this sort of interview
that was actually in my car at one point, back when I did interviews
with people sitting next to me.
That's right.
Me and Matt Cavallada and a few other people got to ride in your car with you.
Yes, the old school, old school car interviews when they would actually carpool.
So we, if you want to, Ethan and I talked all about the Great Designer Search,
which is how Ethan got into this. And so we're not gonna talk a lot about the Great Designer
Search today, just because we did a whole podcast on that. But if you want to hear about Ethan and
the Great Designer Search, and there's 30 plus minutes of that, of him writing with me. So
anyway, so Ethan, we're going to start with a question I've been asking everybody, which is how did you get into magic?
Oh, my friend in high school went to Gen Con and brought back a bunch of alpha magic cards.
And he was very excited about it.
He's like, we've got to try this.
And our whole gaming group tried out playing with the magic cards and we loved it.
And then we were like, we've got to buy this.
And we couldn't because there weren't any and we had to wait until uh i think arabian nights came out and unlimited came out before we could actually buy the cards but uh we were hooked
right from the beginning as soon as the game came out okay so did you play continuously from
first learning about magic up till you you enter Great Designer Search, or was there off times in between?
No, I took breaks here and there.
You know, whenever I moved, I would, you know, lose my old gaming group, and it would take time to hook people on Magic again.
But yeah, by the time I entered the Great Designer Search, I was working in a bookstore and I had introduced magic to a bunch of the people there.
And we had a league going at the store.
And actually, we started selling magic cards at the bookstore also. So I did my part to spread the love.
Okay, so I don't know if it's on a whim, but you decided to try out for the Great Designer Search.
It was a whim.
What? Was it a whim?
It was a whim.
So obviously you won the second Great Designer Search, and we brought you on to Wizards.
So once again, we have a whole podcast about the Great Designer Search.
Go listen to it.
But we're going to jump ahead to your days at Wizards.
So in fact, I want to jump ahead.
Well, first off, what's it like? You've been an outsider and all of a sudden you're working at Wizards.
What was that like?
It was a little bit crazy and a little bit almost alienating, I guess, because a lot
of the people who worked in the department had been like pro tour people or like we were
all on the same team
together in Pittsburgh or whatever. And I felt very much like an outsider for some time until,
you know, I had gotten some reps under my belt and felt like I knew what I was doing. Also,
I'd never done a professional game design before working at working at wizards though i did a bunch of uh
amateur game design for my own amusement well same for me so this was my first uh actual uh
game design job okay so uh let's talk about some of your reps getting your rep so the very first
set that you led um the design for this is back in the old school design development days, was journeying to Nix.
So let's talk a little bit about that.
Right.
So that's back when we did a large set followed by two small sets all together in a block.
And this was a challenging way to do sets, I think.
And I think as we've continued to change our process, it's become more and more clear that maybe that just wasn't the best way to do things for the first 20 years of magic.
Okay, so. and Greek mythology. And we had the sequel to that set,
Born of the Gods,
which was about all these enchantment creatures coming to life.
And then for Journey into Nyx,
I wanted to have a war
between the mortals and the gods.
I don't think that really came through
as loudly as I would have wanted it to.
But as far as the mechanics of the set, I wanted to introduce a
set for the more mechanic for the mortals and a mechanic for the gods. So we had Constellation,
which turned out to be quite successful. People really liked it, and that was a thing that
triggers whenever an enchantment enters the battlefield under your control.
an enchantment enters the battlefield under your control.
There was a Constellation deck in Standard.
Everyone recalls it fondly.
And then the other mechanic was Strive,
which nobody remembers because it's not that exciting of a mechanic.
What did Strive do?
You were able to pay extra mana to add more targets to a spell.
So it was like you could just cast the spell normally and then um you could pay it as sort of kicker costs a multi kicker cost kind of to add targets
and this was to interact with the heroic mechanics you could target a bunch of your heroic
cards and trigger them all at once but uh it wasn't particularly noteworthy, I guess.
Yeah, I mean, it's one of those mechanics that played just fine.
It just isn't very memorable, I think.
Yeah.
I don't think I designed that mechanic.
I think that was Eric Lauer designed that during the development team.
So I had some other mortal mechanic that was just totally out of control.
I think it doubled the counters on everything,
every turn.
And you really liked it,
but for some reason the developers weren't so hot on it.
Sounds like my,
my,
my kind of mechanic.
Um,
okay.
So,
so what was the last,
so you were on,
I remember this,
uh,
you were on all three design teams.
So you actually were through the whole block.
Um, right. We were trying to set you teams, so you actually were through the whole block.
Right. We were trying to set you up for your first lead.
Yeah, so I was on all three design teams,
and I felt like I had a lot of input,
even that early on in my career there,
into some of the themes and what was going on.
So that was really exciting.
I felt very invested in Theros as a world, as a setting.
I'm always very interested in the creative and world building end of things, though I focus on game design.
The idea that we're sort of collaboratively creating worlds, both within the company and with the players. Like the players participate in the stories
that happen in this world.
And so feeling like I had contributed
toward creating this whole new world
in this fantasy IP was very exciting for me.
Yeah, one of the things,
for a little behind the scenes for the audience,
you are kind of known for all the designers
for being the most,
having the greatest knowledge of story and of worlds.
And so one of your passions, obviously,
is you're very invested.
And like when you do a set,
you make sure you know all the backstory
of all the things, whatever the world is.
And then you spend a lot of time on that.
I know something that you have a lot of passion for.
Yeah, for Theros, I had a decent background in Greek mythology.
But, you know, I read Homer's Odyssey and Iliad in preparation just to, like, get into the mode.
preparation just to like get into the get into the mode and of course uh so almost infamously for dominaria i went completely nuts and read like every single book that uh was set in dominaria
uh during the the whole dominaria uh world building and design process which is like
90 something books yeah it's a lot of books.
Okay, so let's move on to your next one.
So the next set you led was Oath of the Gatewatch.
So we went back to Zendikar, had a little war.
So talk about that set.
Right. So the idea there was that we were going to have a giant war between the Eldrath,
was that we were going to have a giant war between the Eldrath, or these huge beast monsters,
and the people of Zendikar.
And it was going to be kind of a Pacific Rim kind of thing.
Unfortunately, I think we kind of tacked a little bit
too toward the weird,
and it ended up being a little less like Pacific Rim
and a little more like a David Cronenberg film or something.
But we wanted to have the first set, Battle for Zendikar, be focused on Ulamog,
who is this destructive titan.
And then Oath of the Gatewatch was going to be focused on Kozilek,
who was like the weird transmuter one.
focused on Kozilek, who was like the weird transmuter one.
And then we were going to have the third Eldrazi Titan, Emrakul, show up in Eldritch Moon
a couple of sets later, and on the Innistrad plane.
The thing that I was really excited about
to do for Oath of the Gatewatch was to introduce this colorless
mana mechanic, where it introduce this colorless mana mechanic where it
was uh had a colorless mana cost as opposed to a generic mana cost so you had to use colorless
mana to cast the spells or activate the abilities with the little uh diamond shape mana cost uh this
was an idea that I um saw John Lauchs pitch during the designer search,
and I was like, this is an intriguing idea,
and we just need the right place for it.
And it really felt like that was a cool twist to do
for Battle for Zendikar block.
I kind of wish we'd ended up doing it throughout the whole block,
but yeah.
So that mechanic was interesting to me
because it was backward compatible with you know cards from the first magic set even like soul ring
can be used to pay for your colorless mana costs uh so we were able to make some pretty efficient
cards and uh there were powerful uh cards that made colorless mana so they actually
uh had made a big splash in every format that they were legal in and even were too strong in
modern we ended up having to ban a card because uh the the colorless mana cards were too strong
in the context of uh uh what is it um eye of ugin and eldrazi Temple or something.
So it was a little too strong there,
but it was very exciting.
And it broke Magic Online, if I recall correctly.
It took them months to program it.
So since then, we've changed our process
so that we try not to break magic online with new mechanics.
It's funny. It's one of the things I get asked about all the time.
I think people, a lot of players don't realize that we can't just throw one in.
There's a lot of support you need to make it work in a set.
Yeah, making it work in Limited was really tricky.
We had a whole bunch of different lands that could produce colorless mana,
and we even introduced basic lands that tap for colorless mana called Wastes,
which I think that might be my favorite card in the set is Wastes,
just because it's so weird.
It's like, how many people get to put a new basic land in the set?
You've never done that, have you?
I've never done that. That doesn't happen a lot.
So,
one other thing real quickly that
might be interesting for people to know about behind the scenes
is
midway through your design,
we got a request from
I think Brand
saying that they really wanted
to play up the story.
We were all in on, like, it's Coastal, like, whatever.
And then they're like, oh, by the way,
it's going to be called Oath on the Gatewatch.
And you had to sort of, like, mid, right?
It came early enough.
Yeah.
Yeah, it came early enough that it was possible
to, like, add design elements to the set
to support the idea of this team of planeswalkers
coming together. And so
we added
these... Gosh,
what was it? The O's.
Well, there was the
two-headed giant-facing
mechanic, right? Yeah, the teammate
mechanic. What was that called?
What was that called?
We'll come to us.
Well, we had the teammate mechanic. If you or your What was that called? What was that called? We'll come to us. Oh, anyway.
We have a team mechanic.
If you or your teammate had cast a spell this turn,
you could cast it for its alternate cost.
Right.
And there was actually also another one that the support mechanic,
which we've actually used a couple of times since,
the support mechanic put plus one, plus one counters on things.
And actually in my original design,
it could also put loyalty counters on planeswalkers.
That changed last minute, by the way.
That changed last minute.
That did.
Yeah, that changed after the slideshow
because we looked after the slideshow um because like we looked at the
slideshow and it was just like this set is too complicated and it's too weird and this one thing
seems like we could change it without unbalancing everything let's change it so uh so we ended up
changing support so it only worked on creatures which which, like, at the time I was kind of disappointed.
Like, oh, it was about planeswalkers teaming up.
That's too bad.
But then later we used support in, like, I think at least two other sets.
So it was like, this is a solid mechanic that is fun to play with.
So I can't feel too bad about that.
Okay, so let's move on to your next set that you led.
Actually, this one you co-led with a dashing young co-lead, Amonkhet.
Right, so we teamed up on this one.
This was when you were training me and Sean Main up to lead large sets. And so, and I remember
the plan originally was
to have Amonkhet
and Kaladesh switched in the schedule
from where they were.
And I was very excited to lead this
sci-fi steampunk
set.
And Sean had grown up in Egypt
and was ready to lead Amonkhet.
And then we moved them in the schedule.
I was like, oh, actually.
So we're going to do it this way.
We had to swap them.
We swapped them late, too.
It was during exploratory or something we swapped them, I think.
Yeah, I remember Amonkhet had a little bit of exploratory design under Sean.
And then later I picked up and restarted the exploratory design yeah uh
yeah so that one was based on ancient egypt uh like mostly on the historical ancient egypt
rather than ancient egyptian mythology though there was a little bit of mythological stuff in
there uh in general and the reason for that the reason
for that real quickly for the audience is um the audience what we found was the average person just
didn't know a lot about egyptian mythology so it was hard for us to go too deep because no one
recognized it so right the thing with greek mythology is that it um has remained in continuous currency ever since it was written.
People have been telling it and retelling it over the years for millennia now.
Whereas Egyptian mythology was just lost for a long time.
It just disappeared.
Nobody knew how to read Egyptian writing anymore. And so almost all of those stories were just
lost to the collective consciousness of humanity. And then they only discovered how to read
Egyptian writing again like 100 years ago. And by that point, the amount of impact that
those stories could have on the culture was pretty minimal.
Okay, so what was Amiket design like what was your uh um amiket design was a breeze as i recall it
was really fun we came up with some sweet mechanics that made like mummies come back to life
and we had uh these monuments that we built up.
A lot of the people on the team had played a lot of Civilization over the years,
which is this very popular video game series where you kind of usher a civilization from the Stone Age
all the way up to modern times.
And one of the things that you always do in Civilization
is you build these monuments and it takes time to build them
and you have to invest a a lot into into building a monument but once you have it it's
like oh i've got this awesome monument so we made some sweet monument building cards uh and then but
ultimately like egypt wasn't enough to kind of fill out a set or two sets as it were um these we were down to two set blocks by this
point and uh we incorporated sort of nickel bolas uh who's the the villain of the storyline at that
point uh nickel bolas's personality into the set uh so the place became this sort of evil corrupt um um dystopian world and we incorporated a sort of
stepford wives creepiness into the um the design in the world building and like uh creative text
to make it look like everything this is a perfect society on the outside,
but like clearly there's some horrible lie underneath and,
uh,
you know,
these people are deeply messed up.
Yeah.
The,
the dissonance was pretty cool.
That's one of my favorite things about the set of how,
like on the surface,
it looks like everything was okay,
but the mechanics really said,
no,
it wasn't
i thought that was pretty cool yeah i i do like uh how it hung together in that regard i don't
feel like the um i feel like focusing so much on the kind of emotional down point of the story at that point may have,
uh,
alienating some of the audience that wasn't like along for the ride for the
whole story.
It's like,
it's like the,
the low point of the story is during almond ket block.
Yeah.
And from a storytelling standpoint,
that makes a lot of sense.
But from a,
like is every set as cool and exciting as it could be?
Maybe that wasn't the right decision to make in retrospect.
Like everything should be cool and awesome and aspirational.
And this one was kind of like a little bit miserable yeah i mean it was a little
dark it's definitely a little bit darker i mean uh i think sets can have different tones to them
and hey it was not nearly as dark as our devastation yeah that's true um yeah our
devastation was was very bleak yeah that was pretty bleak um okay let's move on to
modern horizons another set you
and i definitely worked on together um so we'll talk about what happened how did modern horizons
come to be so uh just for context my favorite magic set when i at least when i came into wizards
was time spiral like this was a a set that was was all about referring to the game of Magic's history
in a really fun way.
It also kind of marked a serious downturn
in Magic's sales
because it was like,
this is the only way to experience Magic the Gathering right now
is to play with this set.
And the set was very much aimed at a very specific audience.
But during my time at Wizards, we started making more and more ancillary products that were aimed at specific audiences.
And I thought, oh, this would be a really good idea to make an ancillary product that's like Time Spiral.
to make an ancillary product that's like Time Spiral.
So, and I know you were thinking along similar lines.
Your idea was a little bit different.
I don't remember exactly.
I think I pitched mine as another future site,
but I mean, you and I had the same basic idea of let's do something that's for a more enfranchised
crowd that's deeper and more
complex that really plays
in the nostalgia of magic
so when we
put together a little mini team
for the for we do like
a game jam that we call the
hackathon every couple of years
so it was
I think it was you and me and allison
medwin and nat mose yeah that was we just like built a large set in like four days yes we did
drafted and yeah we built a draftable large set in four days and then demoed it on the fifth day because it was a five-day
hackathon with an actual draft yeah and uh which that was pretty crazy uh but it really you know
uh set us up for for success because it was super fun it was high complexity and there were all of
it had just every every keyword mechanic that was legal and modern I think we decided to put in it.
Up to a certain point.
We cut off at a – you can only go up to a certain point I think.
Oh, yeah, yeah.
There were some later mechanics that we didn't use.
Yeah.
But, yeah.
So, yeah, everybody was really excited about it and we decided to make it very quickly.
There was like very little time between the hackathon presentation and like launching the the vision design team.
So so I co-led the vision team with Mark Globus.
I kind of handled the the standard design problems.
the standard design problems and he was sort of the point person for some of the special challenges associated with the set because uh we decided to make it legal and modern
which normally sets have to be legal and standard before they can uh enter modern and we we thought
that modern was big enough at this point that um it would be a good idea to to do that and we were planning to
launch pioneer pretty soon so it seemed like this was a pretty good time to try something like this
and uh it was so much fun we got to just design crazy crazy cards it was fun mix and match
mechanics on the same card and we didn't do as many of the old legendary characters as I wanted
because we needed to save a lot of that for Commander Legends,
which is still upcoming.
So that's the reason why there's only a few new legends in Modern Horizons.
But it's really just a Melvin's dream, this set.
And I really like that about it.
Yeah, it was fun.
I mean, I obviously designed original Time Spiral,
and that was a blast to do as well.
But yeah, yeah, it's, do you remember the code name?
Oh, what was the code name?
Decadent.
Decadent, right, decadent.
I wanted the booster packs to look like a
like a fancy uh chocolate bar wrapper or something with just like you know tiny gold letters with the
logo on like a velvet black background or whatever but we ended up doing something else
we we kind of tacked heavily into the the modern legality as
far as the marketing of the set so um but yeah it we got to just be totally self-indulgent there
which as a game designer we rarely have the luxury of doing like ultimately we're trying to design
these things for an audience that isn't us. And for Modern Horizons,
we very much got to make a set for ourselves,
and that was really fun.
Okay, next up is Theros Beyond Death.
Theros Beyond Death.
So as the person who'd been on all three Theros design teams,
well, I guess you were on all three.
I was on all three as well, I guess, but yeah.
As a person who was on all three Theros design teams,
it, yeah, I got the chance to go back to this world
that I'd helped make years earlier
and tried to figure out what is the best way best way we've we kind of struggled a little
bit i think figuring out exactly how to return to different worlds like returning to returning to
ravnica and returning to innistrad and returning to dominaria and returning to theros all kind of
feel like they have different challenges to solve.
And so figuring out what's the essence of Theros and what's the new thing that we want
to incorporate here.
Obviously, Theros is about Greek mythology, but I also think Theros is about enchantments.
I think that we knew we needed both of those things and um
and then as far as story-wise we actually had a much clearer idea of what the story was going to
be for theros beyond death than we did for any of the other sets around it um yeah we knew we're
gonna elspeth is going to escape
from the underworld
she died at the end of the story last time
she went to the underworld
but that place leaks like a sieve
and we knew Elspeth was going to
bust out of there
it was going to be jailbreak from the underworld
so I always thought of
the
working title in my mind
was Elspeth in Hell we didn't obviously go for that
but uh yeah so we tried a bunch of different enchantment mechanics and ultimately i decided
that we just got it right the first time constellation was the right mechanic that
interacted with enchantments in a way that made sense and so we ended up keeping that
uh there was another what were the other mechanics on that set i know it just came out to the audience
i mean we brought that devotion right right we brought that constellation we kept devotion also
because that was that was the sort of defining mechanic for the original block.
That engendered these crazy decks that you almost never saw.
Like, mono black control was back, and mono blue devotion,
like mono blue decks, had not been a thing for many years.
And so the original Theros brought this devotion mechanic in
that the players really embraced.
And then the thing I tried that ultimately didn't work out for a variety of reasons was this river mechanic where you would put a cardboard river down the middle of the table.
And your creatures could either be on the living side of the river or the dead side of the river.
This represented the river Styx that went out of the river or the dead side of the river this was you know represent represented the
river Styx um yeah that that went out of the underworld uh in Greek mythology uh we tried that
and early in uh in set design ultimately like too many problems piled up with it and uh they had to cut it so we got the escape
mechanic instead i think did mark gottlieb design that i think mark gottlieb made me i made the game
again yeah so the uh yeah the river didn't work out we thought it was going to be awesome uh in
digital and not so great in paper and then it turned out it was going to be not so great in digital and not so great in paper. So it was a valuable lesson in making sure that there's lots of communication with the user interface
and user experience designers on the digital teams, just because we had assumptions,
and it turned out those assumptions were pretty
far off base so uh we we we like to think that we're we're smart and can do everything but
actually uh there are specialists who know how to how to design a user interface and we ain't them
yeah one of the things that is interesting about design is we're the first people to do stuff.
So there's all these people downstream
that have to make use of the stuff you're using.
And a lot of, I guess, what you learn over time
is getting better about communicating with those people
to make sure that you understand what they want
so that you're delivering something
that each of those teams can use effectively.
Yeah, and ultimately, I think that the escape mechanic, while not quite as crazy and radical as the river was, is a lot of fun and tells the story that we wanted i feel like it all turned out in the end and
like we kind of got the greatest hits of theros mechanics of which there were many uh from the
original block because i think i think the the original set had like three mechanics and then
each of the additional sets added two mechanics so like yeah a lot by the end. Yeah. And,
uh,
so yeah, we,
we picked the best two and got the escape mechanic.
And then as far as world building went,
we got to do the world building for the,
the whole underworld as well as,
um,
the,
like the Minotaur cities and stuff.
So we got to expand our,
our view of what, uh uh what's in theros
and i imagine if we ever go back to theros again we'll we'll move the camera even farther back and
we'll see some more of that world i do like that model where like the world is getting bigger and
bigger as we uh as we go back there it's kind of what we did in Dominaria
when you think about it,
only I felt like that was in a sort of
a more ad hoc sort of way.
Yeah, I mean, obviously in Returns,
we're always showing you more aspects and more things
and it's always a challenge.
But anyway, I'm almost to work.
So I want to point out that you've also done a lot of work on Commander stuff,
which will probably be a different podcast.
Maybe at some point I'll have you back on,
and we'll talk about all the Commander stuff you've done,
because you've led a whole bunch of Commander teams.
Yeah, I'm tied for the most Commander teams,
tied with Glenn Jones, I believe.
We've done a lot of Commander.
So that'll be a different podcast.
So I want to thank you for having you on.
So any final thoughts?
Having now designed Magic for,
how many years have you been here now?
A lot.
Like eight, I think.
Yeah.
Final thoughts.
Go for the opportunity when you see it
because great opportunities don't always come up.
And I hate to think about where I would be if I hadn't on a whim entered the great designer search because I'm very happy doing what I'm doing and very happy to have had the opportunity to do it.
Well, don't let those pass you by, people.
Well, it's been, I mean, obviously
you and I have worked closely together now for many, many years
so I'm glad you took the whim
too. But
anyway, guys, I've arrived at my
desk. 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 thank
you, Ethan, for joining us.
My pleasure. Okay, guys,
and I will see all of you next time.
Bye-bye.