Magic: The Gathering Drive to Work Podcast - #788: 25 Years
Episode Date: October 30, 2020October 30, 2020 was my 25th anniversary of working at Wizards. In this podcast, I talk about the many things I've done in those 25 years. ...
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I'm not pulling out of my driveway. We all know what that means. It's time for another Drive to Work Coronavirus Edition.
Okay, so today, and by today I don't mean the day I'm recording this, but the day you are listening to this, which is October 30th, 2020, is my 25th anniversary working at Wizards.
25 years. So I thought today I would use my 30-ish minutes to go through my entire time at Wizards
to talk about all the various different things I've done.
I'm not going to hate them all, but I'll do
the best I can and give you
a glimpse of the many things that
I had done. Okay, so
in 1995,
October 30th, 1995,
I show up at Wizards.
I want to talk about things as they got released,
even though obviously I worked on them ahead of time,
and the order I worked on them might not be exactly,
but it's a little easier to talk about release things.
So the first thing that I worked on that actually happened
was not even a product release.
It was the Pro Tour.
So in February of 1996 was the first Pro Tour in New York City.
I had worked with Scaf Elias, whose brainchild the Pro Tour was.
I had asked if I could be involved.
I was officially made the liaison
from R&D to the Pro Tour,
and I worked very closely with Scaf.
And the first eight years of the Pro Tour,
I went to almost all the Pro Tours.
I ran the feature matches.
I did all the...
On the last day,
I did commentary in the very beginning,
but then I produced and ran the video stuff and the commentary. I didn't do the commentary, but I did commentary in the very beginning, but then I produced and ran the
video stuff and the commentary. I didn't
do the commentary, but I oversaw it. I produced
it for the first eight years of the
Pro Tours existence.
The first set I worked on, which came out
in 1996, was Alliances.
I was one of 13
developers on that set.
Everybody who was in Magic
R&D, or just in R&D at the time,
Homeland the previous year had done really badly,
and Magic had a big gap before the next set came out,
and we wanted to make sure it was really good,
so everybody worked on that.
The first three cards I ever made,
Library of Lotnum, Goose of Scepter, and Soldier of Fortune,
all showed up on that set.
That's the first three cards I ever made.
They got... I'm sorry. That I ever designed, they got published in a Magic set.
Then, the end of that year, Mirage came out.
So, I was hired as a developer.
And so, for the first couple years, I was, I, Mike Elliott, Bill Rose, and William Jockish,
and then at some point, Henry Stern, were on all the development teams.
We were Magic R&D for a while, Henry Stern, were on all the development teams. We were Magic R&D for a while,
so we were just on all the development teams.
Mirage is also the place where I made
Morrow. I filled a hole
with a card I'd made years ago,
and I got my nickname.
The card ended up getting printed called Morrow.
That's got my nickname.
Okay, in 1997,
Visions came out,
so I was on the development team for that.
Fifth edition, I was actually on the design team,
although there's no new content.
But I helped pick what cards went in.
Weather Light, again, I was on the development team.
Portal, I was actually on the development team.
That was a product we made to teach people how to play.
And then at the end of 1997 was Tempest.
So Tempest was the first set that I officially was on the design team for.
And now when I'm on the design team, I led the design team.
That is not how things work anymore.
But I was hired as a developer, but I really, really wanted to be a designer.
And so I convinced Richard Garfield.
He hadn't done any design on Magic since Arabian Nights.
And I convinced him to be on the team with me.
And that was enough to convince Joel Mick, who was the lead developer,
or lead designer at the time, the head designer at the time,
to let me run the team.
Tempest was the first in-house design.
Before that, all the designs had been done by people outside.
Well, technically, Weatherlight was done inside as well,
but Tempest started before Weatherlight, because large sets took
longer to make. But anyway,
Tempest was my first time
being on a design team and leading
a design team. It went very well.
Also, so
I bring up Weatherlight and Tempest.
At the same time, during that time,
Michael Ryan and I pitched the
idea of Magic having an ongoing
story, which was called the Weatherlight Saga.
And from Weatherlight through Exodus, he and I were in charge of the story.
It got sort of taken away from us in Exodus.
That's its own story.
But anyway, we were there for the start of the Weatherlight Saga.
I would continue to be working on the card side of it still,
but I stopped doing the creative side of it after Exodus.
working on the card side of it still, but I stopped doing the creative side of it after Exodus.
Also at this time, by the way, I had become the editor-in-chief of The Duelist.
The former editor-in-chief, Catherine Haynes, left, and they needed an editor-in-chief. They looked around, and they couldn't find somebody, and they ended up asking me, and so I spent a lot
of my early time, in addition to all my responsibilities as a Magic R&D person,
I was also Editor-in-Chief for the Duelists.
Okay, we get into 1998.
So Exodus and Stronghold.
So now we get into sets that I was on the design team and I was on the development team for.
I think I started the design for Stronghold and handed it off to Mike.
I think Mike officially is listed as the lead for it, but I did a lot of design for Stronghold and handed it off to Mike.
I think Mike officially is listed as the lead for it. But I did a lot of work on Stronghold.
But anyway, I was on the design teams for Exodus, Stronghold and Exodus.
And also, Unglued came out that year.
That's a product that was given to me by Joel Mick.
And basically, it was like, here's the idea of the product.
It has silver borders,
which means it's not termed illegal
because at that point,
everything else was termed illegal.
We were just starting to get into formats and stuff.
And anyway, the idea was this was,
what would you do with that?
You're the wacky designer, Mark.
And so I ended up deciding to make strange mechanics
and a little more casual and make it a little
fun, added a lot of humor into it, and so
Unglued came out of that. And the
Silver Border cards have always been my baby.
The Un cards hold a deep
place in my heart. Urza Saga,
I was on the design team for
and the development team,
Urza's legacy, design team, and the
development team.
Then we get to Urza's Destiny. Design Team, and the Development Team. Then we get to Urza's Destiny. So,
that, I was, was the Design Team. I was the only person on the Design Team. I believe Arabian
Knights and Urza's Destiny had the uniqueness of having one-person Design Teams. Obviously,
Richard Garfield did Arabian Knights. But anyway, I was not on the Development Team,
because I was the sole designer, so I wasn't on the development team.
Then we get to Mercadian Masks,
where I was not on the design...
Well, I'm sorry, I was on the design team.
I did do design.
I was on both the design team and the development team
for Mercadian Masks.
So, interesting, from alliances forward,
from the very first set I work on,
I believe there's a run for a long, long, long time
where I designed a card in every
set that came out. Every set that had
new cards in it.
And Mike Elliott and I at this
point became the main two designers that were designing
most of, led most
of the sets. Bill still
led a few sets as well.
Okay, so we get to Nemesis
where I think I
was on the design team for that.
Prophecy, so interesting thing about Prophecy, I was not on the design team.
William Jockish led that design team, I was not on it.
But after it was done, Bill had some concerns about it, and so Bill and I did a redesign pass on it.
We made the avatars, we made the winds, and so we just made some exciting rare cycles and stuff. And so at this point, Bill had become head designer.
So Joel Mick was originally handed over to Bill.
But you can see sort of me being trained to become head designer,
although obviously it's a few years off.
But I'm starting to do redesign work on other people's stuff.
Then comes Invasion.
Invasion, the design team was me.
Bill Rose led it with me and Mike Elliott.
I often said Mirage was the second age
because we started designing blocks.
Invasion is the third age of design
where we started designing themes for the blocks.
This was the first block that had a theme.
It was a multicolored theme.
And I was a big advocate in pushing for that.
So now we get to set.
So Plane Shift, I was on the design team. Apocalypse, I was not on
the design team for, but again, um, I and Henry Stern had pitched the idea of saving things for
saving the enemy's color stuff. So it's the first kind of block planning that you're seeing, and I
was a big advocate of that. So you're starting to see, you can see the traces of where I would go once I become a hand designer of, I really believe in planning
out blocks. Um, but anyway,
um, that was
Apocalypse. And then Odyssey comes out. So Odyssey
was, uh,
after Tempest, it was the second
premiere, you know, standard legal set
that I led the design for. And
it had a theme. It had a graveyard theme.
Um, and so,
uh, like Threshold and Flashback.
Flashback starts here in Odyssey.
2002, we have the
first You Make the Card. That was
my brainchild.
And I ran it.
Also, by the way, in 2002
was MagicTheGathering.com
started. So
Magic didn't really have a website.
Magic had a website, but we didn't have a,
it wasn't something people regularly came to. And I was tasked with the idea of making it
something people would visit, of making content for it. And so I helped get Aaron Forsythe hired
to run it. And I started my column, Making Magic Starts Here in 2002, which I've been writing ever
since. So 18 years of writing my column. I think next year, by the way, I hit my column, Making Magic Starts Here in 2002, which I've been writing ever since, so 18 years of writing my column.
I think next year, by the way,
I hit my 1,000th week of writing the column.
That'll happen in early 2021.
Anyway, so I both helped design Magic the God in a Column
and became one of the columnists.
So other sets, Torment, Judgment,
I was on those design teams.
We get to Onslaught.
So this is a good example where I was not technically on the design team,
but I was asked by Bill to do a lot of redesigns on it,
really push to make the tribal mechanic a major theme,
added morph, added cycling.
So while I quote-unquote wasn't the lead of the set,
I did a lot of rework on it.
And once again, you can
see me getting groomed
by Bill Rose to eventually
become head designer.
So now we get to 2003.
Legions.
I don't think Legions or
Scourge I was on the design team for.
When I get to the end,
I'll talk about some other stuff.
While doing Magic, there's other things I was also working on all during this
time.
Um, then we get to Mirrodin.
So Mirrodin, I led the design for, and I started getting very involved with, uh, creative.
Oh, so this is 2003.
So the end of 2003, by the way, is when I officially become head designer.
Um, Bill Rose, a few years earlier, had become the vice president.
And Randy Bueller
had become sort of
filled in,
became
sort of the,
I'm not sure what to call him, the director
of R&D, of magic.
And
he promoted me, and I became head designer
in December 2003. Also that time, not and I became head designer in December 2003.
Also at that time, not only was I head designer,
but I also was put in charge of the creative team,
and so I led the creative team for a couple years.
But anyway, so that was other things I was doing.
So 2004, I was on the design team for Dark Steel.
I led the design for Fifth Dawn.
That, interestingly, was Aaron Forsythe was brought on to write an article about it.
He was on the design team.
He did such amazing work, designed both mechanics of the set,
that we brought him into R&D, later become my boss,
so obviously he did quite well for himself.
Champs of Kamigawa, I was not on the design team for any of Champs of Kamigawa,
but I was on the development team just for Champions.
I was not on the development team for the other two sets.
Interestingly, Betrayers of Kamigawa, when I became head designer,
was in the middle of, I think it had just finished design.
I know I worked a little bit on it when transitioning from design to development.
But Betrayers and Saviors were, quote unquote,
under my startup as
head designer. I really, Ravnica
was the first set that I sort of,
both of those were in motion. I just sort of
kind of finished them off to be what they were.
Also, the Pro Tour
Hall of Fame got introduced in 2005.
I was instrumental in putting that together.
It
started in 1996.
From 1996 through 2004,
I was in mainstay at the Pro Tour.
In 2004, my twins were born,
and I pulled back
and stopped going to the Pro Tours regularly.
Also, in 2005,
we got to Ravnica City Guilds.
So this is the first time that I...
The first set that, from the beginning, I was the head designer.
And I really had sort of...
I decided to let Champions of Kamigawa be what it was going to be.
Made a lot of decisions I wouldn't have made, but it was already in motion.
Ravnica was me sort of planting my flag in the sand and saying,
here's what I want to do as head designer.
I really wanted to introduce the idea of block planning.
Obviously with Ravnica, you could see that. That, like, you know,
they all fit together to make a larger thing.
Also, during Ravnica, Hybrid Mana
got introduced. It was a baby
of mine. Backdream
Invasion, I got split cards made.
There's certain things that,
I mean, I've made a lot of cards
mechanics over the years, but there's certain things that I'm super proud of.
Okay, so in 2006, Guild Pack.
I was not on the design team for that,
but I did do some work after I got handed off
because I was the head designer.
Dissension.
I was on the design team for that.
Coltsnap was the set that got the Lost Ice Age set
that the story behind it
was we'd asked, uh,
the powers that be, uh,
if they wanted us to have a set during the summer
and they said no. And then, like,
six months later, they're like, you know what? We do.
And so R&D had to quickly make this.
And so we ended up making Cold Snap. Not
we've done better work
than Cold Snap. Um,
then we get into
oh and then was the great designer search
the very first great designer search
Alexis Janssen won it
Ken Nagel, Graham Hopkins, Mark Globus
Scott Van Essen were all people that were on it
know a while as well
that ended up getting internships
and most of them got jobs
so anyway that was sort of
an idea I'd come up with. I was trying to find new designers
because I was the head designer, and it was really hard to find designers because I couldn't just
pluck them off the Pro Tour like development teams did. So I did a search, and I found some
great designers, and I hired them. Next up is Time Spiral, which Brian Tinsman led the design
for. I was on the design team.
But you can start seeing me as head designer.
Once again, block planning.
There was a past, present, future.
I started having more of a definition to what the stuff is.
Planar Chaos on the design team.
Future Society led what I call my art house film sort of design.
It's a really good design.
There's a lot going on.
There's a lot of nuance of it.
It gets really, really good reviews from franchise players,
but most of the players are just overwhelmed by it.
It's a little too much.
But I am very proud of it.
Future Sight was when we were going to first make Planeswalkers, by the way,
but they did not get introduced until a little later.
I'll talk to them in a second.
Lorwyn.
So Lorwyn was Aaron's first lead. I was on the design
team for this.
At the time, I was prepping Aaron
to be my protege. Little did I know
that he would go on to do much grander and greater
things. We did introduce
Planeswalkers. I led the team.
I oversaw the design on
Planar Chaos, and then when we
knew that we... I got Planar Chaos, sorry.
Future site. When we knew that we weren't goingar Chaos, sorry, future site, when we knew that
we weren't going to have them done in time,
we made a whole separate team, which
I led, and we came up
with Planeswalkers, borrowed a bunch of different ideas,
Richard had come up with this thing called,
what are they called,
in Ravnica
structures, they were called structures,
and I took some elements of that and some
other stuff we had done in other places
and sort of, with the whole team,
we made the Planeswalkers.
It turned out really well.
First, dual decks got put out there.
I was a big advocate of dual decks.
In fact, there's an article I wrote in The Duelist
like in 95,
where I talk about making decks to play against one another.
So way back when,
I'd been advocating for a long time to do them.
Okay, so we get into 2008.
Morning Tide, I was on the design team for.
So Shadowmourne, Even Tide.
So I introduced the idea of doing a large set at a time
other than of the fall, which is traditionally when it's done,
or the Northern Hemisphere fall.
And the idea was, after Coldsnep, I said to Bill,
next time you want to do a summer set
give me more advance warning
I'll make it more organic
and the idea I did
is I came up with
this large small
large small structure
where it's a four year block
but Shadowmoor
was the first time
we had a large set
outside of the fall
and it went really well
and really
you could see us
starting to pave the way
for the future
also
Time Spiral
for example
I passed Time Spiral
but I introduced the idea of a bonus sheet in Time Spiral for example I passed Time Spiral but I introduced the idea of a bonus
sheet in Time Spiral that would
definitely inspire a lot of
things
so anyway the story about Eventide
was I was not supposed to leave Eventide
and the person who was supposed to lead it
at the very last minute
decided they didn't want to do it and I know other people
to lead it so I ended up having to lead
it myself
From the Vault comes out so the first couple I decided they didn't want to do it, and I know other people to lead it. So I ended up having to lead it myself.
From the Vault comes out.
So the first couple from the Vault, I was put in charge.
I think I was on the team for the first one, and then I was in charge of the next couple.
But I was in charge early on of that product.
Shards of Alara came out.
So we had mini-teams for each of the shards.
I led the Esper mini-team.
I was on the mini-team for Bant and for Naya.
And then, although I was not on the Crysis mini-team,
I did come up with Unearthed, which was the mechanic for that.
Okay, so we get into 2009.
I worked on Conflux Design.
I did not work on Allura Reborn.
When I first became head designer,
I worked on a lot of design sets, but I wasn't on all of them.
Eventually, I came to the conclusion that it was easier for me to sort of run things that just was on the design team so I could sort of see what was going on.
So moving forward, I'm on most of the design teams.
I'll point out a few that I wasn't on, but I was on most of them.
Magic 2010 was Aaron's reinventing of the core set.
He asked me to be on that team.
We were making new content for the first time
and really rethinking what a core set was,
so he wanted me involved,
so I was definitely involved for that.
Then came Zendikar.
Zendikar was a set that I was trying forever.
Lanzapalooza.
I really had this idea that we could build a block around land,
a set in a world that was built around land mechanics,
and there was some skepticism.
I eventually got it made,
and it ended up being very popular with the audience.
Obviously, we're on our second visit this year,
so people liked it.
Okay, we get to Worldwake.
I was on Worldwake.
Razzle-Drazzy.
Interestingly, I was not on the design team of Razzle-Drazzy,
but I was on the development team. Razzle-Drazzy, interestingly, I was not on the design team for Razzle-Drazzy, but I was on the
development team. There's a few sets like that.
Sometimes when I wasn't
on the design team, I would be
on the development team, so it would give me opportunity.
I think sometimes when I knew I was going to be on the
development team, I wouldn't be on the design team, so I'd have
a fresh set of eyes. I did that a couple times.
Then
we get to Scars of Mirrodin. So I led
Scars of Mirrodin. Scars of Mirrodin so I led Scars of Mirrodin
Scars of Mirrodin
is definitely me
rethinking a little bit about
me
and playing a lot more psychology and trying to
figure out
the idea that sex had to make you feel something
and I really said okay we're
reintroducing the Phyrexians
I kind of want to scare you with the Phrexians.
I want them to feel invasive.
And so this is a...
I talk about different stages of magic.
This is really us...
Sort of me upping the game, I thought, of design,
of really involving more emotions in it.
The other thing you'll notice with the start of Zendikar
is there's a period of time...
Early on, I was handing off a lot of designs in the fall and then
eventually came to the conclusion that what I needed to do was I did the fall set and then I
handed off the winter and spring sets to other people and so for a while here I'm doing all the
fall sets oh another interesting factoid uh with Shadamore starting back in 2008 uh from 2008 to
2018 was a 10-year run where I was leading
in design every week
consecutively for 10 years.
In 2018, and not that I don't
do a lot of that. I lead most of the time, but
I did have a 10-year
run of consecutiveness.
Okay, then we get into 2011.
I did work on Married in a Siege.
I did work on New Phyrexia.
Innistrad was a false set so that was
Innistrad's one of the sets I'm most proud of
I really think it is
as far as a finished product
especially a premiere set
it's probably the best work I've ever done
it was me really sort of
getting into a lot of
the stuff I'd played around with
how to make a set feel something
I'd been trying to make a horror-themed
top-down set
for a while, and
after
getting the runaround, I finally got
them to sign on, so I was very happy with how that
turned out.
2012. So Dark Ascensions, I think the only
winter set I ever led the design for,
I think.
I mostly did fall sets, and occasionally I did spring sets, but I think that's the only winter set I ever led the design for, I think. I mostly did fall sets, and occasionally
I did spring sets,
but I think that's the only winter set I did.
I was on the design team for Absinthe Restored.
I was on the design team
for Return to Ravnica. That's the
first fall set in a while that I hadn't led.
Ken Legle led that design.
Okay, we get to
2013. So Gatecrash
is the first time I co-ledled a set so i led the first
half and i handed it off to gotlieb um you'll see that this is the very very early beginning
of this kind of the slow shift toward a vision design of the idea of me doing the first part
of the design you'll see me do more of this as we get move forward um dragon maze i was on the
design team for uh by the way there are a lot of Dragon Maze, I was on the design team for.
By the way, there were a lot of core sets that I was on.
I didn't mention a lot, but I definitely did a bunch of core sets,
development of core sets, 7th, 8th, and different things like that.
Then we get to Theros.
So Theros, I led the design for Theros.
Originally, it was going to be a completely different block. It was supposed
to be originally this
start in prehistoric times, and every
set in the block jumps forward thousands
of years, so that the last set was
whatever the most
futuristic we do, but yet still be magic.
But anyway, it
needed too much. It required
the creative team to build three worlds,
and at the time, they didn't have the resources to do
that. So at the last minute, we changed it to
do Greek mythology. We've been talking about doing Greek mythology
forever. In fact, Champions
of Kamigawa
had almost been
Egyptian.
But we had
talked about doing Greek mythology forever, so
it was an easy thing to go into.
So now we get to the point where I'm on almost all of the design teams.
I'm not leaving.
I'm leaving most of the fall ones, but not the other ones.
So Born of the Gods I was on, Journey to Nyx I was on.
Oh, so one of the interesting things that happens is
I'm writing my articles all this time, not making magic.
Obviously, it's going strong.
This is when I introduce...
I read my article about
our change to the two-block paradigm.
So, I...
During Shards of Alara,
we introduced Mythic
Rares. I wrote an article about Mythic Rares.
As magic changes
sort of its structure, I read articles
talking about that. Metamorphosis 1.0
came out. Conjurer of Tarkir,
I lived the design for that. Had a very
unique sort of block structure again. Large, small,
large, where the small set drafted with
both the large sets, but the large sets weren't played together.
So we came up with this whole time travel theme
in alternate reality.
So 2015, Fate Reforged,
I was on the design team for.
Dragon's Tarkir, I was on the design team for.
Magic
Origins,
I was not on the team for that,
but I did work a lot with Sean
of helping structure it with him.
Then Battle for Zendikar.
I let that.
We start to see the story once again changes,
and this is the rise of the Gatewatch,
where he starts hearing the Gatewatch stories.
Okay, we get to Oath of the Gatewatch.
I was on the design team for that.
Shadows of Innistrad actually was the first large set in a while
that I had not led the design for,
but that was led
by Mark Gottlieb, I believe, led the design
for that.
Shadows of Innistrad, Eldritch Moon,
I was on for
a lot of those.
Kaladesh.
Okay, so Kaladesh, which was the end of that year,
you start seeing me taking the thing I'd done with Gatewatch,
where I start doing the first half and handing off the second half.
And that is, you can start seeing the transition to vision design here,
because I'm doing more of the early part of it.
So Kaladesh, I did the first half and handed it off to Sean Main.
Then Amonkhet, I handed it off and did it to Ethan Fleischer.
Ethan Revolt, by the way, interesting little tidbit.
This was the changeover between the old system,
or the 2-in-1 system and the new system of 3-in-1.
So I was not on...
Ethan Revolt was the design and the development led by Ben Hay. So I was not on... Aether Revolt was...
The design and the development
were led by Ben Hayes.
I was not on that team.
I think Aether Revolt,
up until the D&D set that's coming,
is the last set that I hadn't been...
last premiere set that I hadn't been on
the design team at all for,
the vision design or anything.
So we get to Amonkhet.
I led the first half,
handed off to Ethan Fleischer. Hour of Devastation was interesting where I was on the team hal or anything. So we get to Amiket. I led the first half, handed it off to Ethan Fleischer. Hour of Devastation was
interesting where I was on the team
halftime. I think the vision design team
met twice a week and I was on half of it
just because there was a lot going on.
Ixalan, large set in which
I did the first half
and handed it off to Ken Nagel.
Also, we
then announced we were changing over again
to the new system, the 3-in-1 system.
So I wrote my Metamorphosis 2.0 article.
The end of 2017, Unstable came out.
So I didn't mention in 2006.
So 1998, Unglute came out.
I didn't mention this timeline didn't have Unhinge.
In 2006, Unhinge came out.
And then it took me from 2006 to 2017, so 13 years
to get the third unset. And I worked on this table for seven years. We, in fact, made it before we
knew for sure that it was even greenlit, and then later got it made. After that point, we start getting into vision design.
And so we start talking vision design.
So I led mostly early vision design.
So I led the vision design for Dominaria.
I led the vision design for Guilds of Ravnica
and Ravnica Allegiance.
By the way, those were designed as if they were one block
because it was under the old model.
By the time we came out,
they were always going to be two large sets,
just we needed that to make guild, to make gills work.
But we designed
the first set,
well, I guess it was
vision design, but it was under the, it was
vision design in which we were under the two-in-one
model. And then we shifted,
so Dominaria was the first vision design
that I did. And Gills of Raptor
and Raptor of the Allegiance were designed
under the old two-in-one system, the 2-in-2
system. And then was
War of the Spark. So that originally was going to be
have a large set and a small set. We got rid of the small set.
Doug Byer
came up with this really amazing idea of this
major war with most of the planeswalkers
in it. And at the time,
like, sets had maybe three planeswalkers in it.
So I had to figure out, like, how do you have a war
with most of the planeswalkers in existence when the set only gets three planeswalkers in it. So I had to figure out, like, how do you have a war with most of the planeswalkers in existence
when the set only gets three planeswalkers?
And so we had to solve that problem.
But I led the vision for that.
Throne of Eldraine was the fairytale set that I'd been wanting to make forever,
ever since we'd made Lorwyn.
And finally, finally, finally, I finally got that out.
I led the vision for that.
Theros Beyond Death is the first set that I,
first vision that I did not lead
at the beginning of vision design.
So I handed that off to Ethan Fleischer.
I was on the design team.
So with few exceptions,
I'm almost always on the design team by this point.
Ikoria, I led the design team for.
Originally, Eldraine was going to be two worlds
and Theros was going to be in that slot.
But we decided that Eldraine would be one world. We audibled at the last possible
minute. In fact,
I had already started design on
the second Eldraine set.
In the middle of Vision, we switched
over. Anyway, at the last minute,
we pulled forward. We had this idea for
Monster Island that was like two years in the future
that we pulled forward to do for Ikoria.
I also led the design for
Zendikar Rising, the vision design.
Kaldheim was the second set
that I handed off. Again, I handed it off to Ethan Fleischer.
Strixhaven
is my baby. I led the design for that. I'm very proud of that.
And then Dungeon Dragons
was a set that
we didn't
quite know what it was when we made it.
Normally I don't do...
I didn't work on core sets, and that was in the core
set slot. It's its own thing.
But because of the nature of what it
was, I didn't actually work on the design for that.
I did not work on the vision at
all for that.
And then Innistrad, the werewolf set, I
was on the design team for that,
and I led the vision zine for Vampires.
Ethan led the werewolf one. I led the
vampire one.
But anyway, during this time,
not only did I work on Magic,
but there's many other things I worked on.
I worked on Duel Masters,
which is a product we still make.
I was on the original design team,
and I led two small sets.
Star Wars trading card game,
I was on the original design team
with Richard Garfield, who led it.
And then I led the first design for the first release. I was on the original Zion team with Richard Garfield, who led it. And then I led the design for the first release.
I was on the Zion team for G.I. Joe.
I was on the Zion team for a set called Neopets.
The version that got made wasn't the one that I made.
We made a really cool design that didn't get used.
I made a Dungeon Dragon trading card game
that never got published.
I made a wrestling game that never got published.
I was on the Zion team for Transformers, the Transformers Trend Card game.
I was on that.
Uh, and then, like, what we were thinking was the board game that I was involved on.
Um, anyway, so over my 25 years, uh, I mean, I didn't even, I was just going through this
timeline.
So I missed, like, I, uh, I did Vanguard way back when.
I did, um, I mean, there's a lot of products that I'm probably missing along
the way that I, I worked on. Um, but just to give you some sense of my 25 years, uh, I've done a lot
of stuff. I've made a lot of magic. Um, I don't even know. I, I've been on the design team of,
I don't know, 60, 70 sets, something like that. Something crazy.
I should count at some point. But anyway,
it has definitely been quite a ride. It's been
very exciting, and I
really enjoyed it, and I could not have...
I kind of feel blessed that I've
gotten to work 25 years on a game as amazing
as Magic, and it
has really been... I mean, I'm not done
yet or anything, but the first 25 years have been awesome. Just really exciting, and it's kind of and it has really been, I mean, I'm not done yet or anything, but the first 25 years
have been awesome.
Just really exciting, and it's kind of, it's really
neat to celebrate my 25th anniversary.
There's not a lot of people
that can say they worked 25 years on the same
game. In fact,
it is possible that Bill Rose and I might
be the only ones in the world. I mean, there might be a few other
people, because there are a few other games that have lasted
that long, but it's a handful of people, my guess.
I don't think there's probably more than 10 people
in the world that have worked for 25
years on the same game.
Just because, A, most games don't last 25 years
and make new content. So, just
being able to do that is hard. And then, staying
with it for 25 years. So,
Bill celebrated his 25th anniversary, by the way,
at the beginning of October. I think October
4th. He started early in the month.
I started later in the month.
But anyway, that was my trip through my 25 years.
So I hope you guys enjoyed it.
But anyway, I see 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 it was great fun sharing with you all my 25 years.
And I will see you all next time.
Bye-bye.