Magic: The Gathering Drive to Work Podcast - #845: Modern Horizons with Mark Globus
Episode Date: June 25, 2021I sit down with former R&D member Mark Globus to talk about the making of the original Modern Horizons. ...
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I'm not pulling in my driveway. We all know what that means.
It's time for another Drive to Work, Coronavirus Edition.
So, in my time at home, I've been getting to do a lot of interviews, which is hard to do in my car.
So, I've been asking people from Magic's past and present to come talk about making sets.
So, today I have Mark Globus talking about the first Modern Horizons. Welcome, Mark.
Thank you. Glad to be here.
Okay, so, let's just jump into
the fray and talk. So people know sort of what you did. You were the co-designer and co-lead
developer, lead designer and lead developer through the whole process. So you worked with
Ethan on vision design. You worked with Adam Prozac on the set design. So you're there for
the whole process. So anyways, we're going to tell the whole story and you're there for the whole process.
So anyway, we're going to tell the whole story,
and you were there for all of it.
And even going back before that to the hackathon,
which birthed the whole process. Right, so let's start with the hackathon.
Let's talk about the hackathon.
Sure.
So the hackathon actually, I think,
was an idea that originally came from Mark Gottlieb.
And the idea was, let's shut down Magic R&D for a week and let people jam on new products.
And given that that was my main job, I was director of product design, this sounded awesome to me.
That was my main job.
I was director of product design.
This sounded awesome to me.
And so we'd gather in a bunch of different ideas and set up some teams, and people would have a week to prove out their ideas and make some cool products.
And a bunch of those have come to fruition.
Things like BattleBond and JumpStart and, of course, Modern Horizons came out of this process.
Okay, so what's your earliest memory of anybody pitching to you what would become Modern Horizons?
It was simultaneous, both you and Ethan.
Both had kind of a different take on this time spiral to space.
And so I remember when I got those two pitches, I went to you and Ethan and said, hey, these sound really cool, but they also sound about the same.
How about you guys work together?
And I forget exactly what the distinguishing parts were of the focus they
weren't 100 the same but i kind of said you guys get to go work that out yeah so here here's here's
the difference um is that i both agreed on the idea of a complex heavy nostalgia rich set like
time spiral that as a supplemental product like Like, the problem with Time Spiral was
the audience that loved it loved it,
but a lot of the audience was like,
what?
You know, here's 50 mechanics
during the course of the block.
Have fun.
And they were just overwhelmed
and they didn't get all the references.
And there's people that just,
it wasn't for them.
But we're like, okay,
there is an audience
and supplemental sets,
like, maybe that's the audience.
So Ethan pitched, I think, Time Spiral 2, meaning, let's just do another Time Spiral set.
It's what he pitched.
I pitched Future Sight 2, which is, there's a place for this complex, you know,
a set that has a lot of complexity in it,
really looking at the past, has a lot of nostalgia
in it, sort of take the essence of Time Spiral
and redo it.
The product that we did, I think, leaned a little bit more
toward what Ethan was pitching than what I was pitching,
although we were, I agree, in similar
space.
Okay, so, Ethan and I
spent a week making the hack,
we were in the hackathon,
Ally Steele was on her team,
Nat Mose was on her team,
so we had to make a
playtest, you had a playtest, so
we made a playtest for you, so come
Friday, you sat down and did a playtest.
So what do you remember of the playtest?
That's right. So,
that was one of the things that everybody in the hackathon had to do.
By the end of the week, there had to be a playtest,
and they could do any kind of slice.
And some people made drafts.
I believe you guys made kind of like a fixed sealed deck.
Yes, we gave you a sealed deck, but we handpicked what we gave you.
Like it was a – right.
Right, so that way you didn't have to you a sealed deck, but we handpicked what we gave you. Like it was, right. Right.
So that way you didn't have to make a whole set, which I thought was a really innovative way of trying to boil down the impossible task of making a complete set in a week.
And I remember getting that stack of cards and just grinning from ear to ear as I'd go through the things.
Just, you know, there was so much rich potential that was so visible from just that week.
I was very excited.
I don't remember a whole lot about the games
other than laughing at times
and seeing, you know, different things coming up.
laughing at times, as seeing, you know, different things coming up. It was clear very early that this was something that I wanted to pursue and see if we could turn into a product.
Do you remember the code name we gave it?
The code name that we had at some point became contemporary.
Before that, Ethan and I named it for Hackathon week.
We gave it a name.
I don't remember that one.
We called it Decadent.
Yes, yes, okay, yeah, yeah.
The code name when it became a real product was Contemporary.
Right, right, yeah, that was the actual code name.
That was our Hackathon code name, not the actual code name.
Contemporary was the real code name.
Okay, so you picked, I mean, we did a hackathon.
There was a slot for an upcoming
supplemental set. You picked,
this is the one you picked. So, okay, how did
it go from the hackathon to starting
to become a real product?
So, the thing
that basically happens any time we go to create
a real product is there are a lot
of stakeholders across the company
who need to come together to
make a product and um so the next thing that happens when i've got some things that seem like
they have a lot of promise to start talking to different people and the the biggest conversation
i remember having about the product was when i was discussing the product with Bill Rose, he asked if the
product could be modern legal. And I said, I don't know. Let me go find out. Sounds fascinating.
find out. Sounds fascinating.
And I remember coming back to you and Ethan as well as other people in Magic R&D and started to explore
that space.
Once the answer came back as a
yeah,
that was when the product really took on some additional scope and size. We knew that if it were going to be modern legal, that the potential for the product was much larger than the potential for the slot that I was looking for and therefore would basically
get a lot more both resources, complexity and demands from the entire company.
So at that point, we really started looking at, all right, if we're going to make this modern legal, what are the additional things that need to happen here?
And that included things like getting additional playtesters available.
available. Working with Magic Online to both mine data on Magic on the modern environment and figure out ways to use it. So there were a lot of things that needed to come together to
make the product real given this additional parameter. So one of the things that's important,
I mean, one of the reasons I like having a lot of different guests
is that the audience can see
there's a lot of different people that make magic.
So explain a little bit,
what is a producer?
What do they do?
What is, we've called them architects, producers,
they've had different names,
but what is the job that you were doing?
What essentially is that?
Sure.
So I was, as director of product design,
my job was to figure out all the high-level pieces
of what needed to go into a particular product.
So these might be things like,
hey, we're going to have two 60-card decks,
and it's going to be a fixed-deck product, and they're going to play against each other. Okay, well, you got something like dual decks.
Oh, okay, well, now we want it to be more aimed at a new player, or we want to have something that can be a presence and have a lot of excitement at mass retailers.
So really looking at a variety of different needs from the business standpoint, at the same time as constantly trying to encourage R&D and other parts of the company to come up with innovative
and exciting ideas. So, you know, as an example in that space, Jumpstart came about because
one of the opportunities that I saw from working with some of the production teams
was that we could do things with different kinds of collation.
And so one of the things I asked of the hackathon teams were,
hey, are there cool things that you can do if you had more control
over what you could put in a particular booster pack?
And that was how Jumpstart was born. control over what you could put in a particular booster pack. And
that was how
Jumpstart was born.
I mean, the one thing for the audience to understand is
because I'm always
talking from the perspective of the designers, you're designing
the set, but it's a big
company and there's a lot of moving pieces and there's
a lot of other sections that have
to make things happen and
it's really the producer slash architect that interacts with all the
other parts of the company.
You know,
when I'm working on a set,
I'm working,
whoever my architect is,
is like,
well,
hey,
there's lots of other things going on.
And they're sort of lining all that up.
You know,
there's marketing and digital and organized play and infinite things.
So like,
let's get back a little bit to Modern Horizons.
Okay, so we're making Modern Horizons
and you're like, okay, well,
there might have digital implications.
It might have organized play implications.
How do we print it?
There's a lot of things you have to figure out.
And so what was the challenge of Modern Horizons?
What made Modern Horizons, you know,
what stood out to you of the challenges of it
the biggest challenges for modern horizons was just how large of a scope the product could have
the fact that it was impacting modern meant that it was going to be interesting to
going to be interesting to more players.
And at the same time,
that meant that there were more groups within Wizards who cared about it. So things like organized play is going to care a lot more about a set that's
modern than a product that's coming out that say like um
conspiracy or battle bond which may just have a little bit of in-store supplies in store uh support
so things like this were we had conversations of would this go to Grand Prix? How would people receive a modern set that didn't go through standard? What would player expectations be? And how do you manage that type of uncertainty
of players? Given that things are going direct into modern, what are the challenges with
hitting the right power level and excitement?
How do you make it so that it's both exciting for modern
and you're not making it so that standard is not exciting?
And then on top of all of that,
Commander was growing at this point in time.
And so what are the uh the implications for cards
that are going to be commander uh relevant and not so lots of people have lots of opinions on
all of this and part of my job was to to bring this all together and make sure that we were
and make sure that we were all working towards a common goal for this product.
Okay, so I want to get into the design a little bit, my area.
Okay, so one of the things that happened pretty early on is you actually gave us some scope mechanically. So the rules that
you lined up for us
was
the set could have any mechanic
that was already in modern
but
we drew a line
that we stopped at
Dragons of Tarkir. So we can use any
mechanic up to Dragons of Tarkir.
So explain to the audience, why did we stop? Why did we make a line at Dragons of Tarkir. So we can use any mechanic up to Dragons of Tarkir. So explain to the audience, why did we stop?
Why did we make a line at Dragons of Tarkir?
You bet. So we
needed to figure out different
parameters for the set
because we thought that there was potential
for there to be
a Modern Horizons 2, which
hey, turns out
there is one.
And at that point in time,
we didn't really know where that was going to go,
but we wanted to make sure that we saved space.
So there were a couple of different places
where we made definitions.
One of them was what mechanics to use,
and then that would provide some opportunity for perhaps then Modern Horizons 2 would go
after other mechanics. Another rule that we ended up using was that all of the
reprints would be new to modern. So figuring out some of these base rules
gave the set both structure
as well as set some space in particular for follow-up sets.
So you brought something up, so I'll bring it up now.
There is one exception to your rule of reprints
not being courtesy in modern.
And that was the cycle of snow-covered lands.
Right.
So how did the snow-covered lands?
Because we, in design, in vision, we did not put snow-covered lands in.
So how did that happen?
How did snow-covered lands get in the set?
Yeah, snow-covered lands were a late addition.
They came in in set design. We had originally looked at some other lands to go into that set or design that those lands were not right.
And so we had the hole.
And we were trying to figure out what we were going to fill that hole with.
And we were looking for something that could be exciting, something that would only be in, that would make sense for this product and would be
hard to place elsewhere. And we realized that not only with snow would we be able to provide some solutions to limited play, but people love full art lands
and we really didn't have a good
space to reprint snow lands
as full art. And so it kind of ended up being this
great solution to
a bunch of little problems that we had.
It gave us some limited play. It gave us
an outlet for printing these full-art snowlands.
And gave some different texture
to the set that really fit in with other things that we were doing.
Okay, so I'm going to talk about some other themes that were in the set
and see what your memories of these themes.
Sure.
So one of the big things about the first Modern Horizons was
there's a pretty strong tribal component.
You know, there was ninjas, there was goblins, there was slivers,
there was changelings.
How did that come across?
How did that come about?
One of the things we wanted to do with Modern Horizons 1
was make sure that tribes that people loved
but weren't being played in modern got some love.
So goblins and ninjas are a great example of that space. People love goblins. People ask for more ninjas.
There's definitely player excitement in this space.
But if you wanted to go and play goblins at your local modern event, you really didn't have the tools to be even somewhat competitive.
And so we identified a few different tribes that could use that kind of help. We then looked at
making sure that those tribes had proper support within the limited environment.
And generally, tribal works better in limited when you've got some type of glue in between them,
and changelings are an awesome fit for that.
Yeah, another reason we liked changelings was we definitely wanted to do,
especially at higher rarity, some one-of tribal stuff.
And it allowed us to sort of put some in the set
and the changelings,
a lot of those cards matter in limited in a way
that'd be very hard for them to matter normally.
That's right.
I'd forgotten that.
You're absolutely right.
Cause I know one of the things that's funny
that we did,
I know is we made a list.
We had,
I remember this,
the giant whiteboard of what do people want?
What is the audience asking for,
especially in modern,
but in general,
what's the audience asking for
that maybe we can deliver?
And stuff like slivers and ninjas.
People are like,
oh, make more ninjas,
make more slivers,
stuff like that.
But one of the real common things we get
is tribal lords.
Because obviously stuff like goblins we support from time to time.
So there's plenty of goblin tribal stuff.
But I want a bear lord.
I want, you know, people come up with things that are much more of,
and it's like, well, where else can we do something like that?
And so we definitely lean toward that.
And I know a lot of Modern Horizons 1 was built around,
okay, we want some fan service here. This is the set
where we can deliver stuff that's really hard to deliver elsewhere.
And
Modern Horizons 2 really has been a place
for us to sort of do
high-level enfranchised fan
service. We're like, man, they want this.
This is a hard thing to put in a normal set.
But maybe here we can make it.
It was super fun making
that Bear Lord.
I found the whole problem, one of the things that I
I mean, I was obviously involved with the original
Time Spiral, but one
of the fun things about making Time Spiral and
Modern Horizons and Modern Horizons 2
these kind of sets is
that as someone who's played Magic forever
since 93 it's so fun to kind of sets is... As someone who's played Magic forever, since 93,
it's so fun to kind of
go very
fanboy.
Like, for example, in Modern
Writings 2, we made
the Chub Toad. We finally
turned Chub Toad. We gave him Bushido.
We've been wanting to do that forever!
And so it's just fun.
Modern Writings sets are fun in that you can just sort of do stuff that you just...
And there's a lot on the cutting room floor.
So do you have any memories of anything that ended up on the cutting room floor
that you particularly were sad to see on the cutting room floor?
Wow.
You know, there were so many things I was excited to see.
What was I sad that didn't make it?
I'll pitch one and give you a little time to think here.
Okay.
So I made a 10-card cycle of guild cards
in which they used two of the guild mechanics.
Yeah.
But the problem was, to make it work,
I needed access
to all three.
Like,
according to our rules,
I had access to the
first and second visit,
but not the third visit.
And I really kind of
needed the third
because not every,
you know.
And so I made this set
and I borrowed some
from the third.
And so the reason
it got cut was
I didn't follow the rules.
But I love the idea
of mix and match
guild cards where it's the guild, but they're using idea of mix-and-match guild cards, where it's
the guild, but they're using two of their mechanics
from two different times we visited.
And I was really sad
to see that mechanic go.
I wasn't on Modern Horizons 2. I would have
repitched it for Modern Horizons 2 if I had been on the team,
but I wasn't, so...
Maybe...
I'll find some place to do them. I think they were cool.
Yeah, I don't remember things that I was in particular sad to see go.
I do remember things that I was tickled to make work.
Okay.
Like one of the things that...
The favorite card that I designed is a common.
Okay.
Mind Rake. Okay. what does mind rake do mind rake is two and a black for mind rot all right well every set needs a mind rot
but it has overload it's cheaper okay so you know coming up with a way to make an overload card where the overload cost was cheaper while filling a need for the set.
We need some type of mind rot effect for a limited.
This came together very nicely.
Finding those places where you could take a mechanic and use it in a different way.
That one was different both for its colors.
Yeah.
Black instead of, uh, being an, is it?
Yeah.
And having its overload costs be cheaper because, all right, well now I'm making myself discard cards.
be cheaper because alright, well now I'm making myself discard
cards. And it was fun to have
that kind of
design come together.
Yeah, it's funny. We talk
a lot about Vorthos design, meaning
top-down flavor design. Like,
ooh, I'm making a character and look, I made the character.
But I don't talk a lot about Mel
design, which is like making something
that's just crafted really well.
Your card is a perfect example
of... It's a very
clever card where all these pieces come together, and
it's just very well designed.
And Modern Horizons lets us
do those as well.
Not that we don't do good mail cards in every set, but
the kind of stuff that we can do here.
Yes, you have tools that you don't have
access to a lot of the time.
Absolutely. Absolutely. Yeah.
Yeah, it was a lot of fun.
I was trying to see if there was a burn spell to kind of do that way as well,
but it didn't quite work out.
And this ended up being perfect.
And we really only needed one in that space, so that was fine.
Yeah, the one that I remember that I really liked is Segovian Angel, which had a funny story, which is in the hackathon, I made a cycle of mini creatures.
And it was like mini angel, mini dragon, you know, and they were just, I took iconic creatures from magic that were famous and then just made miniature versions of them.
And then Ethan later had the idea in Vision to make them Segovian,
because for those who don't know real quick,
there's a card called Segovian Leviathan that showed up in early magic.
And it shows, like, in the picture, it's this giant creature.
You see, like, little whales swimming by them that look like
tiny fish. And then
you realize it's a 3-3. And we're like,
what? Like, what is this art with
a 3-3? And then we made this whole, like,
well, there's the plane of Segovia, where
everything's tiny.
And just this running joke. I mean, literally,
that's just making up something funny to answer
a mistake we made.
And then Ethan came up with the idea of making the mini
creature Segovia. And only
the angel stayed, but it's
a W-1-1 flying vigilance
creature, because it's a little mini
angel.
That tickled me to no end.
The coming together both of the creative
and mechanics to make something that's just
very... And one of the
challenges in Modern Horizons is
it's not... It's easier
to make rare cards that are
complex and whatever, but trying to make
really
cards that feel right but that are common
is a lot trickier in a
set like this. Because in a normal set,
look, hey, the commons are just only so
complex, but in this set, we
still had to keep the commons not too complex, but in a set that was filled with complexity, so it are just only so complex. But in this set, we still had to keep the comments not too complex,
but in a set that was filled with complexity.
So it's more of a challenge.
Yeah, that was definitely a fun one.
The other one that I remember kind of playing in that,
how do you find the lower complexity
but still feels like it fits the the environment was the um the
green white hybrid disenchant oh right right right um yeah so that that was originally part
of a cycle we actually made a cycle in which we found cards that existed in two different colors
in magic's past uh and then printed them as hybrid cards so you could cast either version.
And so the poster child of it was that card
because Distant Shed and Naturalize obviously are two famous cards
that are the same but color shifted.
And it turns out that sometimes we do this.
We make a card and then try to make a whole cycle out of it.
And the answer is, nah, just one card really is the cool part.
Nothing else was as cool as that, so we just included that card.
But I do...
Yeah, it's cool.
Definitely a fun one. I definitely felt like
it fit the vibe of the set, and
it hit that nice,
oh, we've got a simple execution
that works out perfect for
Comet. So anyway, I can
almost see my desk here, so we're close to wrapping up.
Any last thoughts on the making?
As the person who sort of oversaw the project,
any last thoughts on the making of Modern Horizons?
You know, it was definitely one of the both most ambitious
and fun products that I worked on.
and fun products that I worked on.
And it's rare that I had the opportunity to get to be involved in so many different parts
of the coming together of a product.
And it was just a ton of fun.
There was always a lot of excitement excitement a lot of passion for the product
and uh i i can only imagine that uh that that came through again on modern horizons too look
oh yeah i mean they are insanely fun to me i mean having had my hand in a bunch of them they're
very very fun to design in fact it you you get my hand in a bunch of them, they're very, very fun to design. In fact,
you get to go a little crazy, and then you have to rein yourself back in.
But it's just
fun making things, and then you try to see
how far you can push things. And most
times you get reined in a little quicker,
and here you get to go a little bit farther, so
that's a lot of fun.
Yeah, every time we make
a future site or make a Modern Horizons,
people always joke like it's like an unset.
And I always feel like,
well, you know, it's just us pushing in space.
You're not used to us pushing.
So that's always fun.
But anyway, I see my desk here.
So we all know what that means.
It means this is the end of my drive to work.
So instead of talking magic, it's time for me to be making magic. But I want to thank you for being
with us, Mark. It was my pleasure. Thanks for having me. And it was so fun talking Modern Horizons.
I love it. Okay, guys, for the rest of you, I will see you all next week. So thanks for listening and
bye-bye.