Magic: The Gathering Drive to Work Podcast - Drive to Work #279 - Bad Cards
Episode Date: November 13, 2015Mark bases this podcast on his article about why so-called bad cards exist. ...
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I'm pulling up my driveway. We all know what that means. It's time for another drive to work.
Okay, so today I want to talk about an article.
So back in 2002, I was put in charge of trying to create the website.
It's a sort of, Magic didn't really have a, we had a website, but we didn't really have like daily content.
And so I was given the assignment of putting it together.
I talked about this. I did a podcast, I believe, on the website.
But anyway, I decided that I was going to write a column
on making magic. The column I still write.
And so I was still trying to find my feet.
I was trying to figure out what kind of stuff I wanted to write about.
And I think the seventh column I ever wrote
was a column called When Cards Go Bad. And somebody had written into me about a question
about why we make bad cards. And so I wrote a whole article about why we make bad cards,
which went on to really be one of the defining articles I originally wrote that really helped
me figure out my voice and the kind of stuff I wanted to write about.
So today I'm revisiting When Cards Go Bad and I'm going to talk about why we make bad cards.
It is a source of much debate.
People are, it is something that people always ask, you know, like clearly, clearly.
So today I'm going to walk through, there's seven reasons, this goes back to the original
article, so I'm going to walk through sort of the reasons of the article and explain them probably in a little more depth than I did in the article, the advantage of a podcast.
Okay, so number one is why do you make bad cards? So, number one is all the cards can't be good. So, let me walk through what that means. Okay, so we make 600 plus cards a year.
Standard is 18 months.
So that is about 1,000 cards or so in standard.
And here's the reality is you can't make 1,000 cards all playable at the same time in the same format.
It's just you can't do it. It's not possible.
Essentially, the idea is for any one function,
there is one, maybe two cards that are the best at that function.
There are synergies. Maybe certain cards work with certain other cards.
But when push comes to shove, if you want to do a thing,
there's just some way to do that thing that's better than the other ways to do that thing.
That something's going to rise to the top.
It's a little cheaper. It's a little more
efficient. It has a rider that's
more beneficial. Something. Something's going to
make a certain card better than another card.
And the idea is
if we
you can't
let's say for example
you take
so vintage
vintage is
every card is available
you can use any card in magic
there's over 15,000 cards
that doesn't mean
all the cards don't get played
when you go to
standard with 1,000 cards
all the cards don't get played
there isn't just
basically
I don't know the exact number
but
maybe 100 to 200 cards really can matter.
Maybe there's another 100 cards that fringy could matter.
But there's just a limit.
No matter how big your card pool is, there's a limit to how many cards can matter.
Because as soon as one card is made better, it just absorbs another card.
One of the things people talk about all the time is, you know, your cards would all
be stronger if you just knocked a mana off
each one. That is true.
They would, well,
actually, it's not even true.
If every card had its mana lopped
off by one, you're not really
changing the power level of much of anything.
You know, the idea
is people look at cards and say,
I know how I can make that card in
isolation more powerful.
I could just make it cheaper.
Then it would be more powerful.
I can make the effect bigger.
You know, it's not that we don't understand how to make a card in isolation more powerful.
The issue is we can't make everything powerful.
That the environment of cards for any sort of constructed environment, there's only so
many cards that matter.
And our constructed environments
are bigger than that number.
You know, the most diverse standard
environment we can come up with,
100 cards, 150 cards,
maybe 200 cards are going to matter.
You know, and maybe if you're counting
every card showing up in sideboards or anywhere,
like, maybe there's another 50, 100 cards,
maybe, maybe that can show up.
But the reality is
you're going to be hard pressed to get much more than 2 to 300 cards
in an environment
this is hard to do
because once again
once you improve one card to make it better
it's just pushing out another card
so the first thing about why the bad cards exist is
we make more cards than exist
that could be powerful at any one moment in time.
That there's no way to make the volume of cards we do.
So why do we make the volume of cards we do?
Well, number one, we're a trading card game.
You know, part of what we want to do is constantly put out new cards.
Number two is there's lots of formats.
We'll get to that in a second.
Cards have value in different places.
So we'll get to that.
That's a whole different reason.
cards have value in different places so we'll get to that, that's a whole different reason
and number three
is that
you know
the part of
magic is a discovery
so that's another thing, so I'll be getting to these other ones
but anyway, so number one
is we literally
cannot make a thousand cards
we can't make a format where all a thousand cards are played in it.
It just can't be done.
There's only so many different things you can do, you know.
And, like, for example, one of the things about magic is
there are certain staple abilities that we do all the time.
That's what makes magic magic.
You want to have a giant growth.
You want to have direct damage.
You want to have a counterspell.
You know, there's a lot of just basic effects that we do.
Well, one of those is going to be the better version you know i mean there's certain effects where maybe like you're doing a drug damage deck you want a lot of direct
damage but in general you want something to do the functionality we we recreate that functionality a
lot and like for example take a giant growth effect every set we make is going to have a
giant growth effect every every set every large set small set, just an effect you're always going to get. So in standard, for example,
at bare minimum, there's six of them. Now often there's more than one in a set, so
there might be six to ten. One of those six to ten giant growth effects,
A, maybe none of them are good enough in the current environment,
but even if one is good enough, they're all not going to be good enough.
One of them is going to be the good giant growth effect.
They can't all be the best giant growth
effect. And so, like I
said, the first big thing to understand
is one of the reasons
bad cards exist is because they can't
all be good cards. You physically
can't fit it all in and make them all good cards.
So that's number one.
Just the sheer math of it.
Just that, you know, people are always,
and people seem dubious when I say this.
They're like, oh, but you could change the cards.
And I'm like, no, no, no, no.
We can change individual cards.
We can always make any one individual card
in a vacuum more powerful.
Yes, we can.
But we have to be wary.
And the other thing to be aware of
is we don't want to create what we call power creep.
One of the ways to make every card matter is have the new cards just be stronger than the old cards.
And the new cards will always matter.
You know, hey, the new set comes out and knocks everything in the old set out.
Now, that is bad for several reasons.
One is the game will spiral out of control.
You can't play a game where every set's more powerful than the one before it before things get horribly bad eventually.
The second thing is
you don't want players to go, oh, I have my cards
and all of a sudden the new sets go, forget the old
cards. The old cards are useless.
You want to have balance and that every set
have things that offer something.
You want the pendulum to swing.
You want different things to be more powerful in different places.
Okay, so let's get to number two.
Number two
is different cards appeal to different players.
So I talk about this all the time.
Magic is not one game.
Magic is many games with a shared rule set.
You know, somebody who's playing Commander is playing a different game than someone who's booster drafting,
which is a different game from someone playing Standard,
which is a different game from someone playing Vintage or Modern pauper or, you know, free-for-all.
There's lots of ways to play Magic.
And one of the goals is every Magic set is trying to give cards to every Magic format, to every Magic experience.
And so what that means is we have to put cards in that are good for somebody, but that doesn't mean they're good for you.
For example, if I make a common card that has some effect that common hasn't particularly
done before or done well, that is a golden card in pauper. All of a sudden, like, oh,
thank you so much. You know, that card that might be useless to you is something that
somebody, or there might be somebody who has a cube they're building,
and there's just a niche thing they need.
This card might fit that niche, and all of a sudden it's perfect for their cube.
Or we make something that just really fits a particular commander.
Or, which is a big one, Limited.
We make a lot of cards for Limited, because Limited is a very popular format.
We want cards that when you draft, you can build archetypes around,
and cards that do clever and cool things.
So there are a lot of different types of people who play, and they want a lot of different types of cards.
So one of the big reasons a card is bad, I almost want to put bad in air quotes.
The reason it's bad is because it's not for you.
I mean, that's a big lesson you have to learn when you play Magic is not everything's for you. I mean, that's a big lesson you have to learn when you play Magic is, not everything's for you.
Not everything was designed for you.
Not everybody plays like you.
Not everybody uses the format you use.
And we have made cards for everybody.
So sometimes when you say a card,
and you go, like, for example,
you might see an over-cost legendary creature and go, I'm never going to play this.
This doesn't have any constructed viability.
But that might be an amazing commander
that, like, people will have tons and tons of fun with.
Another reason bad cards exist is bad is relative.
What is bad for you, what bad means is I can't make use of this card.
Usually people talk about bad in context of power, but really what they mean is,
really when someone says, why do you make make bad cards what they're really saying is
I opened up my booster pack
and there are cards
I will never play
why would you make cards
I will never play
and put in booster packs
and the answer is
at least for this question
for this answer is
hey
they're not all for you
there are people
who are going to open
some of those cards
that you're dismissing
and be really excited by
they're going to be are going to open some of those cards that you're dismissing and be really excited by.
They're going to be really happy to open it.
And our job is to make everybody happy.
Not everybody has to be happy with the same card.
That's an important little game design lesson.
Is that when you design something, it's not important that everybody love everything.
It's important that everybody loves something.
And that when I make cards,
I want to make sure that each card has somebody it speaks to.
And so part of the reason they're bad
is it's just not for you.
And that's...
I mean, I think one of the...
I think when I first wrote this article,
that point was a very important point.
I think it's disseminated to the magic audience a lot more.
The idea of diversity of magic
play and that different people play different things
is a little more prevalent than it was in 2002.
At least people are a little more obvious about it.
Okay.
Number three.
Diversity of card
power is key to discovery.
Okay. So the idea
there is
magic is a game of exploration.
That the idea is
we want you to have to explore the game.
So let me talk about my crispy hash brown theory
for those that haven't heard it.
I've done it before,
but for those that haven't heard it,
it's important.
What makes magic such a fun game?
So my crispy hash brown theory.
The idea is when you have a hash brown,
the best part is the crispy outside, the outer shell.
It's awesome for those who've never had hash brown.
And eventually you eat the outside,
and then you go on the inside and eat the inside.
The inside's okay. It's not bad.
It's not as good as the outside.
And in my mind, a lot of games,
that the crispy shell is the discovery process,
is that you learn about the game,
and that learning about the game, discovering the game is really fun.
What's good? What's the strategies? What do I want to do?
But the problem is, at some point, you figure out the basic strategies,
and then the game shifts to a different area.
Usually what happens is you have to start learning something.
It's less about discovering, more about memorization.
For example, in chess, when you get good enough,
you start just memorizing opening
moves and learning opening moves.
When you play Scrabble, you have to start memorizing two and three
letter words. Then it comes to the point where it's like, okay,
I have to sort of study what went before
me, and I'm not going to
learn new things as much as
I now have to study other people that have learned it,
and that I'm not discovering as much from myself
as I'm learning from others. And that is fun.
That is not as fun, I think, as the discovery process of learning about the game.
And that, you know, tic-tac-toe when you're a kid is fun until you realize,
oh, I could never lose. I could stall every game.
There's a way to always stall the game.
Then it's not so fun, you know.
And there's a lot of games,
like Othello's a fun game
until you kind of learn
how important the corners are.
And then little by little,
it's not quite as fun
just because you sort of cracked it.
Well, what magic does
is because we keep putting out new cards
and we keep rotating the cards,
is we keep regrowing the outer shell.
We keep regrowing the crispy part back.
That magic you're constantly rediscovering.
You're constantly trying to figure out what's good and what's bad.
And because we keep changing things on you, what might be good before is no longer good.
And so one of the fun things about magic is we want that discovery.
And a big part of having that discovery is we need to have diversity of cards.
Cards have to be of
different power levels and do different things. Some cards will be obvious. Some cards are like,
clearly this is a strong card. I need to play this card. But sometimes there are cards that
are situationally good. Or maybe they're not good in a certain environment, but as the environment
shifts, they become good. An important part of people having the joy of discovering magic is having things that aren't obviously good.
You know, that one of the things I say is, one of the things that's super fun in magic is you discovering a card that other people haven't figured out is good yet.
Well, that doesn't happen without bad cards.
Because once again, bad is in quotes.
What that means is I open a pack and I don't get it.
I don't get why this, I wouldn't play this card.
And that some of the cards you should
play. And it's important
like, if every
card was good, once again, we
can't do that. But let's say somehow
rule number one just went away. Mathematically, we could
do it. If every card was good,
you know, you wouldn't have as much discovery.
You wouldn't go, oh, oh, this card that people perceived as bad is good, you know, you wouldn't have as much discovery. You wouldn't go, oh,
oh, this card that people perceived as bad is good. You know, actually, I'm stepping on the
toes of a different one. But anyway, the point of this lesson is that you want to have different
levels of diversity because it enables discovery. It enables people trying to search through things
and find things.
And that having things sort of be unequal and having the environment constantly shift so you have to keep reevaluating whether something is good or not just makes the game more fun.
Okay, number four, power levels are relative.
And what that means is, let's say a card comes out that's bad.
But the reason it's bad is there's a card that came out three sets before that is better than it.
So this card is bad, and I'm going to always use that other card.
Let's say card B came out, the card A preexisted.
Well, card B is bad. I'm going to use card A.
But we rotate things.
Card A might go away.
When card A goes away, card rotate things. Card A might go away. When card A goes away,
card B might be really good.
Because what made
card B bad was card
A. That power level is relative.
Whether something is powerful or not
has to do with what is around it.
You know, like I said
in the article, Ancestral Recall, which is
draw three cards for single blue mana, is good.
Well, until you print draw four cards for one mana, is good. Well, until you print
draw four cards for one mana,
then it's not, once again,
parallel, it's relative, and because there's lots
of other cards we put out, a lot of times
whether a card is good or strong has to do
with the environment,
with other cards. But there's a lot of
examples of cards that,
oh, like Necropones
is a classic example, where Necropones was a card that
came out of Legends, I'm sorry, it came out of Nice Age, and it went on to define standard
and broke all sorts of things, but it took a while before people started playing it.
And a lot of people said, oh, well, wow, it just might have appeared to be a bad card
and really was a good card, but the answer was Black Vise was in the environment for a while.
And while Black Vise, before Black Vise got banned,
it wasn't as good as it would later become.
Probably people should have been playing it even with Black Vise
a little bit. But
the reality is Black Vise really
made it not as good a metagame choice.
And once Black Vise went away,
all of a sudden it became a much, much better choice.
And that's another thing.
Why are cards bad? A lot of times it has to do
with environment, with other cards.
It's relative.
For a game that's constantly shifting,
that doesn't mean the card...
When you open a card and stamp it bad,
that doesn't mean before it leaves the format
you're going to play it in, it's going to be bad.
It might be something where
a card rotates
and now it's playable in standard.
Or another card comes out and the combination of those two cards has lots of synergy and all of a sudden now it's played in modern.
Or it might be a new set comes out and now that I'm drafting, all of a sudden this card has value because I'm drafting differently than I did before.
Okay, number five.
Diversity of power rewards the more skilled player.
Okay, number five. Diversity of power rewards the more skilled player.
Okay, so imagine we could set the card power level equal.
It's impossible, but let's imagine we can do it, hypothetically.
And the reason it's impossible is just fine-tuning, you know.
It is not like there's granularity in every card.
Like, the knobs that we get to play with to sort of fine-tune how powerful a card is.
A card has to cost one mana or one mana more.
You know, if we could do, it costs 3.7 red mana, you know, then we could do granularity.
But anyway, let's assume the power level could all be the same, just for the sake of this argument.
Let's say you were drafting and card power was all the same.
What that means is that any player
just taking any cards
of the same color
is going to wind up
with a decent deck.
You know, yeah, yeah,
maybe there's some synergies.
Maybe the better player
can edge out a little bit
of advantage from understanding
that certain cards
are better with other cards.
But the reality is
if all cards were the same,
the same power level,
what that means is
the difference between
how good a deck of a bad drafter was
and how good a deck of a good drafter
would be really close.
There'd be a little bit like I said,
synergy would matter,
archetype stuff would matter,
reading your opponents in the draft.
I mean, there are skills that would matter.
I'm not saying that it'd be irrelevant,
but the gap between the
worst player's deck and the best player's deck would be
a lot narrower, a lot less.
Because right now, when you have bad
cards, bad players might misjudge
it and take the bad cards.
One of the things that adds skill to an environment
is being able to figure out what
is the good and bad cards for the
environment you're playing. What's good and bad in the deck you're playing?
So having diversity of card power makes it so it's a more skill-testing game.
Especially in Limited.
I mean, it's also true in Constructed, but Constructed,
people will copy other people's decks more in Constructed,
where in Limited, you're building your own deck.
So it's even more skill-testing in Limited.
I would argue that, in some level,
limited is more skill testing than constructed.
They're both skill testing. And constructed
tests different skills, so I guess I'm being a little
fair. But the ability to sort of
on-the-cuff make game decisions,
obviously limited is much more strong about that.
Of sort of having a
natural, intuitive sense of what's going on.
Limited requires you to be
much more aware of all the cards and all the
card powers. Where Constructed is like,
I need to learn about one small thing,
and I need to understand how that thing interacts with everything.
And not that that's not skill testing,
it's very skill testing, but it requires
a little less overall breadth of knowledge
that Limited does.
Okay.
Number six. People
like finding human, not human, people like finding hidden gems.
So what that means is that one of the things that makes magic a lot of fun is,
I've talked about this before, in that there is what we call ego investment,
which is you aren't just playing a game.
You're not just sitting down and playing Monopoly.
You have made a deck. It's not just sitting down and playing Monopoly. You have made a deck.
It's not a deck.
It's your deck.
You have spent time and energy making it,
maybe playtesting it, crafting it, fine-tuning it,
that there's a lot of investment of yourself inside your deck.
That there's a lot of...
When you play a game of magic, you are bringing a lot of your own, I'm not sure what to call it, but yeah, your ego, your own, bringing you to the game.
And that when your deck wins, not only does the deck win, but you, you win.
You, someone who's crafted and created this.
So a big part of the joy of deck building,
and that, like I said,
not everybody's a deck builder.
Some people enjoy other people building decks
and just playing the decks that other people make.
But a lot of magic is,
especially constructed magic,
is fine-tuning.
And even limited,
this actually applies to limited as well.
So one of the great joys
is figuring something out
that you have figured out that others have not figured out.
That one of the things that really is satisfying,
and like I said, this is true in draft, this is true in constructed,
it's true in almost any format.
When you find a secret, something that you get,
that you understand that other people do not seem to understand
or haven't found yet.
When you discover something they haven't, it is a wondrous thing.
It is, there are certain moments in magic that I believe, just endorphin rush moments,
moments that just really go, this is awesome.
I'm enjoying myself.
I really like this game.
And one of those is this moment
of finding something that others have not found, of finding something that is uniquely
your own to find. And bad cards allow this. That one of the things is there is no end
of satisfaction I've seen with players when they play a card and other people are like,
you're playing that card?
You know, and then a smile comes to your face.
You're like, wait, wait and see.
That's true in draft.
I know, like, when people talk about how
they draft a card and they get so many of it
because no one else seems to want the card and it's an awesome card
and, you know, there is just
there is a great love of
being able to sort of personalize what you're doing and have a connection where you have found something that is your own discovery.
Bad cards allow that.
You know, if all the cards were good, you wouldn't quite have the moment, oh, you're playing bad card?
And that's a fun moment.
Hidden gems is a fun moment.
Discovery of things that other people haven't found is a lot of fun.
Okay, so the final, number seven.
The seventh reason why bad cards exist.
R&D is human. We make mistakes.
One of the things about creating magic, especially developing magic,
let me talk about developing magic for a second, is
we can't make an environment, if the environment we make is so easy
that we are confident in what we are doing the millions of players will crack it in a in an hour
you know the we r&d can't make an environment so simple that we can understand it because that
means you guys will figure it out right away so So we're not making it a solved environment.
We're making an open-ended environment
where we think we're pushing in the right direction.
We definitely push certain cards and certain strategies
and we do what we can to sort of help certain things along,
but we don't know for sure.
And that when we make a card
and we think the power level of the card is a 7, maybe it's an 8.
Maybe it's a 6.
Maybe it's a 5 or a 9.
I mean, there's some variance.
I mean, hopefully it's not a 1 if we think it's a 7, but maybe it's a 5 or a 4.
And maybe we don't think it's a 10, but maybe it's a 9.
You know what I'm saying?
And maybe we don't think it's a 10, but maybe it's a 9.
You know what I'm saying?
That there's so much in magic and so much complexity and synergies.
And there's so much that goes on.
And that we want you, the audience, to have the fun of discovering stuff.
That we make an environment that's not solved.
We make an environment where things are possible.
And we get surprised all the time.
All the time.
Like, people ask me this question all the time, which is,
did you expect them to do this with your card and I'm like no
you know like
magic players are smart people
you guys do all sorts of cool things
sometimes you use cards in ways we didn't imagine
sometimes you combine cards in ways
sometimes you run archetypes we didn't imagine
you know like
I remember Mike Long made a deck called
Prosperous Bloom he won a Pro Tour with it. And he couldn't believe
we didn't make that deck. It was such a
combo deck. And it had all
these pieces. It was just in Mirage and Vision.
So in two sets, this combo
deck and all the pieces, they worked perfectly together.
And Mike was so sure that
we had made the deck and then broke it up
and put the pieces in the two sets so people
would discover it. And I'm like, Mike,
I made this one piece, and Bill made this other piece,
and Mike made this third piece.
And no, we did not make that deck.
And he just couldn't believe it because it worked so well together.
He's like, how was this not purposely constructed?
And the answer is, we are a very modular game
in that we make lots of pieces that click together with lots of other pieces.
And so, look, we are already trying
a lot of different things, and we're experimenting, and a card might be bad
because we thought maybe people would do something and they don't do it. Maybe we were testing something
and it turned out a little worse than we thought. Maybe we
anticipated a certain environment and it swerved and it wasn't that environment. You know, a lot
of the reasons a card is bad is, it's
not even R&D necessarily meant to make it
bad. Sometimes we do. Not every card
can be good, but sometimes
bad cards are cards we were trying actually to make
decent cards and we missed.
Or we were trying to make a limited
card and missed.
Sometimes we make cards and we think, oh, this will be good enough
and no, it's not.
So one of the reasons we make bad cards is we're human.
We are making one of, maybe not the most complex game out there.
You know, it's a very complex game.
There's a lot of moving pieces.
It is a very hard thing to make magic.
And especially, you know, set the power level and environments and standard.
I mean, I tip my hat to eric whose job
that is you know there's a lot of moving pieces and there's a lot of smart people taking all the
different components and trying to do different things and we have to do it ahead of time like
when magic comes out there are millions and millions of people playing the game and r&d we
have tens of people you know i'm saying even counting people helpingD, we have tens of people, you know what I'm saying? Even counting people helping us.
We have, like, tens of people, you know, we're not going to find what millions and millions are going
to find. I mean, they push things in certain directions, they definitely have a general sense
of where things are going, but it's tough. So another big reason bad cards exist is we're going
to mess up. Some bad cards are us trying to make something that's good, whether for limited or constructed or whatever. For commander,
I mean, we try to make cards for all sorts of different formats. Sometimes we miss.
Okay, so I'm almost to work, so let me recap.
So why do bad cards exist? Bad cards exist, let me recap, the seven
reasons. So the seven reasons are, all the cards can't
be good. Different cards
appeal to different players.
Diversity of card power is key to discovery.
Power levels are
relative. Diversity of power
rewards a more skilled player.
People like finding hidden gems.
And R&D is only human.
So next time someone asks you,
hey, why does R&D make bad
cards? Now you know the answer
so a little follow up is
I wrote this article
it had a huge response
like I said it really really
when I first started writing the article
I didn't know exactly what I was writing
and once I sort of
wrote this article sort of defending
here's the philosophy here's what we do we do
and explained and sort of said
people always ask this question I'm going to definitively tell you why does design said, here's the philosophy, here's what we do, we do, and explained and sort of said,
you know, people always ask this question,
I'm going to definitively tell you.
Why does design do this?
Here's why design does it.
People ate it up, they loved it.
And A, it made less people ask the question.
One of the things I like to do is arm the audience with answers.
And so when questions come up,
sometimes not the audience can answer the question,
they'd have to come to me.
And the article was a huge hit
and it really sort of helped
define the kind of articles I wanted to write.
Not that every article is like, when cards
go bad, but it really defined a style
of article that really resonated
with the audience, and so a lot,
a lot of my articles.
So,
anyway, I'm now
at work, but I hope today's given you
for those that, I mean,
a bunch of you have probably read the article,
and have heard me say this before,
so this was kind of a refresher for you guys,
but for those that have never read the article,
never heard me explain this before, look,
this, making magic is hard,
and bad cards exist for a reason, it's not, I mean, number seven
is a mistake, but most of the time it's not a mistake,
most of the time there's method to our madness, and I just, I think when you mistake. But most of the time, it's not a mistake. Most of the time, there's method to our madness.
And I think when you get a chance to understand why we do things,
it makes it a little clearer and a little better to understand how we make the game.
So anyway, I hope you guys enjoyed it.
Enjoyed the talk on bad cards.
But I'm now in my parking space.
So we all know that means it's the end of my drive to work.
So instead of talking magic, it's time for me to be making magic.
See you soon.