Episode Transcript
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0:00
I'm not pulling my driveway. We all know what
0:03
that means. It's time for the drive to
0:05
work at home edition So
0:07
I'm here today with a jaydeen clown parents
0:09
to talk all about Play
0:12
design of outlaws of Thunder Junction. I've
0:14
had jaydeen on before but We're
0:17
back. We have another set to talk about so hey jaydeen
0:20
Hey mark, how's it going? Okay,
0:23
so we're gonna talk all about the
0:25
challenges of doing play design
0:27
for this set So I think
0:29
the thing we want to start with is
0:31
committing crimes That's the most kind of out
0:33
there thing that we you know normal magic
0:35
sets don't care about that normally So usually
0:38
I know the thing that you we don't normally care
0:40
about is the one that usually play design has to
0:42
look at the hardest yeah,
0:45
so the biggest
0:47
challenge for us with crimes comes
0:49
from limited where Crimes
0:51
are super awesome. Everybody we talked
0:53
to love them And you know, there's just
0:55
something that happens in a game of magic
0:58
removing stuff So on some level
1:00
we are really excited about crimes wanted it
1:02
to be a big presence in the set, but that
1:04
means There's a
1:06
lot of power points and interaction which can
1:08
be really challenging for us You know kind
1:11
of what removal spells we make where they are
1:13
on the curve how much of them they are
1:16
exist in the format something play design spends
1:18
a lot of energy on and Making
1:20
a set that where crimes are something
1:23
that gets rewarded is something
1:25
that can be pretty challenging for us How
1:28
much did you guys have to worry about as fan of
1:30
crime? So that's something you needed to worry about or was
1:32
that mostly okay? It
1:34
was mostly okay, especially because of
1:36
the bonus sheet given that we're
1:39
doing like one extra crime of pack
1:41
and it's pretty powerful We didn't really have any
1:43
troubles with enough ways to commit
1:45
crimes The biggest challenge for us
1:47
and this kind of will paint the story
1:49
of how we set Set
1:52
out to handle the whole limited Format
1:54
for this was just committing
1:57
crimes as a game and can it is going to
1:59
be most powerful accomplished with removal
2:01
spells, something that is already going to
2:03
be a very strong thing to do
2:05
in games and magic. So we had to
2:08
put a lot of energy into figuring out
2:10
how crimes could feel satisfying without just feeling
2:12
like the game is snowballing. If you are
2:14
getting your crime triggers, how is the game
2:16
continuing in a satisfying way that isn't just
2:19
you beating up on your opponent? How
2:21
do we build in comebacks and
2:24
stuff like that? So one
2:26
of the first places we went to
2:28
was, okay, what are some non-removal
2:30
crimes that we can get people to play
2:32
with, put in their deck, and feel strong?
2:35
The desert lands was one of
2:37
our best solves for that. Getting
2:39
targeting on your land slot is
2:42
a way to enable your crime
2:44
without actually removing a creature. Yeah,
2:46
we had those in very early, but we were... I
2:49
was very dubious when we made them whether they'd stick around
2:51
or not. There was a big question of whether they were
2:53
okay. I was happy to see that they made it. Yeah,
2:56
they're very novel. There was some stuff
2:58
going on with like, do we really
3:01
like that in the game of limited? You're kind
3:03
of starting at 18 life with players have this
3:05
stuff, but we enjoyed it
3:07
for the most part and think it's
3:09
a pretty novel limited experience. Okay,
3:12
I'm gonna move on to the next mechanic. And one
3:14
of the things we'll talk about as we
3:16
talk about new mechanics, obviously they start interconnecting.
3:18
So let's talk a little about Spree.
3:22
Spree, some of the time, most Spree cards
3:24
I think can commit a crime. I don't
3:27
know if 100% can, but most of them
3:29
can. Yeah, most of them
3:31
certainly can. So they play well with
3:33
crimes in that way. Another
3:35
of the things that spring from crimes
3:37
is that your board in Outlaws of
3:39
Thunder Junction is kind of less
3:42
stable than it maybe is in other sets
3:44
because your opponents are going to be playing
3:46
lots of ways to target your stuff, which
3:49
can mean satisfying big
3:52
turns or like doing cool things can be harder
3:54
to set up because you can't get your stuff
3:56
to stick around. So a lot of what Spree
3:58
is adding to the set. is something that
4:01
allows you to make really big plays and really
4:03
big turns without having to set up too hard
4:05
for it on the battlefield. You just have to
4:08
get a lot of mana ready to cast your
4:10
Spree spell for a lot. So that
4:12
ended kind of some of that aspirational gameplay
4:14
or just kind of really big comeback turns
4:17
when your opponent's been ahead. That was really
4:19
nice for the set. You
4:21
also Spree does something that I
4:23
know you guys appreciated. It's
4:26
one of the knobbier things we've ever
4:28
made. That every single ability has its
4:30
own mana cost. So you guys have a lot of ability
4:33
to adjust things you don't normally get adjusted to
4:35
this sign-tuneness. Oh
4:38
yeah Spree is play
4:40
design bread and butter. We're just
4:43
really having a great time messing with
4:45
the numbers. Is this
4:47
card better at one base,
4:49
two, three, four? Is it better at
4:52
two base, one, two, three? I
4:54
think those were some of the most fun discussions
4:56
we had with how much mana do we pull
4:59
up to the front to make all of
5:01
the modes cheaper versus how much is on
5:03
each mode. It just varied a
5:05
lot card from card but just very
5:07
granular discussion and knobs could take us
5:09
through an entire meeting. The
5:12
other thing that's cool about Spree is I think
5:15
we try and make sure that at least one of
5:17
the modes was a crime but not all of the
5:19
modes are necessarily crimes. So you sort of sometimes can
5:22
opt into crimes if you need crimes or not. Yep
5:25
you can get some crimes in there. A
5:27
lot of especially the lower rarity stuff the
5:30
default case will be you're committing a crime,
5:32
you're getting your triggers, life is good. Some
5:34
of the higher rarity stuff gets
5:37
more complicated in some ways. I think a
5:39
lot of the ways the mode ordering can
5:41
matter gets pretty cool. There's
5:43
a green rare that adds cards to your
5:46
hand and then puts them into play. I
5:48
think just kind of the cool stories that
5:50
Spree modes get to tell. Free
5:52
fun or fun to work on. Yeah
5:55
I mean Spree is
5:57
something I mean obviously there's some new elements to
5:59
Spree. But Spree is a kicker-ish mechanic, so
6:01
you guys have a lot of experience with
6:03
additional costs. Yep, we've
6:06
done a lot of big differences being able
6:08
to do all the modes instead of just
6:10
some. Most of the time,
6:12
tons of different modes is choices for us, but
6:14
we've worked with stuff like this before. It's not
6:17
too challenging for us. Okay,
6:19
so let's get to the next mechanic, plot,
6:23
which is a very subtle mechanic. I'm sort of
6:25
curious, how hard was plot for you guys to
6:27
balance? Plot
6:29
was, I think, the hardest mechanic of
6:31
the set for us. A
6:34
lot of the other ones, like crimes, we
6:36
know where the challenges are and what we have
6:38
to solve, and it's a lot
6:40
of work, but we know what we have
6:42
to do. Plot is the much harder thing
6:44
for us, which is just unexplored
6:47
territory. We first have to figure out what
6:49
the problems are or what issues are going
6:51
to come up in gameplay, and then we have
6:53
to solve for them. So
6:56
plot in the set is kind of working
6:58
sort of like Spree to
7:00
counteract some of the snowballing of crimes.
7:02
It's letting you set up for later,
7:04
deny your opponent the opportunity
7:06
to interact with your board, and kind of
7:09
double or triple spell later and say, you
7:11
don't have enough mana to use removal spells
7:14
on all this stuff in one turn. This
7:16
is how I'm going to beat your Tons
7:19
of Removal spell crime deck, which
7:21
is really cool, but it's deceptively powerful.
7:23
So the hardest thing we ran
7:26
into was that getting
7:28
the right rates on the plot cards
7:31
often led them to read pretty
7:33
unexciting, but the cards were at the
7:35
correct power level. So trying to figure
7:38
out the right designs that would not
7:40
lean too hard into plot strength so
7:42
that they still got to be cool
7:44
and play fun and not just be
7:47
a pile of denying your opponent the ability to
7:49
do things was pretty challenging, but the cards were
7:51
a ton of fun to work on. And I
7:54
think it's one of my favorite mechanics we've done
7:56
in a while. Yeah, I
7:58
thought it was my favorite mechanic. The
8:00
interesting thing from interacting with the public about
8:02
it is It
8:04
has a lot on the surface that looks like for
8:06
towel, but boy. Oh boy. It plays
8:08
very differently for towel Yep,
8:12
it does play pretty differently from for towel
8:15
We did Learn one
8:17
lesson from for towel. We included a card
8:20
in the set that can interact with the
8:22
plot zone That was something we kind
8:24
of wish we had made in for towel the ability
8:26
to Deal with a
8:28
card that had been foretold we made
8:30
it for plot. So that's pretty cool But
8:34
yeah, just in general plot is there's so many
8:36
possibilities you can use the cards in so many
8:38
different ways We experimented with
8:41
really plot heavy decks We experimented
8:43
with plots just kind of as
8:45
standalone pieces of other decks. That's
8:47
where we ended up thinking they
8:49
were the most fun and Constructed
8:51
but just in general a really
8:53
cool mechanics How in general does
8:55
you bring an interesting question which is How
8:58
do you figure out whether a mechanic is something
9:00
you build around or whether it's more support mechanics
9:02
that just you play some of? But it's the
9:04
deck isn't built around it Yeah
9:08
Ultimately play design position here is
9:10
like we try most things like
9:12
anything that can be a cool
9:14
deck We want to be a
9:16
cool deck So we spend
9:18
a lot of energy like hey would this be
9:20
cool if you play 30 of these cards together
9:24
And we see what the gameplay is like and
9:26
if it's something we like something that we could
9:28
think could be fun at high Levels of standard
9:30
we will try and make that happen if
9:33
it kind of becomes pretty clear The deck is
9:35
to one note not that fun to play
9:37
again very challenging to balance
9:39
We'll dial it back and say okay.
9:41
This isn't something we're going to make
9:43
a package for constructed Okay,
9:47
next up the next mechanic
9:49
we'll talk about is saddle How
9:52
hard yeah So
9:55
saddle was I think Deceptively
9:57
hard for us. We didn't think it was going
10:00
to be that hard. The
10:02
biggest challenge for us was in
10:04
getting the gameplay correct for Limited.
10:06
It was kind of awkward alongside
10:08
crimes where saddle requires a bit
10:10
of a base to set up,
10:12
feel good about tapping multiple creatures to get
10:15
an attack in if you're going to use
10:17
the saddle ability. And it can
10:19
be challenging to set that up in the face
10:21
of removal spells. Just kind
10:23
of the, I want to attack with
10:25
my saddle creature, I want to saddle
10:27
it up, but I have to tap
10:29
another creature, pay my
10:32
saddle cost, and then my opponent can remove
10:34
my creature was just something
10:36
that happened a lot in the set
10:38
and was pretty unfortunate for saddle. So
10:41
trying to maneuver the cards around that
10:44
and make sure that they could still be
10:46
fun to play with despite the number of
10:48
removal spells in the set was their biggest challenge. Do
10:51
you think saddle being similar to vehicles ended
10:53
up being a plus or minus
10:56
for you guys? I
10:59
think the positive, it certainly was
11:01
easier to think about how
11:03
much of a cost it is to hazy,
11:06
like saddle cost crews, like a pretty
11:08
good analog. So we have a good
11:10
idea of like what kinds of creatures,
11:13
how much the difference between saddle
11:15
two and saddle one was, but
11:17
it still had enough differences that it
11:20
wasn't completely free. Battling only being on
11:22
your turn in attack triggers is certainly
11:25
somewhat different, but the biggest difference is
11:27
just that these are fully functional creatures
11:29
without saddling them and you don't want
11:31
to saddle them necessarily as often as crewing.
11:33
So it's kind of like a softer version
11:35
of crew for us and it's
11:39
close enough that we got to copy some of the
11:41
works. Yeah, I mean, one of
11:43
crew's biggest issues is it's just hard to get a lot
11:45
of vehicles in your deck, you know, that because
11:48
they need creatures, but the saddle is nice and
11:50
that it's a creature. So if you
11:52
just get the creature by itself, you still can play it where
11:54
it's not true with the vehicle. Right.
11:56
You can play it all battle back if you want
11:58
to and your saddle thing. work just fine.
12:01
All vehicle decks are less good
12:03
at that. Okay. Next
12:05
up, let's talk outlaws or
12:07
batch of the set. Yeah.
12:10
So this one's pretty straightforward for us.
12:13
Just essentially a typo mechanic.
12:17
It's referenced on some cards. Reasonable
12:21
limited theme. Not a ton to
12:23
say. I think we put some energy into
12:25
getting some outlaw stuff to hit in constructed
12:28
or at least be a plausible deck
12:30
you could build, but not terribly different
12:32
than other type of strategies we've seen
12:34
in the past, other than some of the
12:36
tie-ins to crime. But most of
12:38
that just comes with how crime worked.
12:41
The mercenary tokens were
12:45
I think the
12:47
most interesting part of outlaws in this set,
12:50
at least from the perspective of play designs
12:52
work on it, where that tap
12:55
plus one plus O ability and limited
12:57
mattered a lot more than people necessarily
12:59
thought it did at first. And
13:02
it really enabled like attacks on boards
13:04
that otherwise would kind of be quads and
13:06
where something that we just kept
13:08
thinking were stronger and stronger as we continue
13:11
to develop the set. Yeah,
13:13
it's interesting. That's the very first thing we tried. We
13:15
liked it. We didn't change it. And it's I'm
13:17
always amazed when the first thing we tried to make it a print
13:20
that I always I'm always impressed for that happened because it doesn't happen
13:22
a lot. Oh,
13:24
so here's another thing I want to talk about. A
13:27
lot of times when we talk about what play
13:29
design does, it's very within the set like like
13:32
you think about limited or you think about the
13:34
set sort of in a vacuum type
13:37
of things do something very interesting. One of the
13:39
things that I know play design does is we
13:41
have to come to you early and say hey
13:43
here are type of themes coming up. Can you
13:45
make sure sets before that have some things in
13:47
it so that there's some stuff that gets added
13:49
to it that are just in that set? Yes,
13:53
definitely. So I think
13:57
with outlaws it was easier than most
13:59
times. just kind of we had had
14:01
some of these types coming up LCI had
14:03
some pirates running around for outlaws that kind
14:06
of made it a bit easier and just
14:08
in general these are types that we use
14:10
a lot in magic so it wasn't too
14:12
hard to find them but I do think
14:14
we picked a couple of
14:17
the types from previous sets that were like all right
14:19
let's make sure this is there for outlaw stuff coming
14:21
up. Yeah to give the
14:24
audience a sense of contrast like we've
14:26
already said for example that we've been seeding
14:28
some stuff for bloom burrow that's a lot
14:30
harder a lot of those animals don't necessarily
14:32
show up so easily whereas rogues and
14:34
warlocks like we do those every set almost
14:36
so it's the the type
14:38
of demands really depend on what you have to support.
14:42
Yeah and something like outlaws which is
14:44
a bunch of job typos and can
14:46
show up across like a variety of
14:48
creative elements is generally
14:50
a lot easier for us than getting
14:53
specific animal types on cards. Okay
14:57
next up deserts and
14:59
deserts matter. Right
15:03
so I think the single best thing the
15:05
deserts did for the set was just to
15:07
add that bit of criming kind of for
15:10
free and in ways that matter
15:12
less than removing a full creature to help
15:14
the crime triggers happen we
15:16
talked about that a little bit earlier. Land
15:19
scenes being constructed are pretty
15:22
hard for play design we don't like
15:24
giving out a lot of interaction for
15:26
lands land destruction is not very fun
15:28
so we don't push it at a high rate
15:31
but so when we make a deck
15:33
where a lot of the power is going to be
15:35
concentrated and things that we kind of don't
15:38
really let you interact with very profitably
15:40
we have to be very careful and
15:43
we had just done another land
15:45
theme in LCI. So
15:47
we ended up making deserts not
15:50
like a huge shot there's some stuff there I'm
15:52
excited to see what people do with it but it
15:54
is not something we took a ton of time on
15:56
in FSL. How about limited? Yes.
16:00
limited it definitely matters. Again,
16:02
just kind of how contested
16:04
the deserts are for the, sorry,
16:06
the dual land deserts for the
16:08
ability to commit a crime
16:12
means that you can't dependently count on a
16:14
lot of them. But
16:16
there's some fun build around on common more than
16:18
there is like an actual deck. Occasionally your green
16:20
deck will pick up one of the Desert Matters
16:23
cards and care a lot more about desert. More
16:26
than you'll like set out and draft
16:28
a really dedicated desert set. Okay,
16:33
next up. The
16:35
set has a little more legendary creatures than normal. Is
16:38
that challenging for you guys or not really?
16:43
It's somewhat challenging in that it
16:45
impacts kind of what we can
16:47
use for standard decks. A
16:50
lot of the decks that we make, we don't
16:52
want to play a ton of legends because when
16:54
you have like your creature
16:56
base is five or six different legends that you
16:58
want to play a lot of copies of. That's
17:01
not the most fun experience. So we try
17:03
and make sure the legends are
17:05
aimed at a variety of different places
17:07
rather than kind of all pointing towards
17:10
the same deck. Which
17:12
is kind of just challenging on our real estate
17:14
when we want to create a certain deck or
17:16
a certain play pattern and have to make
17:19
sure we get enough non-legendary spots
17:21
to create it. But it's mostly
17:23
just a administrative challenge
17:25
in terms of getting the planning
17:27
correct more than it is really
17:29
difficult for us to work with. We
17:32
pretty well understand the legend type and
17:34
how we should rate
17:37
those cards at this point. Okay,
17:40
next up. And you mentioned this
17:42
before, but we'll go to the more depth. The bonus sheet. What
17:45
are the challenges of adding a bonus sheet to a
17:47
set? Especially in play design world where, you
17:49
know, playbooster world where the
17:52
cards are played limited? So
17:55
the most challenging part for play design is just that. The
17:57
cards are less than the most challenging. flexible,
18:00
like kind of as we're working on limited, a bonus
18:03
sheet is inherently going to be just a
18:05
ton of reprints, which means that we do
18:08
not have as much control over their power
18:10
level as we do on every other card. And that
18:12
is just something we have to
18:14
work around. OTJ specifically, the
18:17
challenge was that the bonus sheet
18:19
was just a bunch
18:21
of pretty strong limited cards, cards
18:23
that can make crime strong spells
18:25
and removal spells in
18:27
particular make up a lot of the bonus sheet
18:29
and it was just quite
18:32
powerful. So trying to work the rest
18:34
of the set around the bonus sheet
18:36
being a source of powerful cards was
18:39
the biggest challenge, making
18:41
sure that all the crime rewards felt
18:43
reasonable. We did really appreciate
18:45
the diversity of removal spells or
18:47
just effects in general ways to
18:50
commit crimes that the bonus sheet
18:52
allowed kind of varied up the patterns
18:54
a lot just there's such a
18:56
higher depth of card how different cards and
18:58
we would be able to achieve with just the
19:00
main set here and kind of helped
19:02
us make sure games in it feel too
19:05
samey. So one thing
19:07
I'm curious, a lot of times like pass
19:09
bonus sheets tend to be a
19:11
lot more like all enchantments or all artifacts where
19:13
this one, the crime theme
19:15
allowed a little more variety. Was that helpful
19:18
or problematic just because it's had so
19:20
much removal? In
19:23
general, I think it is helpful more
19:25
flexibility kind of gives us more control
19:28
over what the final product is going
19:30
to be like. The particular theme of
19:32
a lot of removal was especially challenging,
19:36
but not too bad and I think
19:38
there are some cards that
19:40
aren't removal spells that we were able
19:42
to find for the bonus sheet. So in
19:44
general, I think it was a little bit
19:46
easier than some of the more prescribed bonus
19:49
sheets. Okay,
19:51
so we've hit all the mechanics. So
19:53
now interested in like
19:55
as what are some general things when
19:58
working on the set what was the... challenges
20:00
that weren't necessarily mechanic based, but
20:03
what were the big challenges of the set, just
20:05
as a larger sort of piece in the puzzle
20:07
of standard and other formats? Yeah,
20:10
one of the really interesting things for standard,
20:12
like we've talked about this at a couple
20:14
points, but so much of the mechanics
20:16
of the set are really backwards facing
20:18
work with magic. There's tons of cards
20:21
in magic that commit crime. There's
20:23
tons of outlaws kind
20:26
of in magic. So one of
20:28
the first things we had to do was go
20:30
through the entirety of
20:32
legal cards in SSL and make a post
20:34
that was like, all right, here is a
20:36
bunch of cards that are going to be
20:39
legal and standard that are really strong with
20:41
the OTJ themes. Here's some cards you should
20:43
think about when deck building. And
20:46
that's not something we always have to do with
20:48
sets. It really depends on what
20:50
they are, but OTJ in particular was
20:52
just so backwards facing we needed to
20:55
be pretty comprehensive in trying to
20:57
find the cards that were going
20:59
to work well with them. Yeah,
21:02
just for the audience, one of
21:04
the things that's interesting from my end of things is we
21:08
are trying to find more backwards compatible themes
21:10
because they play better in larger formats and
21:13
things like Commander and Modern stuff like that. And so OTJ
21:17
is kind of a peak in the future, that
21:20
we're trying to find things that are brand new
21:22
themes, but things that you can use lots of
21:24
cards in. And so this is
21:28
us really sort of digging into that because that's an
21:30
ongoing problem on my end of the things is how
21:32
do you make brand new things and make brand new
21:34
decks, but that you can now build a Commander deck
21:37
right out of the box. That's tricky to do. Okay,
21:43
my next question for you, Jadim,
21:45
is one
21:48
of the things that people have been asking a lot
21:50
about is speed of limited formats. How
21:53
did you figure out what speed this format wanted to be? stuff
22:00
like that for this format
22:02
were just really centered around
22:04
how important crimes are and
22:06
how much removal is in the
22:08
format. So I would
22:11
say in general one of the
22:13
biggest challenges of this format was
22:15
snowballing and trying to make sure there
22:17
was enough opportunity for players to catch up
22:19
when they fell behind. When
22:21
that's not true that's a pretty characteristic
22:23
of a fast format, a format that's
22:26
faster than many players enjoy. As
22:28
soon as you stumble on turn two or
22:30
three you feel like you can never catch
22:32
up. So that was an
22:34
inherent problem in this format, just kind
22:36
of the nature of crimes and being
22:38
like, all right here's my crime card, you
22:41
play something, I kill it, I get a benefit,
22:43
I keep putting you further and further behind as
22:45
we play turns. So most of
22:47
our journey
22:50
with this set was trying to slow it
22:52
down, make sure expensive permanence
22:54
could matter in games. I think you'll see
22:56
if you look through the set a lot
22:59
of like five and
23:01
six mana creatures at common
23:03
and uncommon that are somewhat good
23:06
in some way against a removal spell, trying
23:09
to make sure players have the tools to
23:11
stabilize and get something really impactful on the
23:13
board if they manage to make it to
23:15
turn five or turn six and
23:17
hopefully make sure the format is not end
23:19
up too fast. So
23:22
here's a question, I happen to know
23:24
the answer to this but I'm sure I'd like the audience would like to know,
23:26
which is there's two ways to solve
23:28
problems when you have a lot of removal, meaning
23:31
you could adjust the removal so it's not
23:33
good against certain things or you can adjust
23:35
the creatures so there's more answers to the
23:37
creatures which you
23:40
tend to prefer in trying to fix
23:42
that the problem is on the
23:44
spell side, on the removal side or on the creature
23:46
side? So it's
23:48
just really really hard in
23:50
general kind of if you adjust it
23:53
on the spell side you run into the
23:55
problem where rare and mythic
23:57
cards are too impactful and limited and
24:00
players feel like their deck
24:02
doesn't matter too much and it's just all about
24:04
what rares or mythics you end up with. So
24:07
you kind of need to make sure the
24:09
removal spells are strong enough to answer whatever
24:12
your opponent might have so you feel like
24:14
you have agency to deal with these bombs.
24:17
And on the other hand, if you
24:20
overcorrect on the creature side, you end
24:22
up with players feeling like uncommon are
24:25
as strong as rares or mythics can
24:27
be kind of too many single cards
24:29
overrunning games and not making
24:31
for the most fun experience. So it's
24:33
honestly, there's no good answer to this
24:35
question. We just have to kind of
24:37
thread the needle perfectly and do
24:40
some of both trying to get that right
24:42
balance of players feel like
24:44
they can answer everything that matters, but
24:46
also feel like some cards can survive
24:48
and you're not just priced into playing all
24:50
of the cheapest stuff because it interacts
24:52
the best with the removal spells. Now
24:57
another thing that's really interesting about play design is
24:59
you guys work in a vacuum in the sense
25:01
that you're making guesses of what the
25:03
players will do long before the players have access to
25:05
the cards. And then when the set
25:07
comes out, you get a watch what
25:09
the players do. Now the set's
25:12
not out yet, so obviously you don't quite know what's
25:14
gonna happen, but what
25:17
are you watching? Like what do you wanna see
25:19
about this set? Yeah,
25:22
I mean, this might not be the most satisfying
25:24
answer but I am really curious
25:26
to see how fast this format ends up. Our
25:29
process is like very probabilistic. We
25:31
don't always know to a
25:35
great degree of certainty how things are gonna go. So
25:37
I am curious to see how this plays
25:39
out. I would say
25:41
other than that, mostly just how plot kind
25:44
of plays or what players do with plot
25:46
is the thing I'm the most excited to
25:48
see. There's a lot of cool
25:50
stuff you can do and I'm curious to see
25:52
how it shakes out. I
25:54
know one of the tensions always is we make really
25:57
cool things like, please let the cool things work. Please
25:59
let the cool. things work. Definitely.
26:05
Yeah it's always frustrating when there's something happens in the
26:07
meta game and like all this cool thing doesn't happen
26:09
because whatever random and I don't know that's that's
26:12
always frustrating. Any final
26:14
thoughts like looking back on sort of
26:16
the play design of the set? Anything
26:19
we haven't talked about the episode are interesting like something
26:22
this set made you think about you don't normally think about? My
26:26
only other real big thing was just
26:28
this was one of our first playbooster
26:30
set and trying to
26:32
figure out how that limited environment
26:34
worked was another puzzle piece for
26:37
OTJ just really trying to get a
26:39
handle on how the changes in the
26:41
booster affected limited and that was something
26:44
we spent a lot of time on
26:46
here. Yeah I
26:49
wrote an article earlier
26:51
this year talking about sort of looking
26:53
at all the changes and it is
26:57
neat it's an ever-evolving thing and one
27:01
of the things I say this all the time when I
27:03
have play designers on but I
27:05
find your job so so hard
27:07
that I have great respect for
27:10
trying you know millions of
27:12
players will try something you're trying to predict
27:14
and you know that's that's a very challenging
27:16
job so I'm always amazed by how well
27:18
you guys do. Our
27:21
inside joke is that our job
27:23
is impossible we just gotta you
27:25
know do the most what we can.
27:27
Yeah it is it is like
27:30
I said someone who's just done this forever like it
27:32
is so daunting seeing the inside and seeing the outside
27:34
as far as like trying to predict what's going on
27:38
the thing the audience also doesn't know is you
27:40
just miss a few things you don't have to miss much for
27:43
the meta games to be very different than you think it is
27:46
and it just is like one card
27:48
you didn't think about the combos with this other card
27:50
you didn't think about it all of a sudden you
27:52
know the environment is just very different than you anticipated
27:54
and anyways I'm you have my utmost respect. Appreciate
27:58
it. Anyway, well
28:00
we are almost out of time here. Um,
28:04
what here? I'll leave with this. If
28:06
you want to give one piece of advice for
28:08
people playing limited in this format, what is your
28:10
piece of advice? Who
28:12
has a good question? I'm
28:18
gonna go with try all the stuff,
28:20
see what clicks for you, and the
28:23
plot cards, they're probably a little stronger than you
28:25
think they are. Yeah,
28:27
the other thing I, I'm from playtesting is, the
28:31
spree cards, most
28:34
of the time when you play mode cards, you're used to
28:36
using the same mode a lot, and spree
28:38
does not play like that at all, because how
28:40
much mana you have will dictate what you can
28:42
do, and so be
28:45
very open-ended on what the spree cards can do for
28:47
you. Don't get locked in like, my spree card must
28:49
do this thing, because spree cards play really differently than
28:52
most mode cards, because of the flexibility of what you
28:54
can do. That's
28:57
my, my, uh, but yeah, the plot's all totally good.
28:59
Oh yeah, definitely. Okay, well thank you so much,
29:01
Janine, for being with us. Um, it's
29:03
always fun having you on, it's all play design, and so
29:05
I'm sure I'll have you on when the next step comes
29:07
along, but once again, thanks so much, this
29:10
was great. Definitely.
29:13
So, uh, to everybody else, I'm at my desk, so
29:15
we all know that means, it
29:17
means that I ended my drive to work, so instead of talking
29:19
magic, it's time for me to be making
29:21
magic. So I'll see you all next
29:23
time. Bye-bye.
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