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Magic: The Gathering Drive to Work Podcast

#1238: Top 20 Worst Mechanics, Part 2

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

Duels Of The Planeswalkers, Games, Magic The Gathering, Leisure, Game Design, Mtg, Ccg, Mark Rosewater

4.8743 Ratings

🗓️ 2 May 2025

⏱️ 31 minutes

🧾️ Download transcript

Summary

This podcast is part two of three on my series about the 20 worst mechanics of all time, based on my talk at last year's MagicCon: Las Vegas.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm pulling out of my driveway.

0:02.0

We all know what that means.

0:04.0

It's time for their drive to work.

0:06.0

Okay, so last time I started talking about the top 20 worst mechanics,

0:10.0

based on a speech I gave at MagicCon, Las Vegas, 2024.

0:15.0

So last time I got through the first seven, so we're up to number 13,

0:20.0

first six, I think, we're up to number 13, first six, I think. We're up to the number

0:22.0

of 13, I believe. So last time it was stickers, megamorph companion, haunt, annihilated,

0:28.4

devoid, partner. And today we get to number 13. Miracle. So Miracle was a mechanic in

0:35.8

Avicin Restore. The idea of Mir miracle is when you draw a miracle, the turn you draw it, it has a special miracle

0:43.3

cost that you can cast it for less. So the idea is you can cast it for less the turn you draw it.

0:49.3

So the interesting story here is, this goes way back, when I was working on my very first set that I led, Tempest,

0:56.0

Richard Garfield and I were playing around the idea of draw triggers.

1:00.0

So imagine having a card that does damage to somebody, and it's very efficient, but it does damage to me when I draw it.

1:10.0

And so the idea, it could be positive.

1:12.0

Maybe you gain life when you draw it. The idea is it's just the act of drawing it triggers and

1:16.5

does something. And we thought that was really cool. There were a lot of fun designs. The problem was,

1:23.0

if it's a digital game, it would be fine. The, you know, the computer could track it. But okay,

1:32.1

I draw this thing. How does my opponent know I drew it? You know, how do they know?

1:37.3

And it's like, and the worst, let's say it's bad for me. Let's say it's one of these direct damage fellows where it damages me. And I'm at two life, and it is too damaged to me. Now, if I'm an honest player, I go, oh, I guess I lost the game, but a slightly

1:45.3

less scrupulous player might just go, oh, I'll just hide this information. I won't cast it,

1:49.6

because if I cast it, they'll know I have it, but I just will never cast it and they'll never

...

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