#1292: Designing for a Format
Magic: The Gathering Drive to Work Podcast
Wizards of the Coast
4.7 • 802 Ratings
🗓️ 7 November 2025
⏱️ 31 minutes
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Summary
This episode talks about why it's good for R&D to design around a format you play.
Transcript
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| 0:00.0 | I'm pulling in my driveway. We all know what that means. It's time for another drive to work. |
| 0:06.1 | Okay. So today, I'm going to address a common comment I get in social media on my blog. |
| 0:15.5 | People who are like, stop designing for our format. Our format was better when you weren't designing for it. |
| 0:23.5 | So I'm going to use Commander as my through line today. |
| 0:26.6 | Not that people never say this but other formats, |
| 0:28.4 | but Commander is the one I hear most about. |
| 0:30.4 | That Commander was more fun when you weren't designing for our format. |
| 0:34.9 | So I want to talk a little bit of why. Why do we design for formats? |
| 0:40.6 | Why do we just make generic magic cards in a vacuum? Why do we do that? So first and foremost, |
| 0:50.5 | we design magic for people to play magic. |
| 0:56.0 | That, I mean, our goal, as simple as that is, |
| 0:59.5 | we are making something that has a use case that we want people to use. |
| 1:04.0 | In order to do that, we have to figure out how people are using it. |
| 1:09.3 | There's no such thing really is designing in a vacuum. Like you design, it's almost like I'm going to build a lamp, but I'm not going to build a lamp specifically for anybody. Like, well, what kind of lamp? Is it a desktop lamp? Is it a bedside lamp? Like, what's the functionality of my lamp? For those that have not listened to this podcast for a long time, designing lamps is my go-to. |
| 1:30.4 | I talk about designing things in general. |
| 1:33.7 | Like, when we design something, you have to design for the use case of what you expect it to be used for. |
| 1:39.9 | That is how you design things. |
| 1:41.7 | And a big part of that is the iterative process is we make |
| 1:46.2 | something, we play test with it, we get notes on it, and then we adapt it. Now there are many |
| 1:53.0 | different ways to play magic. And to be honest, we don't necessarily design for all of them, |
| 1:57.5 | only because that's an endless task. But we do design for the majority |
| 2:02.9 | use cases. So the big things we design for, we design with limited in mine, especially draft. |
... |
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