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Magic: The Gathering Drive to Work Podcast

#677: Other People's Lessons – Lessons Learned

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

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

4.7801 Ratings

🗓️ 4 October 2019

⏱️ 31 minutes

🧾️ Download transcript

Summary

This podcast is another in my "Other People's Lessons" series where I talk top ten lists of lessons for something else and apply them to Magic design. Today is life lessons.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm pulling out the parking lot. We all know what that means. It's time for another drive to work.

0:05.0

And I drop my daughter off at camp. Okay, so I'm doing, I do this series that I call

0:11.0

Other People's Lessons, where I take a top 10 list about somebody talking about something else, lessons about something else,

0:18.0

and I apply it to Magic Design. So today I am doing 10 life lessons.

0:24.9

People should learn before they turn 30 by Royal Scootery on LifeHack. So I like taking very

0:33.1

offbeat lessons in applying them. So today are life lessons, and I'm going to apply them to magic design.

0:41.1

Let's see how we do.

0:42.7

Okay, number one, money will never solve your real problems.

0:47.5

Okay, so in the life hack version, they're trying to say that people get a little bit too

0:51.8

focused on money, that really the reason you're

0:54.7

happy or unhappy have to do with internal emotional things, that money is never going to

1:00.2

fundamentally solve those problems. Okay, from a magic design standpoint, it talks a little bit

1:07.3

to me, I'm going to talk about costs in general. There's this general idea that when you design something that, oh, well, it can just be costed. Yeah, yeah, yeah, yeah.

1:16.6

You know, play design will just, they'll cost it whatever. So I can do whatever I want. It'll just

1:21.5

later get costed. And that is not so. That it's not actually the case. One of the things that you are responsible for when you design a magic set is making sure that you are making cards that can be made or can be adjusted by play design.

1:37.1

And the reality is not everything can be.

1:40.8

And that one of the responsibilities of designing a magic set is working with play

1:44.8

design early on so that you understand whether or not your mechanic can or cannot be adapted.

1:51.0

Because not every mechanic... Now, there are a couple of different issues. One is the cost issue,

1:56.3

which I'm talking about here. So my classic example there is the free mechanic. It's a mechanic I made in Erza Saga Block.

2:03.4

The way the mechanic works is you have a spell and then you cast the spell and then

2:09.2

the spell untaps that number, the number of lands equal to the converted manna cost

...

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