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Magic: The Gathering Drive to Work Podcast

#770: Ikoria, Part 2

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

🗓️ 28 August 2020

⏱️ 32 minutes

🧾️ Download transcript

Summary

In this podcast, I finish telling the in-depth story of Ikoria's design.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm not pulling on my driveway. We all know what that means. It's time for another drive-to-work

0:05.5

coronavirus edition. Okay, guys, so last time I was talking about the history of the design of Ikoria.

0:13.0

So this time, I'm going to continue on. Okay, so last time I talked about mutate and keyword counters,

0:20.1

both which were in very, very early in the design.

0:23.2

So next, I want to talk about an element that was also in very early in the design, which

0:27.4

was wedge.

0:29.1

So when we were planning the world, one of the things that happened very early was we realized

0:35.9

that there was an opportunity.

0:38.6

One of the interesting thing about third sets is they had the least amount of time before they rotate. And so it

0:45.7

allows you to sort of play with themes that are usually either about to rotate or, I mean,

0:53.2

you can sometimes work ahead, but in this case, we're talking

0:55.3

looking backwards. So we knew that we had the Gilles of Ravnika a year, Gills of Ravnika, Ravnika

1:01.0

Allegiance, and War the Spark, all of which had gold elements into it. And so what we realized

1:06.7

was we had the manna and we had to set up we could do some three-color stuff and we ended up

1:12.8

deciding to do wedge. So, wedge was something. So anyway, very early on, we decided that we wanted

1:18.6

to have a wedge component. Now, one of the things that from the very get-go that we were about was,

1:23.8

this was monster world that had a little bit of a wedge theme and not wedge world that

1:29.1

had a monster theme. And what I mean by that is when you do a three-color centric world,

1:36.2

concertark here, Shards of Alara being previous examples, that's more of a faction thing, right?

1:41.4

That's more where you're taking each one of the three-color

1:45.1

combinations and giving them a color identity, often giving them a mechanic, and really sort

1:50.7

of building the set around that definition. If you look at concertarchere, for example,

...

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