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Magic: The Gathering Drive to Work Podcast

#929: Streets of New Capenna with Jules Robins

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

🗓️ 7 May 2022

⏱️ 32 minutes

🧾️ Download transcript

Summary

I sit down with Jules Robins, lead set designer of Streets of New Capenna, to talk about the design of the set.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm not pulling out of the driveway. We all know what that means. It's time for another drive to work at home edition. Okay, I'm here with Jules Robbins to talk all about the design of Streets of New Capena. Hey, Jules.

0:15.2

Hey, thanks for having me. Okay, so you led the set design.

0:20.9

So Mark Gottlieb led the vision.

0:23.9

And he led a little later than most vision designers lead.

0:28.2

He sort of led the beginning, I guess, part of set design, how he normally would divide

0:32.6

it.

0:33.6

But then it got handed over to you.

0:36.0

So we're going to talk all about from you getting the product to it coming out.

0:41.5

So, okay, for starters, I think most of the mechanics, well, the five keyword mechanics, the

0:50.2

guild, not guild, but the family mechanics,

0:57.7

mostly were what, I mean, I mean, you guys tweaked them some,

1:02.3

but they were, what Gottlieb handed over was the five mechanics that ended up in the set.

1:04.2

Yeah, they were pretty close. Four of them were almost exactly the same.

1:09.4

The Cabaretti Mechanic Alliance was actually the backup handed over from that we started

1:17.3

and then gone to a version that gave your cards bonuses if two or more creatures had entered

1:24.4

the battlefield this turn.

1:26.2

And we ended up moving back because

1:29.0

that was too insularity. It didn't play easily in decks of the neighboring families.

1:35.5

Yeah, it's funny. So, um, uh, that mechanic called the alliance in the printer mechanic,

1:40.3

but we, we called it Creature Fall all during design. Um, I, I, I've been trying to get the mechanic in for a while, so I think Gottlieb's issue was he felt

1:50.0

it was just too easy.

1:51.1

Like, you play creatures all the time.

...

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