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Magic: The Gathering Drive to Work Podcast

Drive to Work #288 - Dragons of Tarkir, Part 1

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

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

4.7802 Ratings

🗓️ 18 December 2015

⏱️ 35 minutes

🧾️ Download transcript

Summary

Mark begins a six-part series on the design of Dragons of Tarkir.

Transcript

Click on a timestamp to play from that location

0:00.0

I'll pull in my driveway. We all know what that means.

0:05.0

It's time to drive to work.

0:07.0

Okay, so today we are going to talk about design.

0:12.0

So it's time to talk about the design of Dragons of Tarkir.

0:16.0

So recently I talked about the design of cons of Tarker and of Faitreforge.

0:21.1

So this is the third companion piece to those two series.

0:25.4

So a bunch of what I'm going to talk about now, some of the...

0:28.7

I talked a little bit about this in the previous ones.

0:31.2

But let's start from the beginning of Dragons of Tarker.

0:34.0

So, those that know about Conch of Tarker know that we began with the idea

0:38.9

of drafting large, small, large, with a small set drafting with each large set, of a large set

0:43.7

not being drafted together. From that, we got the idea of doing a time travel story. From the

0:48.1

time travel story, we went to creative team and said we wanted two worlds. They came back with

0:52.8

Sarkin's homeworld

0:54.5

in which it would be human warlords,

0:57.6

or warlords, not all of the human, I guess,

0:59.5

warlords that had wiped out the dragons,

1:03.4

and then Sarkin would go back in time

1:05.0

and have some event,

1:06.1

ended up saving Ugin,

1:07.6

and then there would be dragons.

1:10.1

So we knew, coming into the design for Dragons to Tarquire, that it was the dragon set.

...

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