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Magic: The Gathering Drive to Work Podcast

Drive to Work #311 - Limited Edition, Part 4

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

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

4.7801 Ratings

🗓️ 4 March 2016

⏱️ 35 minutes

🧾️ Download transcript

Summary

Mark continues with part 4 of his six-part series on the design of Limited Edition (Alpha), Limited Edition (Beta), and Unlimited Edition.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm pulling away driveway. We all know what that means.

0:04.5

It's time for another drive to work.

0:07.0

Okay, so recently, I've been talking all about limited edition, our alpha beta, which is limited, an unlimited edition, which are all the same cards, mostly, as I've been talking about.

0:18.0

But anyway, we're going to the cards, And last we left, how far do we get?

0:22.1

We got through F, because we're up to G.

0:24.6

So, gauntlet of might.

0:27.4

So this is an artifact, a continuous artifact.

0:30.6

It costs four, four mana.

0:33.7

All red creatures get plus one plus one.

0:37.2

All mountains tap for an additional red mana.

0:41.4

Now once again, early alpha, Richard tended to make effects very global.

0:47.0

More often than not, like, so for example, this card rewarded red creatures.

0:51.7

Maybe you had them, maybe your opponent had them.

0:53.8

Well, obviously you had them because you're opponent had them. Well, obviously you had them

0:54.6

because you're playing the card. But, you know, the card might be really, really good against some

0:58.5

decks and not as good against some of decks because they too had red creatures. We definitely

1:03.7

moved away from that. Not that we don't make effects that affect everybody, but our default is

1:09.4

things usually affect your side of the board,

1:12.4

and then we opt in, it's not kind of the default.

1:15.4

I think a lot of richer stuff is a little more of the default.

1:19.5

And the reason I think we made the fundamental change is that players tended to assume

1:25.7

that their positive effects affected them, and that it's one thing when

...

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