Adapt

Testing New Draft Formats

New 13 Jul 2024 Asked by danflapjax 5 Comments

If you're playtesting major changes to the draft format (e.g. number and composition of cards in a booster, number of cards each pick) or a new draft format entirely (e.g. Rochester, Winston, Rotisserie), what sort of feedback or data would you try to get to make sure it works well and is fun and interesting? A friend made a really interesting suggestion recently, and I'd love to try it out, but I want to have an idea beforehand of what to ask and pay attention to.


First and foremost is it fun to play. The biggest issues with new formats is do they adapt to what you have, or do you have to change the product to work with the new format.

Excitement for Duskmourn

New 03 Jul 2024 Asked by livefromtheloam 21 Comments

Hi Mark! Guy who missed the Gen Con announcement here again. I just wanted to add to the chorus of people saying how excited they are for Duskmourn, specifically BECAUSE it's a more modern take on horror. I was worried I'd find it boring because Phyrexians, Eldrazi, and Innistrad have all done horror in MtG already. Instead we have neon lighting, puffy vests, static portals, possessed appliances, and a gang of plucky youngsters joining up with roving survivors. Neon Dynasty was the first setting to really prove that futuristic settings could be done and done well, while still feeling like it's in the multiverse we all know and love. I'm sure Duskmourn will adapt a more modern world just as well.


I can’t wait for you to see more of it.

Dealing with Overpowered Cards

New 03 Jul 2024 Asked by kallixti 27 Comments

Suppose a card in Foundations is too strong and ends up being banned in Standard. Do you really plan to keep printing it for up to 5 years? Or do you have some capability to swap out the banned card for future printings within the 5 years?


The plan is to not change the product. You’re pitching hypotheticals. We’ll see how we adapt if it happens.

Challenges of Variety and Consistency

New 03 Jul 2024 Asked by arixordragc 129 Comments

"From a big picture, Magic excels at creating variety and does poorly at consistency."I would argue that historically, it's done well at both. Variety and consistency are not opposing concepts; you don't need to sacrifice one for the sake of the other. Ravnica, Theros, Zendikar and Bloomburrow are all very different places, but they're easy to see side by side. You could take a character from each of those planes and put them in a story together, and they would all be very distinctive, but none would feel out of place. Put someone from Duskmourn in that lineup, and they'd stick out like a Ghostbuster in Middle Earth. The complaints aren't from people who, as you seem to be implying, dislike variety. They just think that even in a very varied setting, you can still have cohesiveness, and Duskmourn's aesthetic breaks the cohesiveness that Magic has actually done very well at previously even with its great variety (there are other reasons people may dislike it as well of course, but that's most relevant to this point).


There are people who thought Ravnica *did* break the mold of what Magic was. A city? Core fantasy is not urban. There are people who thought Theros *did* break the mold of what Magic was. Theros borrowed too heavily from an existing mythology. Magic is about creating its own things, not being influenced by non-fantasy real world sources. There are people who thought Zendikar *did* break the mold of what Magic was. It leaned to heavily into adventure tropes and not enough on basic fantasy. There are people who thought Bloomburrow *did* break the mold. It was too cutesy and didn’t have the gravitas of a real Magic set. The idea that the thing you felt went too far is the actual thing that went too far is what everyone believes when we stretch to a place that they aren’t comfortable with. But that place varies from person to person. And more importantly, it changes as the game adapts. Innistrad was once the world that went a step too far, and now it’s the thing Duskmourn is being compared against as the sign that we went too far.Magic has since its beginning changed and adapted. And it’s always pushing into new territory because that’s what it means to change and adapt. That doesn’t mean every person is going to agree with everything we do. It’s fine to not like something, but please be aware that for each player who felt we went too far, there are many others excited by what we’re doing.My point when I say “we do poor at consistency” is that there’s no definitive dividing point. There’s not a clear line in the sand where this side “is Magic” and this side “isn’t Magic”. That line varies person to person. The reason we have 27,000+ cards is so that each person can focus on “what Magic is” for themselves.

Open Adapt to Colors

New 12 Jun 2024 Asked by 3-slugcat-pilots-7-ornithopters 8 Comments

Now that it’s on more colors, I can see how in retrospect adapt feels really open to any color and not just simic.Does the ability to pay to put counters on something once have any color restrictions at all?


No, all colors can do it.

MH3 Prerelease Enjoyment and Success

New 10 Jun 2024 Asked by sethystims 10 Comments

Hey! Just wanted to say the prerelease of MH3 was really fun and to say thanks :)I pulled three (3!!) Sorins after hoping and hoping for weeks Id find one, and the adapt mechanic being spread across colours helped me pull together my first ever 2-1-0 deck in an event.Anyway, just wanted to show some enthusiasm. Enjoy your day :)


Glad you had a good time.

Aftermath Sets Adaptability

New 29 May 2024 Asked by zombsidian 26 Comments

Is there any other sets that already had an Aftermath set in production like OTJ did? Or are any other examples so far from release that they can be more properly absorbed into the main set than a seperate sheet?


The farther out we go, the easier it is to adapt to changes.

Changing Terminology

New 18 May 2024 Asked by dungeonmasterryan 133 Comments

"We have cultural advisors who give us advice about word usage. Tribal was one of the words that was tagged as having sensitivity issues, so we chose to change it" Corporate paid for consultants and they had to ruin something, understood


Magic has changed terminology many times in its lifetime. Players take a short period to adapt and then the language becomes natural. It’s a small price to pay to allow members of the community to feel more accepted.

Public Facing World Guides

New 30 Mar 2024 Asked by nikoazure 33 Comments

Hey Mark do you think y'all will ever start making public facing world guides again? I think it'd go along way with helping invest players into the new worlds since we don't spend as many sets in them. Plus revisits even fairly quick ones take about 4 years.


The biggest issue is that many things adapt between making them and printing the sets. There is a concern that people will see them as being definitive about the world when they’re not.

Modal Spells Characteristics

New 27 Mar 2024 Asked by philosophile42 23 Comments

Riku of Many Paths make reference to "modal spells" which I think is a first. How are modal spells being defined for the game now? Anything where a player makes a choice while casting? Can creatures be modal like adaptive automaton? entwine spells? splilt cards?


Here’s the definition from Matt Tabak:“A modal spell, you might be wondering, is a spell where you choose from among modes (a bulleted list of options) as you cast it. They include spree cards. A permanent with an activated or triggered ability that includes modes is not a modal spell.”

Adapt vs Monstrosity

New 22 Mar 2024 Asked by oooblyjooblies96 56 Comments

Do you (and R&D as a whole) believe that Adapt is to Monstrosity what Disguise is to Morph (or more accurately, a precursor) or do you think each mechanic has its merits, uses and pitfalls?From a purely mechanical perspective, Adapt plays better (no memory issues/repeatable if the counters are removed) and is more flavourfully versatile, but Monstrosity is EXTREMELY flavourfully evocative, despite its issues.Interested in your thoughts.


Disguise is a better designed morph. It is not clear that adapt is a better designed monstrosity.

Meld Mechanic Discussion

New 18 Mar 2024 Asked by basketofpuppies 21 Comments

Earlier someone mentioned Melded nonpermanent spells. Doesn’t Splice play into that design space?


The concept of meld is two cards coming together to make a bigger card. We have mechanics that adapt spells on the stack.

Reprint Timing Adaptation

New 10 Mar 2024 Asked by j-waffles 32 Comments

In 2021, WotC released an article saying that mechanically unique universes beyond secret lair cards would get universes within reprints approximately 6 months later. The exact wording of this was “The [universes within] versions will be available in The List, findable in Set Boosters…” Set boosters no longer exist, but The List still does. With the advent of play boosters, is the rule of “approximately 6 months later” still the case? Or is that promise now void because there are no Set Boosters anymore?


As the game evolves, we have to adapt. We still plan to make sure unique mechanical Secret Lair cards, in some form, find a home in randomized booster product.

Horizons Set Possibilities

New 02 Jan 2024 Asked by rottinghellkite 64 Comments

A question I asked recently has been getting some attention on social media, and it feels like a lot of people are misconstruing what I asked but it feels like you understood me.When you say new Horizons sets are a very real possibility, are you talking about in general for any format that isn’t Modern, or more specifically Pioneer?


A few comments on that answer as it seems to be generating a lot of response.First, I said “if” not “when” which, definitionally by the whole when/if paradigm, means it might never happen. “When” means I expect it will eventually happen, and even then, not necessarily soon. “If” means I have no belief it will necessarily happen.Second, looking ahead at Horizons sets, there is a possibility that one day, again not necessarily soon, we’ll apply that set structure to a different format. That’s just the way a product line like that might (again might) adapt. Pioneer is the most likely format to look at if (and again, if) we ever choose to do that.So, the sky is not falling. I’m just examining hypotheticals, because that’s an activity you all seem to enjoy on the blog.

Choosing Universes Beyond IPs

New 28 Dec 2023 Asked by hodorkotb 37 Comments

Aside from overall franchise success and degree of appeal to MtG players, what are the biggest factors in determining which IPs are looked at for Universes Beyond products?


The other big one, besides the ones you named, is do we think we can adapt it well to a Magic product?

Monarch Storm Scale

New 12 Nov 2023 Asked by oooblyjooblies 33 Comments

Where would you say Monarch currently sits on the Storm Scale? Last time you were asked, ~3 years ago, it was a 7. Since then, it's appeared in several supplemental products, so I was wondering its performance in those sets might have affected the rating. Follow-up question: What are some of the issues that present in translating a mechanic naturally befitting multiplayer - like Monarch- to a Premier Set?


It depends on the mechanic. Some adapt, some don’t. I think we’re likely to see a Monarch-like mechanic in a premier set that actual monarch. Monarch, itself, is still a 7.

Codeword Limitations

New 07 Nov 2023 Asked by iriwang 76 Comments

Will magic ever run out of 3-letter codewords for sets? (like WOE for wilds of eldraine) 27 letters in the alphabet means there are only 19683 possible combinations. If we only consider commander sets which almost always ends with a c (like WOC for wilds of eldraine commander) then the number of combinations dwindles down to 729. What will magic do then???


That’s an issue for the team making the 19,684th set. : )The real answer is there are plenty of tool to adapt. For example, no one is saying the three card code has to always just be letters.

Tournament Risk Analysis

New 17 Oct 2023 Asked by deathcloud86 44 Comments

I am concerned with the booster change how it will affect tournament play. In sealed tournaments which qualify for pro tours and other big money events, the player who opens the play booster packs with the most rares will now have a huge advantage over the players who hit the low side of play boosters and get 1 rare per pack. Has this been taken into consideration?


On average, most draft players, in a draft, will open roughly (within maybe two) the same number of rares/mythic rares as each other. The environment has to adapt to more rares/mythic rares existing, but there’s not going to be giant swings between players in how many rares/mythic rares they open. The percentages of opening more than one rare:2 - 37%3 - 4%4 - <1%

Adapting Booster Formats

New 17 Oct 2023 Asked by laptopsinlabcoats 36 Comments

With (1) Set Boosters overtaking Draft Boosters so much that Limited formats almost went the way of Ante, (2) how you were able to grow Set Boosters into Play Boosters to include Limited play, and (3) how long Draft Boosters kept the same format (with small differences), it seems like Draft Boosters waited too long to adapt to how Magic has evolved. Is that accurate or is there more nuance I'm not seeing? (Sorry for the wall of text, I can't format it for some reason)


We work two years ahead and set boosters came out three years ago. I think we responded pretty quickly.

Trust in Future Innovations

New 16 Oct 2023 Asked by spudvatter 51 Comments

Before all the outrage and predictions of Magic’s demise, the premature condemnations and quitting of Magic surrounding the new Play Boosters, this Limited player wants to take a moment and say.. I trust you guys! It sounds like you put some real thought into this. Am I a little nervous? Sure, but that’s the nature of change. I’m also super intrigued and already itching to get into my first draft with these new packs! Appreciate you guys always being focused on the future!


We have spent a lot of time figuring out how to change how we make sets to adapt to play boosters. For example, here’s a big change. Draft boosters had 101 commons and 80 uncommons. Play boosters will have 81 commons and 100 uncommons. We’re shifting twenty cards from common to uncommon to better adapt to how play boosters are put together.


Portions of Marodigest are unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. The literal and graphical information presented on this site about Magic: The Gathering, including card images and mana symbols, is copyright Wizards of the Coast, LLC. Marodigest is not produced by or endorsed by Wizards of the Coast. All other content © 2024 Webscape Internet Engineers. All rights reserved.