As-fan

Determining Limited Archetypes Numbers

New 26 Jul 2024 Asked by su92 3 Comments

I don't know if this is fit for a regular article, a podcast or a Nuts and Bolts, but I'm very curious to know about how you determine numbers/as-fan for Limited archetypes, especially A+B stuff. Like, why did WOE's WU have many tap triggers while OTJ's GU only had one explicit plot-matters card? Why did the tap triggers were all at uncommon but other themes usually have at least one common trigger? I understand it's a feel and testing thing mostly, but any effort to put it into words would be appreciated. :)


The short version is every theme is different and we endlessly playtest to get a sense of the appropriate as-fan. Maybe I can turn that into a whole column or podcast. Not sure.

Bloomburrow's Equipment Situation

New 21 Jul 2024 Asked by lookingupanddown 3 Comments

Did Bloomburrow ever have more Equipment that it does right now? Between Blacksmith's Talent and the Valiant mechanic, I'd imagine it would be easier to drop a few more Equipment in the set for increased synergy.


The set had a lot to fit in. There’s a good chance set design tried a larger as-fan of equipment at some point.

Future of Hybrid Commons

New 11 Jul 2024 Asked by trainmastergt 13 Comments

Hi Mark!
With Karlov Manor and Bloomburrow, we’ve now seen two cycles of common creature cards that can be played with Hybrid mana in sets that otherwise don’t have a major hybrid theme. Does this mean that we’re going to see an increase in the number of hybrid commons in the future?


Common hybrid cards have proven to be a valuable tool in helping to raise as-fan of certain themes for limited, so I do think we’ll see it used again.

Hybrid Commons Goal in Bloomburrow

New 10 Jul 2024 Asked by stormtide-leviathan 6 Comments

What was the goal behind the hybrid commons in bloomburrow? This set doesn't seem to have either the strong multicolor focus or the strong monocolor focus that tends to necessitate that kind of thing in limited


It gets the as-fan of creature types up.

Changeling Role in Typal Sets

New 09 Jul 2024 Asked by tevans-living-life 40 Comments

Does Bloomburrow prove that a typal-themed set doesn’t need changeling to work? Or will Changeling stick around for typal sets with heavier creature type emphasis?


The as-fan of typal themes is a lot lower than sets like Lorwyn or Ixalan. “Here’s a snippet from my article today that touches upon this:To give you a sense of what I mean by a sprinkling, here are the typal rewards for Frogs:
  • A common that costs less if you have a Frog
  • An uncommon sorcery with a rider if you have a Frog
  • An uncommon land with an effect that helps Frogs
  • An uncommon land and a rare creature that cares if a Frog entered the battlefield this turn
  • An uncommon creature and a rare creature that grant Frogs an ability
  • A rare creature that cares about casting Frogs
The number of typal cards can vary slightly, but that will give you a rough idea of the as-fan I’m talking about.”Here’s a link to the whole article:

Possibility of Basic Evergreen Theme

New 22 Jun 2024 Asked by cavegirlpoems 5 Comments

If/when: A set with a 'basic evergreen keywords matter' theme? Like "creatures you control with Lifelink get +1/+1" or "gets +1/+0 for each creature you control with haste", that sort of thing.


If. The as-fan of most creature keywords (with flying being the big exception) is just too low to mechanically care about them in limited.

Proportions of Double-Faced Cards

New 13 Jun 2024 Asked by lumideluxe 5 Comments

Do sets with double-faced cards generally want a certain proportion of cards to be DFCs?


Double-faced cards have to be on their own sheet, so the sheet math dictates their as-fan. We have some wiggle room with how many cards of each rarity we have, but the collation math steers as-fan.

Feedback on OTJ Rares

New 23 May 2024 Asked by 22bebo 2 Comments

Have you received or seen any feedback on the power level of rares/mythics in OTJ and their high as-fan?


I get feedback on most everything.

Rare Slot Color Imbalance

New 10 Apr 2024 Asked by heavenlyevan 32 Comments

Can you talk about the imbalance of colors in the rare slot of OTJ? It looks like there are two main set Grixis rares while Azorius has zero main set rares despite being a two color pair. Was Wizards concerned how this would affect limited?


We decided a while back that some color imbalance at rare and mythic rare is okay as the as-fan is so low in limited.

Support for Mechanics

New 28 Mar 2024 Asked by mooseontheloose9 17 Comments

Hey MarkHave the mechanic development group ever considered developing a set around enhancing the card pool for under-supported mechanics? Riku of Many Paths has caused quite a stir and realization that, while modal is a pretty broad reoccurring event among Magic cards (it's an evergreen design for sure), there's a lot of mechanics that aren't even deciduous that people loved that could use some increased card support.


We reuse mechanics when they make sense and when reusing a mechanic we can make cards that mechanically care about it (if it makes sense). I don’t see us caring mechanically about keywords that aren’t at a high enough as-fan in the set. What caring about modal cards shows is we can mechanically care about things that are a normal part of most sets, if there is enough definition for the game to identify them.

Drafting Typal Themes

New 14 Mar 2024 Asked by zozocracked 16 Comments

When you guys use a Typal theme as a draft archetype, do you have a rough guideline for how often that type should appear in common and uncommon?


We do dictate what kind of as-fan we need, but it depends a lot on the execution of the typal theme.

Set Skeleton Updates

New 04 Mar 2024 Asked by gevth 17 Comments

Hi Mark! Thanks for the “Nuts and Bolts” article today, it was very informative!I have two questions:1) Is this the skeleton that was used for MKM? Has there been changes to the skeleton for the following sets?2) Now that the as-fan of cards has changed, and we are expected to see more uncommons and rares than before, does the phrase “if your theme is not at common, then it’s not your theme” still apply as strongly as before?


  1. This is the current skeleton, not what MKM used.
  2. You’re theme more has to be at a high enough as-fan.

Token and Helper Accessibility

New 04 Mar 2024 Asked by machinepriestexemplar 51 Comments

"They are in the boosters, but it's a good note to have one of each of the major helper cards in the prerelease kits."I love that this topic has come up because it allows me to show that there is even more evidence that we need a token in every! Single! PACK! Helper cards occupy the token slot, and I consider them the same; they are both REQUIRED non-card game pieces.I am totally okay with mechanics like Disguise, the Dungeons, Monarch, and the Ring Tempts You. But you can't just say "they are in the packs" when they aren't in EVERY single pack. Most MKM limited decks play multiple Disguise creatures; it's kinda a big mechanic in the set. Having a guaranteed one in prerelease kits helps, but it would be even better if they showed up more often in packs. I personally believe we (as players) should have enough to the point where there is almost a surplus, not a durth.I've seen people on this blog with complaints about pre-defined tokens (clues, treasure, etc.), and now we have complaints about helper cards. And I think they are both valid! ESPECIALLY when you consider the idea of new players exploring the game without the assistance of current players. New players buy packs; I get wanting to show them ads for ways to explore the game further, but they need all the game pieces to play the game itself just as much, if not more! As I've suggested before, why not just provide both every single time they open a pack?I know you are not sole controller of everything thay happens with MtG, but this seems like such an easy fix. It baffles me this hasn't been done years ago.


We are working to up the as-fan of tokens/helper cards.

Mechanic Complexity Feedback

New 04 Mar 2024 Asked by honor-basquiat 81 Comments

"It varies mechanic to mechanic, but they don’t score any lower as a group against other mechanics. Some, like Monarch, are quite popular."People are criticizing the helper card mechanics because they are very complex, require specific varied tracking and they are virtually impossible to play with unless you constantly refer to helper card (compared to most cards that you can understand by simply reading its oracle text or reminder text).The Monarch doesn't have any of those issues. It's an elegant and masterfully designed mechanic.

The Monarch is very simple and straightforward, so much so that the oracle text from The Monarch token could fit as reminder text on several monarch cards. That can't be said about Day/Night, The Initiative, Venture in the Dungeon, Rad counters or Tempted by the Ring.

I've probably looked at the double sided Tempted by the Ring helper token over 100 times and I can't confidently tell someone exactly how the mechanic works if I don't have the helper token to read from. It's an extremely complex and multifaceted mechanic. I would say more complicated and wordy than 98% of other Magic mechanics. Can you please make more "outside of the game" helper card style mechanics that are easy to comprehend and intuitive?The Monarch and Ascend are examples of mechanics like this. More of that please!

The more complex mechanics that create outside of the game elements are intimidating (i.e. Venture into the Dungeon, Tempted by the Ring, The Initiative, Day/Night) and in my experience, they slow down the game because players can't understand them easily.Lastly, I'm offering this feedback as a major Magic enthusiast and long time veteran player who also plays with experienced players regularly. I can't even begin to imagine how daunting these types of mechanics must feel for novice players!


I talk a lot about how different players enjoy different aspects of the game. What I talk far less about is different players struggle with different aspects. Some can’t handle excessive processing; some have issues with sequencing; some don’t understand the nuances of the rules; some aren’t good with memory. My best guess with you is you internalize (aka work from memory) card abilities most of the time, so cards which exceed your ability to memorize cause you issues.Because players see the game through the lens of their own experience, the feedback they tend to give is “stop doing thing X” because thing X is the element that they personally struggle with. The challenge is there are players that don’t struggle with that element of the game and thus enjoy thing X. For example, my biggest note on this blog about dungeons isn’t they’re too hard to process, but there aren’t enough of them. So, it’s a balance. We need to understand the ways in which people struggle and help accordingly where we can. I agree that we need to be cautious how complex and wordy we are on elements off the card. And we have to be careful how often we use that tool. Now there is a threshold where enough players struggle, that we have to question if a particular aspect is worth it. I don’t think we’re there yet with external game pieces, but I do loudly hear the note that we have to be better with as-fan of the helper cards showing up. The note that we need to auto-include more helper cards in the prerelease kits is also a strong one.So yes, I’m aware that outside game pieces come at a real cost for a certain type of player, and it is something we have to keep in mind when designing them. I personally think we could have simplified Tempted by the Ring a bit, for example, but I do think it was right to include in the product. Thanks for your feedback.

Pack Size Considerations

New 28 Feb 2024 Asked by twentyhealershawkswithhaste 16 Comments

Hi Mark. Would you consider increasing the number of cards in a pack if it made sense for a specific set? For example, if you had a set with a Learn-style mechanic that you wanted to have a very high asfan and needed to make sure players have enough cards in their sideboard and main deck.


Booster packs (and boxes) are designed for a specific number of cards, so changing them is a pretty big deal.

Eldrazi Set Feasibility

New 04 Feb 2024 Asked by strymon 24 Comments

Do you think it’s possible to execute a set with BFZ’s as-fan of Eldrazi well? Suppose we one day visit the Eldrazi’s home plane, if such a thing exists. I know the current conclusion is that they’re best in small doses.


I’m skeptical.

Future Eldrazi Sets

New 04 Feb 2024 Asked by spyrohawk 32 Comments

If/When: Eldrazi returning in a standard-legal set?


I assume when, but probably not as high an as-fan as Battle for Zendikar.

Legendary Signposts Feedback

New 25 Jan 2024 Asked by ragnar-viking 30 Comments

While I definitely understand reducing the as-fan and amount of legendary creatures since its been fairly high for a long while I will say making the signpost cards uncommon legendary creatures tended to make it immediately obvious what the signpost cards were which helped a lot when drafting a set for the first few times or for inexperienced drafters so a bit sad to see that communicative tool being set aside somewhat.


The uncommon gold signposts still exist.

MKM Legendary Rarity

New 25 Jan 2024 Asked by honor-basquiat 60 Comments

Hey Mark, why aren't there any legendary uncommons in the MKM set? Are you aware of there being any in the set at some point or was this always the plan?


We’re making a conscious effort to lower the as-fan of legendary creatures in non-Universes Beyond sets.

Card Types Matter Set

New 17 Oct 2023 Asked by titania776 40 Comments

Would it be viable to make a set where the mechanical identity is card types mattering? I imagine the most obvious way to make this happen would make 5 factions that each take a card type. Instant and sorcerys would probably have to share a faction.


Making the as-fan work would be problematic. You need a high enough volume to make “______ matters” work. Doing multiple non-creature types is tricky.


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