Drive to Work

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.

Untap Symbol and Q

New 24 Jul 2024 Asked by thoughts-of-the-transience 18 Comments

Hi Mark, I was listening to your podcast episode on the alphabet in magic, and you say something along the lines of "I can't quite remember why we used Q for the untap symbol". If you still don't know, could it be that Q in English is almost guaranteed to be followed by a U, which is what you most likely would have used if it was not already used by Uncommon and Blue?


I think it most looked like the circle of the tap symbol.

Richard Garfield's Ingenious Ideas

New 23 Jul 2024 Asked by remasuri 2 Comments

Hi Mark, Is there an Article or Podcast about how exactly Richard Garfield came up with the ideas? Especially basic lands, one Land per turn rule or the idea of tapping things for use? I mostly like the idea of having 5 colors and the more colors you play the harder it is to cast the right cards on time, that is the perfect system of keeping people out of playing all the best cards in the same deck most of the time.


Here’s the podcast with Richard where I ask about decisions he made in Alpha:

Fifteen-Type Framework Layout

New 23 Jul 2024 Asked by izzet-always-r-versus-u 3 Comments

the Magic Story Podcast mentioned that in early concepting, Bloomburrow had fifteen focus creature types, with one for each monocolor in addition to one for each color pair. do you know what the layout of creature types was in that fifteen-type framework? (they mentioned Otters were originally mono-Blue, so I'm especially curious what the UR creature type was in that model.)


That model didn’t last very long. We talked about Raccoons being blue/red for a hot second.

Grab Bag Episode Possibility

New 22 Jul 2024 Asked by zanmor 2 Comments

I assume you've probably done a Drive to Work grab bag episode before and I've just missed it or forgotten it? If not that might be an option for some topics people have asked about recently that don't have a full 30 minutes.


I did try one once, but didn’t get a lot of positive feedback on it.

Hand Matters Theme Podcast

New 22 Jul 2024 Asked by ultwarrior 7 Comments

Do you think you would have enough material for a Drive to Work on "hand matters" themes like amplify, Saviours of Kamigawa, and reveal from hand effects? It feels like a subject similar to four-colour factions or vanilla-matters that would be interesting to explore its pitfalls and problems.


Let me think about it.

Bloomburrow's Diversified Biomes

New 21 Jul 2024 Asked by ajanicomelately 2 Comments

Loved the Bloomburrow vision design podcast! It got me thinking: While Bloomburrow has no particular biome… is the entire plane similar to what we see in this set… or could future sets on Bloomburrow feature other types of biomes? Stated another way: In the podcast Doug said this one is “European-ish or North Eastern America-ish”… but could we see a Bloomburrow set that was say, tropically or rainforest-ish or polar-ish” Or does the whole plane look/feel like this iteration?


I don’t think it’s been established. We tend to leave some amount of each world open-ended to allow for flexibility on a revisit.

Podcast on Scale Decisions

New 21 Jul 2024 Asked by perfectcollectorduck 9 Comments

Do you think there's a podcast to be done on scale decisions in game design? For instance, why does Magic begin with 20 life and have 6 damage be a lot vs beginning at 2000 life and have 600 be a lot?


I’m not sure I have 30 minutes. I’ve talked with Richard about this and his answers tend to be “it felt right”.

Ethos Differences in Magic and D&D

New 19 Jul 2024 Asked by blorpityblorpboop 2 Comments

Can we have a podcast about the differences and analogies in Ethos between Magic and D&D(Color pie vs. alignments)?


I am not nearly as well versed in D&D’s alignments as I am Magic’s color pie.

Meaning Behind 'Drive to Work'

New 16 Jul 2024 Asked by bardakus 4 Comments

i had never realised "drive to work" was supposed to have any other meaning than the most literal (that you are driving). Thanks for pointing it out ^^


“Making Magic” also has two meanings. : )

Plans for Lessons Learned Podcast

New 16 Jul 2024 Asked by guest1300 3 Comments

Hi maro! Do you have any plans for a Lessons Learned podcast episode on March of the Machine?


I do. It’s the next Lessons Learned podcast.

Card Ideas for Blogatog World

New 16 Jul 2024 Asked by banksyguythrowingthings 9 Comments

"What other cards should Blogatog World have?" Sally and her squirrels. Banana foods. Rabiah Storm Beebles. Power Creep. New World Order. Drive to Work (but its "drive" like desire). Welcome to Blogatog. Selective Foretelling. Maybe :) (a red coinflip + punisher counterspell).


I like most of these suggestions. Two comments:
  1. I don’t thing Blogatog has ever been pro-banana.
  2. The multiple meaning of Drive to Work is intentional.

Podcast Episode on Kai Budde

New 16 Jul 2024 Asked by bsrussell 3 Comments

Could we get a Drive to Work episode on Kai Budde?


There are plans to record one.

Difference in Set Design

New 15 Jul 2024 Asked by manhackman 4 Comments

Is there a difference in design philosophy between fall sets (the “base” of a standard year) and spring sets (in standard for the least time, so can be riskier)? Enough difference for a podcast topic?


There is a difference, but I’m not sure 30 minutes worth.

19-hour Podcast Topic Request

New 14 Jul 2024 Asked by nerdyhologrampizza 8 Comments

Driving to SDCC. Cmon mark you just need a topic you can talk about for 19 hours straight. Don’t be a weenie. Give the people what they want! ;)


Not a lot of good 19 hour topics. : )

SDCC Episode Expectation

New 14 Jul 2024 Asked by godkingjinping 2 Comments

When can we expect the drive to sdcc episode


I will do a podcast about my SDCC trip, but as I’m not driving to SDCC…

Mechanics Synergy Versus Diverse Gameplay

New 13 Jul 2024 Asked by twentyhealershawkswithhaste 1 Comments

Hi Mark. I’d like to request a drive to work on mechanical cohesion in a set. To what degree do you want mechanics to synergise vs enable diverse gameplay? Thanks!


I did do a podcast on synergy:

Lack of Evasive Creatures

New 11 Jul 2024 Asked by natew000 6 Comments

In the Fallen Empires DTW (which I loved by the way), you mention that Fallen Empires had almost no flying or other evasion. Do you think that might have been the result of building the set “too top down,” meaning they had great ideas about the factions and simply forgot to include evasive creatures because the factions they came up with were all land and sea armies? This feels like a good lesson that could be useful to anyone designing a set without a design skeleton.


The East Coast Playtesters just weren’t super fond of flying. Most their sets had a smaller percentage of fliers than average (at the time).

Future Set's Heroic Rework

New 11 Jul 2024 Asked by bassimelwakil 9 Comments

FYI on May 16th I asked that given how disguise reworks morph and the dev issues with heroic, what would you consider changing to rework heroic. You replied “there is an upcoming set that answers that very question”. I presumed you were referring to a Marvel set, but qanadhar left a comment certain it was Bloomburrow. Just some of the fun foreshadowing of Blogatog. :)(I presume there’s an article or podcast that explains the rework soon?)


Next week’s article talks about the mechanics. Short version: heroic looked into allowing abilities, but there existed things you could repeatedly activate for 0, so we left it off. Valiant added abilities back in to help it trigger more, and used the once a turn restriction to deal with the problem interactions.

About Cameo Mechanics

New 11 Jul 2024 Asked by mysticleviathan 1 Comments

Have you done an article or podcast on cameo mechanics? How do they differ from deciduous mechanics? Or can basically every mechanic find its way into a premier set at this point?


I have not done a podcast on cameo mechanics yet. I’ll add it to the list.


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