Game Play

Considerations on Multi-Plane Sets

New 23 Jul 2024 Asked by icarusfrommars 4 Comments

With how many new planes we've gotten, with some of them up in the air if we'll ever see them again, despite how popular they may be, has the team begun to lean into the idea of more multi-plane sets? It's the main reason I'm looking forward to Tennis/Death Race and I think there are a lot of interesting avenues that could be taken in both story and gameplay potential for multiplane sets, but what's the mood around the office for those kinds of sets?


Let’s see how Tennis goes.

Concerns Over 'Power Creep'

New 19 Jul 2024 Asked by honor-basquiat 4 Comments

Hi Mark,Regarding "Card Churn", "Power Increase", or whatever you want to call it, do you consider what most enfranchised players incorrectly call "power creep" to be a problem or not really?Is it something that can be mitigated? Is this something you are working on? Why or why not?Personally, I choose to play with friends that avoid strategies and an optimization mentality that emphasizes recent excessively "power increase" aspects of eternal formats like Commander, but that's easier said then done for many players and play groups.It's a complicated issue because players do like playing with powerful cards and players get excited about new powerful cards but many players don't enjoy playing against powerful cards as much. So when Magic suddenly starts introducing more powerful cards at a higher frequency, that can fundamentally affect people's game play experiences.What do you think about this as Head Game Designer? Is this an issue or is it the player's responsibility to solve?


If you don’t like formats that increase in power over time, consider formats that have rotation built into them, or use only a limited subset of cards, like limited formats or cubes.The only thing we control in nonrotating formats is how quickly the churn happens, not if churn will happen.

Land Destruction as Victory

New 19 Jul 2024 Asked by juicepan 5 Comments

Hello Mister Rosewater, please excuse my intrusion! What is your stance on land destruction when used as a win condition?


I win because you can’t do anything is typically not fun Magic gameplay.

Balancing Player Desires

New 18 Jul 2024 Asked by princevogelfrei 8 Comments

Huge thanks for reading the selection from Cunningham I agree that player desire needs to be part of design The 3 psychographics might be the most important design factor since the golden trifecta But it seems recently that Mtg has veered too much towards "give the players what they want" and the question 'how does this make the game better?' doesn't get asked enough I saw an ask for UB play doh, your response was 'do people want it?' not 'how does this improve MtG?' I know that's subjective


I, as well as all of R&D, are constantly asking “is this good for the game”. There are plenty of things the players want that aren’t necessarily good for the game. If we listened to the players every card would cost 1 less and could be cast whenever you could cast an instant. : )A great example of this is “once per turn” restrictions. Players generally dislike them (at least when it’s written out), but they make the game play better. Knowing what players want is a useful tool, but we’re but no means beholden to it when it gets in the way of good game design.

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:

Bloomburrow Gameplay Expectations

New 10 Jul 2024 Asked by themartiangeek 79 Comments

I really love the flavor and art of Bloomburrow. (I haven't read the story yet, since I'm still several sets behind on MTG story, but will definitely get to it at some point.) But I am worried that it will end up being a relatively weak set in terms of gameplay/card usefulness outside of limited, especially after today's previews,


We have a whole play design team who works to ensure every set has tournament relevant cards.

Bloomburrow Mechanics Impressions

New 09 Jul 2024 Asked by singerofw 19 Comments

I wasn't too interested in Bloomburrow, but honestly, the mechanical identity of the set looks stellar so far! I love the gameplay patterns of all ten color pairs, maybe with the exception of Otters being pretty standard for UR, but other than that, I'm officially hooked now! The frogs literally leaping to your hand and back might be my favorites so far!


Glad you like it.

On Spells and Green Color

New 07 Jul 2024 Asked by flakmaniak 5 Comments

Are bite spells that can hit players in-pie for green? Obviously they're in-pie for red... Also on the topic of green spells hitting players (though largely an unrelated question), spells like Hurricane. Which is the bigger issue with them: Hitting players unconditionally being out-of-pie for green, or the "killing everyone" gameplay issue? I assume those are both significant.


They are not in pie for green.

White Card's Draw Flavor

New 05 Jul 2024 Asked by shadowman2099 35 Comments

"The flavor [for once per turn card draw] is white draws long, that is it sets up the proper condition and then gets rewarded with card draw over time. It’s slow, methodical card draw." My issue is that all colors have "once per turn" effects already. Heck, Dimir had a set theme's worth of it in OTJ with Committing a Crime cards, and some of those were even card draw. It feels less flavorful and more like a stopgap for card balance.


The goal is to make decisions that make sense for how that color needs to draw, not to create a situation that’s unlike other effects. In other words, the feel of gameplay trumps uniqueness.

Simplifying Magic Gameplay

New 04 Jul 2024 Asked by novelistparty 10 Comments

hi a friend walked me through a commander game and I liked it and so I got a couple premade decks. I then went to a couple commander nights and I kinda liked it except for the part where I felt like I was a little kid with floaties in the middle of the ocean trying to sing a little song to myself so I wouldn't think about the things that might be lurking just below the surface that I can't see.

Magic is vast and deep and I don't know how I can enjoy playing when there's just too much. I get that the hugeness is part of its staying power, but it feels too big and too much to even approach beyond playing my premade deck and hoping the people at the table won't look down on me for it (which they often do). Even looking up tutorials and guides is overwhelming because each one of them is sharing a *different* tiny slice of material! I haven't felt this baby-beginner starting something new in a very long time (and I say that as someone that is otherwise well-versed in being a terrible beginner at new things).

Is there a way to play magic without getting absolutely lost in the depths? or is that the nature of the beast and I just gotta "git gud"?


The two formats I would suggest are draft or Cube. Both use a much smaller card pool, one you can more easily learn about.

Engaging with Remote Gameplay

New 01 Jul 2024 Asked by theindigosystem 8 Comments

There's literally no one for me to play Magic with where I live. It's a small, remote, middle of nowhere, and even if I wasn't, we're talking $15 for Core Set 2020 packs as the only Magic product. How can I engage with the game?


I would try Arena.

Love for Classic Gameplay

New 30 Jun 2024 Asked by pleaseburger 2 Comments

New stuff is always cool, but classic Magic gameplay really captures my heart. Core and Jumpstart sets have been my favourites in the past, so I'm very excited for Foundations, especially draft/cubing it.


A lot of people have spent a lot of time on it, so I think you’re going to enjoy it.

Kitchen-Table Gameplay

New 28 Jun 2024 Asked by theuninvitedghost 8 Comments

How many copies of cards do kitchen-table players play with in a deck? If they're not playing any sanctioned format, I would assume this to be unlimited (pun intended), but in my experience it's 4. So... in a way they do play a format, don't they?


People that don’t know of formats’ existence, don’t know to limit how many cards to play. Most of them don’t own more than four of any one particular card though, so it’s irrelevant.

Favorite Unpublished Mechanic

New 24 Jun 2024 Asked by shahrathestoryteller 6 Comments

Hi Mark! What's your favourite mechanic that was in development but ultimately, will never see print due to inherent gameplay problems it promotes.


Bloomburrow had a mechanic handed off from vision design that didn’t make it to print that I really liked.

Absence of Damage Redirection

New 21 Jun 2024 Asked by ak-47osu 19 Comments

Why no damage redirection anymore?


It didn’t lead to great gameplay. It discouraged a lot of players from taking action.

Deck Restriction Concepts

New 20 Jun 2024 Asked by aalgot 27 Comments

If/when “your deck can’t contain an odd amount of cards named [cardname], (zero isn’t odd”


If. Restrictions for the sake of restrictions rather than inspiring good gameplay is usually bad design.

Vehicle and Creature Survival

New 20 Jun 2024 Asked by jjustin1379 53 Comments

If I destroy your vehicle why does the creature that crewed it get to live? You sound have to flip a coin to see if your creature survived the car crash


It’s better gameplay. Also, most drivers walk away from crashes.

White Ability Restrictions

New 20 Jun 2024 Asked by nabistay 23 Comments

Could white get "everyone shuffle their graveyard into their library", and if not, what would the philosophical reason not?


No, it’s not a white ability. Mechanics are isolated into colors to make the game play better, not because we couldn’t come up with a way to justify it philosophically.

Exiled Cards in Gameplay

New 18 Jun 2024 Asked by janeasterisk 4 Comments

How much are cards allowed to care about exile in a generic sense? For example, triggers when something is exiled, or getting +1/+1 for each exiled card. It seems like a type of effect that's shown up slightly more often lately.


Cards can care about other cards in exile. The thing we need to be careful with is getting back cards from exile (that weren’t put there by the card getting them out).

Disguise and Ward Interactions

New 18 Jun 2024 Asked by bigbantbeast 0 Comments

Hi, Mark! Do you think letting Disguise use Ward {1} for its face-down creatures may have also led to greater game play and still letting players unmask their creatures? From what I've heard Gavin say about Ward, Ward {2} is good, but can be tough to interact with, especially when faced against multiple creatures. Plus, paying {3} for a 2/2 with Ward {1} is very aesthetically pleasing to me.


I think we need to be careful where we use Ward 2 in general, but I don’t think disguise is where it’s caused problems.


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