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Number of Animals in Bloomburrow

New 13 Jul 2024 Asked by imogenbits 12 Comments

I really love animals and how many different species there are. When you started talking about Bloomburrow's mechanics not being directly typal, I was hoping that there'd be a lot of one-off animals. But almost all of the cards revealed so far are one of the main 10 animals, with the main exceptions being the calamity beasts.Was there ever a point in development where the focus was more on showcasing a lot of different animal species rather than selecting a smaller number that act as draft archetype groups?


I talked about this in my first Bloomburrow preview column. Here’s a snippet:“Once it was on the schedule, I did a little advance work on the genre to familiarize myself with it. I realized that there were two ways it’s traditionally done.Take #1 – Animals represent groups of people. These people are mice, those people are badgers, and these people are otters. Each animal type has qualities that are consistent among that group, usually things that feel resonant with the real-world animal. In this version, the setting is usually a biome, and all the animals in it are ones who would live in that biome. The animals are roughly proportional to what they would be in the real world.Take #2 – Animals represent individual people. This person’s jumpy, so she’s a frog. That person’s sneaky, so he’s a fox. This other person rushes into things, so they’re a rhino. Each animal is used to represent personality qualities. In this version, the setting is usually something more human in structure, often a city, and the variety of animals is much larger. The animal selection here is not limited by biome, so you can have animals living together that normally would never see each other in the real world. The animals are loosely related in size (a racoon is smaller than an elephant), but the scope of scale is compressed.Take number one is easier for worldbuilding. There are less unique types of animals, and they’re organized by creature type. Because animals are used to express groups of people, they tend to act more similarly to traditional species creature types, like Elves, Goblins, or Merfolk. This pushes us more toward a factioned typal theme.Take number two is easier for design because the designers have access to a lot more animals and can make more individually cool designs. The twelfth Mouse card, for instance, is a lot harder to make different than the first Giraffe. This approach pushes us more toward mechanics that tie into a larger animal theme. It’s more likely we’d create an environment that was about a lot of different animals working together, putting the focus more on individual top-down card design.Aaron was more interested in doing take number one, while I was more interested in doing take number two. So, we did a bunch of market research. It came back exactly even. Half the people we polled preferred take one, and half preferred take two. In a tie, Aaron’s original vision won out, so we did take one. (Also, I believe more people internally wanted to do take one.) I do want to stress that both takes would have allowed us to make a cool set. They just head down different paths and would have ended up in very different places, mechanically and creatively.”

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).

Design of Norin and Saltskitter

New 08 Jul 2024 Asked by fencepostmagpie 10 Comments

Norin the Wary from Time Spiral and Saltskitter from Future Sight have incredibly similar designs that we haven't seen anywhere else in Magic. Do you know if those designs being in the same block was a coincidence, or is there a story there?Thanks Mark!


I designed both, so there’s a chance they’re subconsciously connected. Norin the Wary was a top-down design to match the character. Saltskitter was just me making something that felt weird.

Duskmourn Set Appreciation

New 29 Jun 2024 Asked by renkilledakirakurusu 2 Comments

Heya mark,I admit that initially I was leery of duskmourn; as a top down concept, I didn't really buy that a haunted house could be a concept for a whole set. After reading the planar guide, I've never been more happy to be wrong. The House is such a cool take on the subject, and as someone who's always preferred the more mind bending sorts of horror it's shot the plane up to easily the one I've been most excited to explore since the return to kamigawa and I think all the way to original zendikar before that. I know you're getting some mixed opinions now but I wanted to pass on that to at least one player the creative team absolutely belted it out of the park on this one so far


Glad you’re happy.

Understanding Top Versus Bottom-Up Sets

New 29 Jun 2024 Asked by blaze-1013 18 Comments

You said Duskmourn started as 70/80s horror, but also said it's a bottom up set. I thought top down/bottom up was the thing that kicked off the initial idea for a set, and I'd think trying to capture the flavor of 70/80s horror would put Duskmourn in the top down camp. Can you explain the distinction and what makes Duskmourn bottom up?


The difference between top down and bottom up is how is the set structured. I’ll use Ravnica and Innistrad as examples. If you took off all the names, art, creature types (replaced with non flavorable words - “Creature Type A”), and flavor text from both sets and showed them to a player. Ravnica would make sense. It’s core structure is mechanical. You might not get all the flavor of the guilds, but you understand how it’s put together.Innistrad, in contrast, will be harder to understand how the component pieces come together. It will feel more random, because the connective tissue to the structure is the flavor.The idea of top-down and bottom-up was much cleaner back in the day, but we’ve gotten so good combing mechanics and flavor, it’s hard to tell.It’s too early to talk about Duskmourn, so I’ll use Bloomburrow as my example. We started with a flavor, anthropomorphic animals, but quickly decided that having ten two-color pairs, each one a different animal was a great core to the set structure. That structure is mechanical, so technically it’s bottom-up.Let me end by stressing that top-down vs. bottom up in a world where we blend mechanics and flavor so much doesn’t have as much meaning as it once did, except if you’re really in to design.

Bloomburrow and Duskmourn Design

New 28 Jun 2024 Asked by singerofw 7 Comments

Is it too early to ask if Bloomburrow and Duskmourn are top-down or bottom-up?


They’re both structurally bottoms-up, but are designed such that it shouldn’t be obvious.

Between Oz-Based Set and Universes Beyond

New 23 Jun 2024 Asked by wolvenmonarch 5 Comments

Got curious and decided to ask, which is more likely: Universes Beyond product for Wizard of Oz or a set featuring top down designs based on Oz?


I don’t understand how those are different.

Playtesting and Card Art

New 14 Jun 2024 Asked by the-pokemon-prof 3 Comments

Hey Mark, you mentioned in an earlier question that you did a Ziplining draft this last week. I've always been curious at what point in playtesting that the card art and the flavour text starts to roll in. Are the cards you were drafting with just paper and rules text at this point in the process?


Names get tweaked along the way. The more top-down the set, the more the real names happen earlier, especially in Universe Beyond sets. Flavor text doesn’t happen until the tail end of set design, so we don’t play with it often.Art gets started early in set design, but there are usually several waves. Our playtest cards pull art as it exists, so playtests have sketches and eventually full art. Late set design playtests usually have most the art.

Mechanics and Flavor Interaction

New 12 Jun 2024 Asked by aalgot 12 Comments

We already combine mechanics and flavor in every set we do. Yes but you usually take one and use it as a base for the other (hence top down or bottom up) whereas this would mean you take both together as a starting point to create something you would never think of starting from only one of them.


Our design process has us going back and forth, with mechanics influencing flavor decisions and flavor influencing mechanic decisions, so what you’re talking about happens basically every set.Top-down vs. bottom-up is just a technical term talking about how the set is structured. They are two different approaches that work differently from each other. You’re asking for us to make a number that’s even and odd. The good news is if we do our job well, you can’t tell where we started from.

Results of Top-Down/Bottom-Up Poll

New 12 Jun 2024 Asked by itscrispycoffeecollector 206 Comments

Now that the polls are closed on your "Top Down/Bottom Up" questions, may you please reveal the correct answers?


Here are the results of the poll: Ixalan Top-down: 38.9%*Bottom-up: 61/.1Strixhaven School of Mages*Top-down: 54.7%Bottom-up: 45.3%Phyrexia: All Will Be One*Top-down: 51.8%Bottom-up: 48.2%The answer is all three sets were bottom-up designs. Ixalan was built as a typal set making use of the two two-color and two-three color faction structure we had originally planned to use for Khans of Tarkir.Strixhaven was built as an enemy-colored faction set with an emphasis on “instants and sorceries” matter.Phyrexia: All Will Be One was built around making poison structurally work. All three sets had strong flavor components that we integrated into the design, but the structure of all three had a mechanical core. The easiest way to think about this is that if you take a top-down set and remove all the flavor components (names, art, creature types, flavor text, etc.) the structure will just seem like random mechanical elements were thrown together while a bottom-up set will have an orderly structure.

Set Design Method Perception

New 10 Jun 2024 Asked by chick3nfist 15 Comments

Hi Mark, previously you've said that if R&D does their job well, players shouldn't be able to tell if a set was built from top-down or bottom-up. I think I recall a Reddit discussion where most players said they actually can tell. Wanna do a poll here?


I want to ask a few questions, so I’ll do them on the main site.

Impressions of Outlaws' Mechanics

New 10 Jun 2024 Asked by goldstarbubbles1993 20 Comments

Hi Mark, I just wanted to say that I found Outlaws of Thunder Junction extremely, and I want to emphasize this word, elegant. I thought crimes were one of the best mechanics to build a set around in a really long time. Before crimes, I thought all of the "natural" game pieces had been used as set themes - you'd done creature types, graveyard, and all the card types. But targeting is a natural part of the game! Making that a theme is awesome, and it came from the the top down villain theme!


Glad you’re enjoying it.

Outlaws of Thunder Junction

New 10 Jun 2024 Asked by space-wizards 73 Comments

"Innistrad is one of my best designs."Yeah, Innistrad was great when it was unique, and gothic horror is an incredibly deep well to draw from. There's tons of source material, and it's easy to make it feel "universal".These days, it feels like every premier set is trying to be Innistrad, unless it's a Storyline Set or a Return Set. The Innistrad-likes all feel like "Magic does [genre]" instead of something actually original, Storyline Sets are practically Return Sets, and the actual Return Sets are half Innistrad-likes anyway.The Modern Horizons sets are the last bastion of bottom-up, Magic doing Magic sets, but they're infrequent, expensive, and overshadowed by how they destroy the Modern metagame every time.I just want a new world that makes me feel like I'm reading the Planeswalker's Guide to Alara again. A world that only makes sense in Magic the Gathering, instead of Magic fitting itself into something that already exists.


I want to begin by stressing something. You’re talking to me, the Head Designer of Magic. I, along with rest of the designers, are in charge of the mechanical execution of design. We create the larger structure of how the set is build, weave in flavorful themes, and design mechanics to play into that structure and theme(s). When I talk about sets I’ve done I’m talking about the part of the process I’m in charge of. With that said, let’s talk about the latest design I led (vision design), Outlaws of Thunder Junction. I hold up its game design to any other set I’ve lead. The mechanics are sharp, useful, and lead towards new play patterns. The limited play and constructed play involving its themes are novel. And while it’s all forward facing, it was designed to be more backwards compatible than previous sets. Plot, in particular, is one of the most exciting new mechanics I’ve designed in a long time. It’s simple in description, but surprisingly deep in strategy. Having the primary focal point of villainy, with a secondary theme of the Western genre, led my team to create something new. Top-down is just an input. Good design can come from any input. Bottom-up design is no better at making good mechanic designs than top-down. I believe current mechanical design is on point, and Outlaws of Thunder Junction, in particular, is my team being on their A game.

Discussion on Top-Down Design

New 10 Jun 2024 Asked by prof-baby-phd 213 Comments

I hear a fantastic closer on a vid about top-down design that mostly critiques it. "Magic brought me in because of its originality of ideas and strong gameplay. But when what it becomes is just a mirror rather than a new concept, then perhaps a focus on Top-Down can pull us away from what made us fall in love with this game in the first place."


Art (of which I include game design) is about interpretation. The fact that we’re using a subject you’re familiar with doesn’t lessen the art. Five different artists can draw an apple. Yeah, you know what an apple is, but what does each artist bring to their interpretation of it? For example, Innistrad is one of my best designs. I and my design team used gothic horror as an inspiration, but we did things with it that Magic had never done before, and expressed gothic horror in a way it had never been expressed before.

Impact of Omen Paths

New 02 Jun 2024 Asked by duskphoenix 76 Comments

Now that we've had a year of sets that explored omen paths as a plot device and an excuse to feature legendary creatures on planes they didn't originate from, how do you feel they affect the set mechanics? And more specifically, do you feel they have a noticeable affect on top-down design? (like for instance, the cowboy-themed set featuring many characters from Magic's past and attempting to stay true to their characters while working in those cowboy-themed set mechanics)


It’s a useful tool to make sets we previously couldn’t.How do you all feel about the impact of the omenpaths?

Inspiration for Paul Bunyan

New 06 May 2024 Asked by timelyintervention 3 Comments

Hey Mark!
Loving OTJ so far, and I was wondering if you or Gavin could talk about how Paul Bunyan made it into the set.


As with any set with a top down component, we’ll make lists of all the tropes/characters/objects associated with the source material. The lists are put where the team can reference them and are encouraged to make designs that capture things off the list. If the lead designer (or string second) likes it enough, it goes in the file.

Design Terms Origin

New 12 Apr 2024 Asked by foxenquestion 114 Comments

Hi Mark! What is the origin of phrases "bottom-up" or "top-down" in relation to set design? is it because the first thing you see is flavor (name, art etc) and then you see mechanic?


Actually, I think the terms didn’t start with Magic design.

Bottom-Up Design Insight

New 11 Apr 2024 Asked by anactualcaveman 56 Comments

Hi mark, if/when will we get another bottom up set for the mainline story releases?


As Magic has evolved, it becomes much harder to tell a bottom-up set from a top-down set, because all sets have flavor interwove into their structure. Bloomburrow, which has a strong flavor theme, was built structurally bottom-up. So, the very next premier set.

OTJ Movie References

New 05 Apr 2024 Asked by tropicalscream 36 Comments

as someone whoae a big fan of Spaghetti Westerns i wanna say how much i love OTJ so much!!!were theyre any movie references or such you couldnt fir in?.Like the Man with No Name etc


As is usual in a top-down set, not everything fits. I don’t know of any examples off the top of my head though.

Western vs Villain Themes

New 01 Apr 2024 Asked by ceta-maelstrom 44 Comments

So OTJ feels like a very top down western plane to me, and the Villain aspect barely pings in my radar. This isn't a complaint, the western setting is much more interesting to me than the Villain theme. But aside from having a bunch of named characters, most of whomever have no lore to tell us if they are Villains or not, what aspects of the set are you guys seeing as Villainous? Mechanics wise, spree, deserts, outlaws, mercenary tokens, and mounts all feel westerm inspired, where plot is certainly named like its a villain mechanic, but doesn't particularly feel villanous. Leaving crime as the only thing that feels like a Villain mechanic, and even then, most westerns have the heros doing a crime. I think it might a case where the setting and theme weirdly had too much overlap.


Committing crimes, the outlaw batch, plotting, spree, the mercenary token - all villain themed. Only saddle/mount and “desert matters” is western themed (without a tie to villains).


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