Limited

Potential for UB Multiplayer Set

New 27 Jul 2024 Asked by an-jell0 3 Comments

Do you think there's potential for a UB set to be designed for a multiplayer limited environment if the right property comes along?


There is potential.

Appreciation for Bloomburrow Set

New 27 Jul 2024 Asked by elderaktis 6 Comments

Hi, Mark!!!Last night I went 3-1-0 in my first ever limited event, the Bloomburrow prerelease, courtesy of a black-red deck built around Valley Rotcaller.Please apply double turbo high-fives to everybody involved in making the set (including yourself); it's awesome and adorable and a ton of fun to play and open!


Will do!

Hybrid Mana Cards Correlation

New 27 Jul 2024 Asked by blaze-1013 5 Comments

People have complained about not having enough cards to fill out colors for limited with the switch to play boosters and I've started noticing an uptick in hybrid mana cards which would be a solution to this problem. Is this correlated, or is it just a coincidence that we've recently seen more hybrid and that it helps address this issue?


It’s correlated.

Mechanic Color Pie Limitations

New 26 Jul 2024 Asked by j-waffles 7 Comments

Do you ever encounter issues where a mechanic that you want to be core to a set is too niche in its slice of the color pie? Like, food was a big theme in both Eldraine sets, but it is a mechanic that can only appear WGB, so you were limited somewhat in just how much you could use it compared to something disguise, which is a completely color-pie agnostic mechanic. When designing full custom sets I often have ideas for mechanics that seem to be total slam dunks, but are actually kind of limited in how much I can use them.


It happens from time to time. It’s why vision design checks in with the Council of Colors.

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.

First Limited at World Championships

New 26 Jul 2024 Asked by keiesu4126 6 Comments

What year and which expansion was the first limited at the World Championships?


The second ever World Championships in 1995, held in Seattle, had a limited component. It was sealed and the players were given a whole bunch of packs. I don’t know the exact mix, but I believe it included a bunch of Fourth Edition in it as Ivan Curina, from Italy, (who made the Top 8) got Channel, Instill Energy, and Colossus of Sardia which allowed him to attack with a 9/9 on turn three.

Future of Fateseal Mechanic

New 24 Jul 2024 Asked by dlight98 9 Comments

I know it's unlikely, but will the Fateseal keyword ever come back? I thought it was an interesting mechanic, even if it's limited to one sliver card for now.


We tried it in a set years ago. It is a pretty unfun mechanic.

Reasons for Absent Dogs

New 24 Jul 2024 Asked by cheesedurian2 8 Comments

There doesn't seem to be any dogs in Bloomburrow. I'm sad.


In my first preview column for Bloomburrow, I talked about the two takes we could do for the anthropomorphic animal genre. Take #1 involved working around a biome, so it was limited to creatures of that biome. Take #2 allowed any animals we wanted as it wasn’t built around a biome. We obviously went with Take #1 which greatly shaped the animal selection options. Had we done Take #2, there probably would have been Dogs, but probably very little typal.

R&D Antipathy Toward Fog

New 23 Jul 2024 Asked by j-waffles 5 Comments

Re: R&D is a bit cold on [fog effects]Can I ask why? Is it just an issue with limited? My friends and I joke about fogs a lot, and because of how often I think about the card fog, it made me realize that a lot of the time in limited, especially in the mid to late game, it is pretty close to just making a player skip their turn


It tends to discourage all-in attacks which slows down games.

Thoughts on Recent Movie Shows

New 21 Jul 2024 Asked by thanosisking 2 Comments

Based on answers lately, there are a lot of recent movies/TV shows you've seen with your limited free time that you've enjoyed. Are there any that you've just not cared for much, either for not meeting expectations or being just plain bad?


I’d rather talk about stuff I enjoyed. I watch stuff I don’t enjoy.

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.

Shift in Green removal Cards

New 18 Jul 2024 Asked by hedgeiii 5 Comments

Hey, Mark! Quick one- I've been noticing a lot of "bite" cards in green (i.e. Hunter's Talent) the last few years, and not as many fight cards. At first, I thought this was "too much", but I quickly realized the hoop for green removal is already pretty daunting, and maybe this is just the direction you're going in.
Am I reading this right?


We have been increasing the number of “bite” spells (deal damage equal to power) to help with green removal in limited.

Availability of Creature Tokens

New 17 Jul 2024 Asked by cptawesome42 12 Comments

Any chance we could see creature tokens be more readily available? one per every few packs isn't nearly enough to actually obtain and use even half of the tokens present in sets nowadays. I'll finish a limited event, even a prerelease, and only leave with a couple tokens and it's depressing


We’re exploring options to get more tokens into players’ hands.

Worst Modern Limited Environment

New 16 Jul 2024 Asked by zombsidian 5 Comments

What was the worst limited environment in modern magic history?


Legends was the most painful limited environment I’ve ever played. (In its defense, it wasn’t build to be played in limited.)

Changing Set Design Skeletons

New 14 Jul 2024 Asked by pantswithoutlegholes 4 Comments

listening to one of the recent limited resources (hi marshall and lsv!) where they discuss the set skeleton. i agree with them that the skeleton has made a huge improvement on the baseline for sets but also that it sometimes feels a bit obvious. i'm curious if you think you will ever develop alternative skeletons that are also proven to work but lend a different feeling? i could see a world where you start a set and decide to use the "tricky skeleton" or the "stompy skeleton" over the basic one.


All skeletons shift as the set evolves, so there is difference set to set. Larger picture, the consistency is about having familiarity for both the audience, so it feels like a Magic set, and for us, as it allows us to better use experience to balance things. I’m not worried that the most hardcore enfranchised can see some of the structure.

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.”

Transition to Value Boosters

New 12 Jul 2024 Asked by marlarkey01 12 Comments

Hey Mark, why was it decided to remove the draft and set the booster because of confusion amongst them, but putting value booster is better, is supposed to be a support for pauper/pauper commander?


You’re conflating two things that have nothing to do with one another. Draft boosters went away because the majority of the audience preferred set boosters. Play boosters were a way to keep the essence of set boosters while still providing limited play. All of that is mostly centered in local game stores. Value boosters are addressing a need of certain mass market stores to have Magic boosters at a lower price point. They are not a product the vast majority of enfranchised players will ever interact with, and their existence has nothing to do with organized play.

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.

Usage of Colorless Creatures

New 11 Jul 2024 Asked by gus-goose 13 Comments

Why is it that so many sets have a colorless creature that can put cards from graveyards on the bottom of libraries? These cards almost never make the cut in my limited decks and it’s an effect that almost never becomes relevant in games. Is there a purpose I’m missing?


It’s usually an answer to graveyard strategies the opponent is using.

Fox Tribal in Bloomburrow

New 11 Jul 2024 Asked by tdphoenix99 5 Comments

Hey mark! Newer magic fan who is absolutely in love with bloomburrow, genuinely my favorite set, and several of my long-time magic player friends favorite set as well. I have to ask though: bloomburrow seems like a perfect set to print the capacity for more fox-tribal support, which doesn't really exist much despite, from my admittedly very limited research, seeming like a thing community members would like. Is there any specific reason as to why fox tribal isn't a thing, and doesn't seem to be on the shortlist for ideas?


There are a lot of animals and only so much space in the set for animals to focus on.


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