Trial and Error

Nonbasic Hate Balance

New 19 May 2024 Asked by j-waffles 28 Comments

Re: Mass nonbasic hate in standard and pioneer pretty please with a cherry on topI have read the threads from my previous questions, and I now understand why most of the extreme nonbasic hate cards, stuff like blood moon, back to basics, or ruination, can feel oppressive against decks with 2 or even 1 color, which is obviously not the goal of such cards. I do want to ask now, as question of curiosity more than a specific request: what kinds of things make hate cards go too far? Whether it be blood moon or rest in peace or engineered plague; at what point does a hate piece cause too much collateral damage (like blood moon), or at what point is the punishment so severe that it can fully lock some decks out of the game (like Rest in Peace). Where is the sweet spot, how do you know you’ve found it, and what kinds of knobs do you turn to help get there? I know that’s way more than one question and might be better suited as an article, but I’d still be fascinated to hear about it.


It’s just yet another reason why play balance is so difficult. Not enough and it’s not effective. Too much and it has impacts you don’t want. Mostly it’s a lot of trial and error in playtesting, and then some finger crossing.

Assessing Idea Overemphasis

New 08 Mar 2022 Asked by gbknight 18 Comments

I must say that I am glad you used a real world example of a previous set design as an example in your latest article. My question would be: How do you know if an idea is taking up too much space or is being focused on too hard? Examples: How do you know how many pseudo-Exalted triggers to add to NEO or how much Proliferate to add to WAR?


It’s mostly trial and error. Add some and play. The feedback from the playtest will tell you if the level’s off and usually in which direction.

Deciding Common Card Complexity

New 27 Jul 2021 Asked by relicmtg 42 Comments

In terms of New World Order, how did you decide on 20% being the acceptable number of commons that are "red flags" (for readers that aren't familiar with New World Order, this means cards that are complex for new players). Why not 10%, for example? Or why not completely disallow complex cards at common?


Trial and error.

Buy-a-Box Promos Future

New 30 Dec 2018 Asked by jonathan-hecht 47 Comments

In terms of the buy abox promos. In my opinion Firesong & sunspeaker alongside The Haunt of Hightower are successes while Nexus of fate was a mistake that should not happen(and the wurm is fine just sees play in one modern deck and thats it). I believe that for future sets the promo will be better suited for janky build around legends rather than spiky competitive cards that people will need 4-ofs, its a great opportunity to make a commander with story relevance that happens to be standard legal


We were trying something new and that requires some trial and error to get right. Nexus of Fate is not where we’re targeting the Buy-a-Box promos.

Social Media Expertise

New 20 Nov 2015 Asked by eternalcheechako 21 Comments

did you learn social media by trial and error, or did you receive training of some sort?


I majored in communications which was excellent training although it was years before the Internet existed so there’s been plenty of trial and error.

Science through Colors

New 04 Aug 2015 Asked by choppenstantz 115 Comments

In my understanding, blue likes science because it's focused on proof, correctness, understanding. It wants to codify information and teach. Red enjoys science, even the learning part, because they enjoy experimenting, practically applications, trial and error. They aren't concerned as much "why" things work, just "if" they work. Red values the excitement of a breakthrough and a finished project, while blue values the contribution made to understanding the world.


Well put.

Poking Developers Hazard

New 29 Oct 2013 Asked by alex-brault 70 Comments

If I mail you a stick, will you go and poke a developer every day until he or she starts a tumblr?


I have learned through trial and error that poking developers with a stick is a bad idea.

Sublime Archangel Syntax

New 04 Apr 2013 Asked by grantacious-deactivated20130719 12 Comments

Is there any particular reason why Sublime Archangel has the two lines: "Exalted" and "Other creatures you control have exalted" as opposed to just "Creatures you control have exalted"? Is there a rules reason or is that just what is decided is the best or easiest to understand way of doing a card with a feature like that?


We’ve learned through trial and error that it’s the easiest way for players to understand it.

Puzzle Design Philosophy

New 25 Jun 2012 Asked by ghostdaddotcx-deactivated201212 2 Comments

A lot of the puzzles in DotP13 require trial and error not just because they're challenging but because there's hidden information, like the details of you next 5 cards or the things your opponent draws between their turn and yours meaning that lots of them can't be solved without failing a few times to arbitrary things. Doesn't that ruin the point of the puzzles? Shouldn't the exposition tell us these things since an otherwise hypothetically perfect player can still fail without this knowledge?


Part of puzzle solving is trial and error. Many puzzles don’t give you perfect information until you explore some and figure it out. I think it’s okay to fail a few times en route to solving a puzzle.

Handling Criticism

New 23 Feb 2012 Asked by rhprocter-blog 7 Comments

I have never seen you accept criticism for a card or design decision. You tend to shrug it off with "some other players like that card" or "I liked the card even if it was unbalanced and we had to ban it soooo I guess it was okay because I liked it." Okay that last one was a little unfair but it is absolutely the vibe you give off. My question is how much, if any, criticism weighs into any of the decisions you make.


I do try to own up to my mistakes. I have written numerous columns about all the different mistakes I’ve made. In “Tales of the Pit” earlier this week, for example, I made fun of my decision to have all the rare creatures in Kamigawa block be legendary which was a horrible mistake. Note though that me making a card that Player A doesn’t like because it was made for Player B is not a mistake. Players not liking something because it doesn’t do exactly what they want it to do is not a mistake. Players disliking a particular choice I made because it’s not the choice they would have made is not a mistake.  A lot of what we do is trial and error and there are plenty of decisions I’ve made that I would do differently. Mistakes, to me at least, are things that when I look back I say “oh, we did it wrong in such a way that the game was less for that decision”. In that regard, I’ve made tons of mistakes. My goal is to learn from them so that I become a better designer. Making mistakes is part of any creative process. Not learning from them is the real problem. That said, I’ll own up to a mistake I believe I made in Dark Ascension. Having looked over all the feedback, it’s clear that I should have figured out how to make a legendary werewolf. It’s something a segment of the audience wants very badly and I believe if we had given the issue enough of a priority, we could have figured out how to do it.

Defense of Ability Words

New 01 Sep 2011 Asked by formiko 3 Comments

Some people in my area who play magic say that pseudo keywords like morbid, metalcraft, landfall, etc. are unnecessary because the cards just explain the effect in whole anyway. What would you say to them to defend pseudo keywords?


The “pseudo keywords” are called ability words. The reason we use them is that trial and error has shown that players need the words to help wrap their minds around a concept. It also allows players to see connections and provides language to talk about them.


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