The villain’s main flunky is a celebrity magician named Drake Stone. All the Magic related tie-ins are seen in Drake’s office. Note I’m talking about the recent Disney movie starring Nick Cage and not the subsection of Fantasia.
He is currently on the design team for Sinker (of the Hook, Line and Sinker block). His lead designed is Alexis Janson, the winner of the first GDS.
I was talking about GDS finalists.
I believe the probability is roughly 1 out of 80.
For top down design, you will design a card and then figure out what rarity it makes sense in. Be aware that a design skeleton matches the set being created. Top down sets leave room for top down cards.
The back of the Magic card was designed by Magic’s first art director, Jesper Myrfors.
We have never promised that we wouldn’t reprint Tarmogoyf. The only thing we’ve ever promised never to reprint is the Reserved List.
Milling has been a minor theme in a number of sets. Innistrad & Dark Ascension, for example, has one as did Dimir guild from Ravnica.
When Magic was first designed, Wizards of the Coast planned to create a whole slew of Trading Card Games. They planned to brand them with the “Deckmaster” brand. All Wizards TCGs would be Duelmaster. A few other TCGs used it (Jyhad/Vampire: The Eternal Struggle and Netrunner) but only Magic has survived and Wizards has long ago abandoned the “Deckmaster” name. It is still on the back of the card because the back has never changed.
By the way, my comic was NOT trying to hint that the back was changing. I was just making a joke about the obsolescence of the Deckmaster name.
And part 2.
People who wanted to know Magic books, here you go.
The problem with the nephilim is that they don’t have much of any flavor. Their four colors feels very arbitrary.
I feel it’s made it a little easier as there are less pressure on rares nowadays allowing us to experiment a little more.
We have found that alternative win cards are best in small doses. The closest we come are sets with themes like poison or milling (running people out of cards in their library).
We call those creatures with variable stats. I love creatures with variable stats so I promise to keep designing them.
Design will put in vanilla creatures. If the set needs more, Development will add some. Vanilla creatures are pretty easy for anyone to make.
The fun of Magic is that you get to make it into whatever game you want, The only real problem with DKA/DKA/DKA is that R&D didn’t spend a lot of time giving the format any legs meaning that it will probably get boring faster than most draft environments.
It completely depends on the mechanics at hand. Some mechanics do a lot with just a little presence while others need more volume to have the impact you need. For example, Scars of Mirrodin didn’t need that many creatures with infect to get the Phyrexian feel across. Zendikar, on the other hand, needed a few more cards to play up the “lands matter” aspect of the set.
Alexis Janson (works in digital doing things like Magic Online)
Ken Nagle (works as a designer in R&D)
Graeme Hopkins (works in digital)
Mark Globus (works in R&D as R&D’s Producer)
Ethan Fleischer (works as a designer in R&D)
Shawn Main (works as a designer in R&D)
All six still actively work on Magic designs. Alexis, Ken and Mark have all lead or are leading design teams.
I’ve decided to give that subtheme a little rest in “Tales from the Pit”. It’ll be back when the time is right.