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Ben Weitz

Game designer on the Play Design team for Magic: The Gathering at Wizards of the Coast; lead Limited developer for Reality Fracture.

Oct 19, 2026

46:04
Like what if you're putting the same prepared spells in like it's such a cool, unique design space to get to decide what synergies you want the drafters to have access to without having to just jam the same type of card in every color.
46:21
Yeah, I think it worked out really well in FRA, and it's very cool.
46:25
I mean, we do it in a lot of sets anyway in the sense that we, like, write similar words on multiple commons or multiple cards in that archetype, and so we expect you to sort of build around them.
46:35
But the preparing spells do feel different somehow.
46:38
I'm not...
46:39
I don't really have a...
46:40
I can't really put my finger on exactly why, but I do like that they are kind of...

27 MINS LATER

74:06
And do you do that for commons and uncommons also?
2:36
How do you build a limited environment around Empower Jace?
2:39
So, some sets have one mechanic that sort of underlies everything.
2:46
That's like Reality Fracture.
2:47
Other sets have, uh, you know, like faction sets for example, will have their own mechanics in isolated color pairs.
2:54
Uh, when you have one mechanic underlying everything, I think it's kind of important to try to make sure that the different colors are interacting with that mechanic in different ways.
3:06
Uh, so in Reality Fracture, you've got blue and green are, like, the main Empower Jace color pairs, uh, or colors, and those are the colors that, like, put the biggest numbers of Empower Jace.
3:22
So, those are the colors that we wanted to make sure, hey, you know, this is gonna be your main strategy.

29 MINS LATER

32:44
Well, th- well, give me the, the, the sh- the short version of what impact did it have? Like, the, the, uh, i- in overview sense, what impact did it have having all these legendary creatures?

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