Shawn was on the design team as another core designer. As a developer with design chops, Ben has a good perspective on what makes cards play well not just casually but also in tournaments. It's just a matter of time before he leads a design team. While he's technically a developer, his design skills are quite good. I've had the pleasure to work with Ben on several design teams. I believe Ben was the official development representative on the design team. Bryan was another great addition to the team. Eldritch Moon was Bryan's first time on a normal expansion design team (as I mentioned a few weeks ago, he was on the design team for Eternal Masters), but it would have been hard to tell that by watching him work. Bryan is also one of the most active developers in the Future Future League-the internal playtest group that plays Standard about a year ahead to properly balance future card sets. This involves him designing the card sets and overseeing the rest of the card content that goes in the game. Bryan has a number of responsibilities, but one of the biggest is being the content lead for Magic Duels. Eventually a slot opened up on Magic development, and Bryan shifted over to work on Magic. As you will see, Kelly did a wonderful job.īryan started in R&D working not on Magic but on our Japanese TCG Duel Masters. As I said above, this set had a lot of story to cover-the mystery had to get solved and the story resolved-so Kelly was on the team to make sure the mechanics were properly reflecting the story and world. Kelly was the creative representative for Eldritch Moon. He oversees the short stories for the Magic website as well as doing card concepting and world/story writing. A few years back, Kelly moved over to the creative team. At one point he was the editor-in-chief of DailyMTG, and at others he was a full-time Magic editor. Over the years, Kelly has moved around a bit in the company. He ended up working on the website and part time as an editor. Our lunch went well and I came back and put in a good word for Kelly. He asked me out to lunch to get advice on how best to approach Wizards. Kelly had been doing coverage for events and was interested in a job at Wizards. I first met Kelly when he asked me out to lunch. There were a lot of challenges in this design, but I knew Ken would find a way to solve them. He's gone from intern to team member to team lead to design veteran over the years, and he's become a designer who I know I can rely on. Ken got his foot in the door many years ago as the runner-up in the very first Great Designer Search. Whenever I hear a design is "tricky," my mind always goes to the same place: let's put Ken on it. Shadows over Innistrad was a mystery, and Eldritch Moon had to be the payoff to that suspense. The conversation started with Gottlieb saying that Eldritch Moon was going to be a tricky one. The Men in the Moonīefore there's a design team, I sit down with Mark Gottlieb, the manager of the designers, and he and I work out who should be on any particular design team. Today, I'm going to introduce you to the set's design team, talk about one of the mechanics from the set and its long history to print, and then show off a couple new cards. Welcome to the first Eldritch Moon Preview Week.
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