Magic: The Gathering Drive to Work Podcast - #1267: State of Design 2025
Episode Date: August 15, 2025Every year, I write a "State of Design" column where I talk about how I feel the last year of Magic design went. This year's column starts with Bloomburrow and goes through Magic: The Gatheri...ng®—FINAL FANTASY™. With six sets to talk about, I ended up having a pretty lengthy article, so I made a supplementary podcast where I walk through every new mechanic to give my thoughts on how they went.
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I'm pulling my driveway. We all know what that means. It's time for their drive to work.
Okay. So very recently, I posted my state of design, 2025. It's actually my 20th state of design.
So when I became head designer back in 2003, but it's very end, 2003. So it wasn't until a couple years later that the first set that I worked on that I oversaw as head designer came out.
And what I started doing is every year, I go through the year, and I look at all the sets of that year.
As we make more things now, it's mostly just randomized boosters.
And I talk through how I felt the year when.
I get feedback from everybody.
I sort of talk about the main complaints we heard.
And I talk about what I think the good and bad of each of the sets that we did, the main sets that we did.
But because there are so many sets to talk about,
I have less time to discuss each thing.
And while I give a lot of opportunity to sort of express how people felt about it,
there's less chance for me, just as the designer, as head designer,
to sort of talk through lessons and how we felt about different mechanics and such.
And so, what I did last year is I did a state of design podcast
where I supplemented my state of design article.
So that is what I'm doing today.
my state of design, 2025 additional.
So the idea is I'm not going to explain the stuff I'm explaining the article.
That I'm explaining in the article.
But what I'm going to do is I'm going to go through all the new mechanics that came out in the last year
and sort of explain, from a design standpoint, what we think of them.
That is what I'm doing today.
Hopefully, that sounds like fun.
Okay, so we're going to start with Bloomberg, because that's where we started in the state of design.
So I will start with Offspring.
So Offspring is an additional cost you can pay.
It goes on creatures, and then you get to make a one-one copy of the creature.
Obviously, it's flavored as, you know, little baby animals.
That's the animal set.
The idea of making little baby animals to go with the animals was too cute not to do.
The Austin Mechanic was pretty popular.
The real lesson from a design standpoint is it is hard to use.
not because the core mechanics at all are a problem.
This wasn't a challenge rules-wise.
We could make token copies, making things one-one is fine.
The interesting, there were two challenges to this side.
Here's the biggest one.
In order to do offspring, that means each creature gets a unique token.
And so there is a commitment and art commitment to doing that.
That we have to say, okay, we're going to do a mechanic that dictates token,
and then we have to make sure we one-for-one do the tokens.
We did it before within BOM.
It's a big ask.
It is one of the things that you guys don't get to see so much
is behind the scenes, every set has an allocation of money.
Like, there's a budget,
and then we have so much what I'll call discretionary money, right?
Like every set gets to do something that's unique for that set.
And offspring chewed up a lot of this budget,
which was we needed a lot of art.
We needed to use it for art so we can have a very.
the tokens. I'm not unhappy we did. I think it was a good use of the money. But it does
mean that Offspring as a mechanic is not that easy to just throw in a set. It comes with
the real cost. It's kind of like double-faced cards or there's just certain mechanics that
like come with an additional cost. And as people who make the set, we have to be very aware
of that. The other thing, the other interesting side effect of offspring is because of the flavor,
because it's a little tiny baby animals,
we actually had to pull a sacrifice theme out of the set
because the best thing to do with the sacrifice theme
is sacrifice your small tokens.
What are your small tokens?
Well, a lot of them are these one-one offspring tokens.
And the idea of, oh, the whole strategy is sacrificing baby animals
like just, it didn't work, right?
It really fought the whole flavor we were going at for the world.
So the other thing about offspring is it has some, you know,
it's very flavorful.
Um, but it, it does dictate some stuff around it. Um, the other thing, by the way, is, it is, it was very flavorful in where we used it. Um, not that the concept of offspring can't show up other places, but the idea that there's some uniqueness and unique little things. Like, it worked well in a faction set with animals because we can make a lot of little baby animals. That was very cute. Um, so my, my note in offspring is one of, I generally liked the mechanic. I think it played well. I think we, there's a lot of fun design space with it. Um, um,
But it's a little bit harder to use than you might think at first blush.
Next, gift.
So gift is an interesting mechanic.
Gift is often what we think of as a drawback mechanic, right?
Well, I get to do something.
I don't normally get to do, but there's a drawback.
And the drawback with gift is, I have to give something to my opponent.
Interesting.
The most interesting thing about gift was that the place it ended up seeing the most play was in Commander.
I mean, you play didn't limit it, obviously.
And the reason it was interesting in Commander is
giving somebody a gift isn't inherently downside in Commander.
That Commander is very much about politics.
And the idea that I do something for you
means, oh, I might get a reward later, or I put you, you know, like,
it really helps with the politics of Commander.
And so GIF, something that in normal two players,
kind of a downside, isn't necessarily a downside.
So the real interesting story of GIFT for us is,
because, you know, when we make our standard sets,
obviously we're making things to play in standard,
but we want to be aware of other formats,
especially Commander, as it's the number one played tabletop format.
And so the idea, like, GIFT was a really interesting lesson of us
is you have to view things through the lens of the different formats.
And GIFT was really interesting.
So I'm hoping that we can find more things like GIFT,
where they have a lot of flavor, like GIFT was very flavorful.
It worked fine.
in two-player, and obviously limited.
There's plenty of gift-giving.
But, like I said, it got a chance to shine
somewhere else, and that's fun to find, especially in
commanding, like I said, because so many people play it.
Next up is Valiant.
So Valiant was
kind of a fixed heroic.
Heroic first showed up in Theros.
Heroic basically said, if I'm the target
of a spell, something.
Vali just sort of broadened it out instead of a spell
or ability.
I think that
we were worried about abilities
being able to be too easy.
But the reality was
heroic ended up being a little bit hard.
Having to actually target with an actual spell
is difficult.
I mean, obviously, Theros had an aura
theme that helped it. But
anyway, I like
to think that Valiant is, I mean,
I love the word heroic, and not the heroic
in a vacuum doesn't have some
uses. But I think Valiant
is a slightly easier to use and design
around heroic.
So I do think we'll use Valiant
again. It is
much like
offspring has some structural challenges.
Valiant is like
helpful structurally.
I mean, it does want you
to be targeting things. So it does ask
something on the stat. But
a lot of magic sets want to be doing that.
And the idea that you can then do it
with abilities as well as spells means
just the weight that you have to have doesn't need to
quite as high. So I do think we'll see
Valiant again.
expend
Expend was a mechanic
that cared about you
casting a certain level of mana
like a certain mana value spell
and I do think the idea
like we care a lot about color
or we don't care a lot
about color we can care about color
we can care about card type
I think manna value is something
that we're spending more time and energy
it's something inherent to the cards
it's something you can track
and the industry thing about manna value
is you can gate it by time to a certain extent.
Like if I care about casting something with a man of value of four,
well, that's just not happening early.
I have to get to, you know, four mana before I can do that.
And even with a, you know, Landau or El or something,
okay, we're trying to turn three at best.
So I do think we'll do more with man and value.
I think expend with playing an interesting space that we'll do more with.
Forage.
So Forage was using graveyard, it's a graveyard resource mechanic,
where you can forge and you get an extra.
Excel and cards for your graveyard.
The interesting thing was,
or you could sacrifice a food.
The idea that it's a mechanic that involved food in the mechanic,
which we, I mean, we have a mechanic investigate that makes clues,
but the idea that a mechanic baked into it allows you to use
one of our core tokens was really interesting.
Obviously, we named it's forage.
I mean, it is, I don't think forage is, like, generally useful.
I think Valentin Expand, both have much more general use to them than Forage.
So I think Forage is a little bit narrower.
But I like the general thought process of tying in.
Like, we've learned more and more that the sets having a sort of token, whether it be treasure or food or clues or whatever.
There's a lot of rewards you can get from that.
There's a lot of cool things that you can build in.
It helps you do a lot of, like, archetypal work.
So having something that actually ties directly into that,
I think is neat.
I think it's something we will probably mess around with again.
And it was super flavorful.
Okay.
Once again, I'm just doing the new mechanics.
Yes, stuff like threshold was in Bloomberg,
but I'm just doing new mechanics.
Okay, Dusk Mourne.
Okay, this first thing is not a mechanic,
but I'll mention it quickly.
Enchantment matters.
I look back.
So one of the things that's happened over time is
artifacts and enchantments both exist
that they go back to the beginning of magic
every set has them
we've just done a lot more artifact sets
than we've done enchantment sets
and I think that's because the flavor of artifacts
is just easier. Artifacts are
things you know they're tangible
things and so it's a little bit easier
like oh it's a it's a world
where there's technology or something that I can
make actual tangible things out of
I think enchantments are definitely something
that we need to be tapping into
more. I think enchantments
have just as much weight as artifacts.
Yet the
imbalance between artifact sets
and enchantment sets is pretty high.
So I do, I'm happy that we
did Enchantment Matters in Dusk-Morne.
I think the
idea of modern
horror having tone
matter was really good
because that's when Chamon's does best
is non-tangible things.
So like moods and tones and
things that sort of have a
a sense to them without actually being tangible.
And I think horror films do that pretty well.
So I was very happy we used it.
I think it did a pretty good job.
Rooms.
So Rooms was our big swing.
So basically, when we make mechanics,
there is a spectrum that we talk about.
At one end is what we'll call Splashy.
And the other hand is what we call Workhorse.
Splashy means when you see it, you're like,
whoa, what's that?
And Workhorse is, okay.
okay, no one's getting excited by this, but it does good work and it makes us at work.
Mechanics tend to start more on the splashy side if they do something you've never seen before,
and they start more on the Workhorse side, if it's just, well, yeah, yeah, it's a new kind of kicker.
It's not technically a kicker, but you've seen kicker.
So, like, offspring, while cute, wasn't particularly novel from a mechanical standpoint.
You've seen squad, like we've done things like it.
And while it's very flavorful, which is why I think people liked it,
it wasn't going, wow, I can't believe you did that.
It was more like, oh, gee, that's cute.
Rooms are about as splashy as you got.
Usually splashy these days involve frame changes
or just involving some element that we've just never involved before.
You know, rooms definitely took something we've dipped our toe into.
You know, we've done two-and-one cards and other places,
flip cards, adventures, and such.
but it's a really novel thing
the idea of unlocking them
the idea that I play half
the other one sits
and I still have access to it
rooms ended up being very novel
very splashy
I'm happy we did them
we spent a lot a lot of time on them
I do think rooms
have a decent amount of design space left
but
they really
they're not easy to design
when I say they're design
space left that's not equivalent to easy to design
things can have a lot of design
space and be harder design or have a lot of design space to ease design. Or I guess if you don't have
a lot of design space, it's harder design that you don't have a lot of design space. But rooms do
have a lot of flexibility. They're flavorful. I mean, other worlds have rooms. I mean, you kind
of want something where an interior means something. But I do think I really liked it. It went over well
with players. I think they're pretty exciting. I think the second time we use them will still
actually be somewhat splashy. They're pretty high on the splash meter.
So I was generally happy. I think
there are definitely some lessons we learned in
how to make good rooms. One of the big lessons is the idea of having a cheap
room in an expensive room where you have some sort of play pattern that you
follow ended up being a little better for us. We can make
some rooms where there's both cheap or both expensive, but the sweets
spot of room design was, one's a little
cheaper than the other, so you
tend to play one before you play the other,
and that we could set up sequential stuff, which is
fun. Next,
Eerie. So, Eerie is whatever
enchantment or room is unlocked.
Very narrow.
Not that
not, I mean, I think it had
a role in the set.
You know, when enchantment matters is something,
you want a mechanic that really cares about that.
The idea
of tying in rooms to it. I mean,
The biggest danger of something like that is it really locks it here.
It is hard for us to make Erie.
Like, in order to make Erie in another set, I have to have rooms in the set.
I have to have Enchantment Matters be a core thing.
And on some level, the word Erie needs to mean something.
So probably it needs a little bit of horror.
So I think Erie was much more what we call Workhorse.
You know, it was, it got the job done.
It made you care.
it's a little
I mean because we had rooms
maybe it didn't need to be any splashier
it's a little light on the splashy side
and the interesting question
of adding rooms into it
like one of the things you always look at
is how specific do you get
and this one said
okay I'm building the set
I need this tool
I'm just going to make a very very
prescriptive tool
which means it works here
and it's not going to work many other places
I think we get to do a little bit of that
but we've got to be careful with it
Manifest Red
This is my either big favorite
of this in Rooms
I think are my two big
big successes
Manifest Red is us doing something
that we don't do all that often
which is sort of take an old mechanic
and retool it
We'd made Manifest and Fate were Forged
I think conceptually
It was really neat idea
It was designed as like proto-morph
And the idea is
I can turn any card
In my deck into a morph card
And then certain cards can turn up
like creatures and such.
And it played nice with morph and stuff like that.
The problem was the dream of what happened
just wasn't happening enough.
And so I like the idea that
Manifest Red sort of says,
okay, we're going to take what's fun about Manifest
and we're going to add another component to it
to just make it happen more.
Like, this is a fun mechanic
where the fun part just doesn't happen enough.
And so I like the idea that we went in
and we did it.
I think Manifist Red,
But I was pretty happy with how Manifist Red plays.
As I noted last year, I think, in retrospect, I wish Murders of Carlyle of Manor hadn't done,
they did their version of Manifest, and I just don't think we needed two manifest versions,
and I think this is the better Manifest version, A, because it ties into the old one in a cleaner way,
and B, this set needed it way more than I believe Murders of Carlinner needed it.
So I kind of wish we had just done this and not done that.
The last mechanic is survival, beginning of your main phase, second main phase,
if this is untapped or no, tapped.
This is tapped or untapped.
I think you're trying to get the things tapped.
Or maybe you want them untapped or try to me.
Or maybe if it's untapped.
I think it's triggered if it's untapped.
But anyway, this is the mechanic.
The facts that I probably remember exactly what it does
is kind of a sign that
I think that one of my notes
and I said this in my article is
I think Dustborn had just a little bit too much in it
a little bit too stuffed.
I'm not, survival is the one that I'm least sure
was holding its weight.
I think if I had to do it over again,
I would question, maybe we write that on a couple cards.
I don't know if we need a whole mechanic for survival.
I get what's going on.
I understand the need to represent the idea.
of survivors and stuff and
but it is definitely the
weakest of the mechanics and if I was going to pull something
it is what I would pull.
Foundations had no new mechanics
so I will skip that.
Either drift, start your
engines.
So this is interesting.
I think the idea
of speed is a very
interesting concept and the idea
that I slowly build up over time.
I like that it's very organic to the
gameplay, meaning combat is
a core part of what it is and so it's not asking you to step away from the game like
sometimes we make mini-game sort of things where it's like stop playing your game and do this other
thing this doesn't do that this is like well continue to win the game but why you're doing that you
now have a goal uh and i do like that it incentivizes you to attack in places that maybe you wouldn't
i like that there's a little bit of aggression i like um much like morbid it creates this environment
where sometimes someone attacks
in what seems like a bad attack
in a normal magic when someone leads
into a bad attack
you know, they're, look, they have a giant growth
or they're bluffing, you know, they're at least trying to
bluff a giant growth.
But with morbid or
with start your engines,
sometimes it's like, oh,
maybe they're just trying to do this thing,
you know, maybe they want me to kill it with morbid
or maybe they just want to get through.
Like, it really makes you reevaluate what's going on
and think about things.
Anyway, I do that the naming of Structure Engines is very specific.
I don't know.
Like, one of the interesting questions is how often do we want to do mechanics that are
kind of consults us out of a game piece?
I know you can do Stringengines.
The game piece reminder is pretty light.
You know, it's not like the ring or something.
But the question is sort of how often can we sort of have you play the mini game, if you will?
I think the answer is not zero because there's design space.
there and there's some interesting things. And so
I generally like where start your
engines. I like how it
played. I know it did a lot more unlimited than
it constructed.
Yeah, I don't know.
It adds
some fun texture. I like what
it did for limited especially.
I do think
we could mess around with speed without
necessarily messing around with start your engines
per se.
I think that those two components don't have to be tied together.
So there's something here that's salvageable, but, yeah, it didn't quite succeed as much as I hoped,
but I do think there's something cool about it.
Saddle, technically Saddle first showed up in Outlaws Thunder Junction.
It was created here and then used in Outlaws'L Thunder Junction.
I generally like what Saddle does.
I like this solution to mounts, which really is.
is let's just make a crew varied sort of that works on creatures.
And I do like how we played.
I like the design space.
Definitely something we'll come back to.
Exhaust.
I like the idea we finally named once per game actions.
I like the word exhaust.
That the exhaust made a lot of sense in a racing set,
but also makes that outside a racing set so that naming is really good.
And I just generally, I think once per game effects are really powerful.
I think we'll use them again.
Tarkere Dragon Storm, Behold.
I mean, we've used Behold before.
We finally named it.
So I have to have this thing or be on the battlefield in my hand.
Behold is really nice when we have something that's more expensive dragons being a great example.
It's neat in that it allows you to do them without necessarily having to have the thing in play, which I like that.
And so I like the word Behold.
I think we'll find other places to use Behold.
So I definitely think Beholds has a good chance becoming deciduous.
Endur.
So, Endur is a variant of Fabricate from Kaladesh.
Endur N means you get N plus one plus one counters on this creature.
A creature gets endure.
Or you can make an NN creature.
So the idea is, Endur 2, I get 2 plus 1 plus 1 counters or I get a 2-2.
I think this fix.
One of the problems with Fabricate was it was really hard to design.
that the band where it's the right creature
and that I have an honest choice
between the plus one plus counters and the creature
the individual creatures were so valuable
that it was hard to get people
to pull the plus one plus counters on
and additional creatures come up with the board and stuff
and so this was a nice answer
to sort of make the two a little closer to each other
and avoid a lot of the board stuff
so I think this is a nice clean fix for Fabricate
my gut is we will use in Durr again
Flurry is us finally naming second spell.
We do it all the time.
I don't know how often we'll actually call it Flurry.
I think we will when there's like a faction mechanic or something.
I don't think we're going to do it on a regular basis
just because it adds words that don't add a lot of value to me.
I'm glad we finally named it just because I think it's worthy of being a faction mechanic
and it kind of need to be named to do that.
Harmonize.
So harmonize is a flashback variant with the added value
of you can tap a creature
to use its, I think
it's power, power toughness, to reduce
the spell, the flashback cost.
So the idea essentially is, we
were looking for a flashback variant that you want to play
in a deck full of large creatures,
which was a daunting challenge. I think Harmonized
did a good job of being that.
I generally like a harmonized played.
It is one of those mechanics that
is, it solves a very specific
problem, and I don't know how many sets
will have that specific problem.
But I do like the idea of a flashback variant that's more conscious about creatures.
So I do like that.
I mean, what we've learned is flashback is really cool.
We tend to do flashback variants.
I mean, we do flashback, but we also do flashback variants.
And so just finding different ways to do flashback is neat.
And I like the tie to creatures.
I think it actually plays really nice.
Mobilize.
I really liked mobileize.
So mobilize.
Mobilize N.
You make N plus one plus one on the counters that are like red warriors.
And then at end your turn, I think you suck.
sacrifice them. And they go away. I think you second place them. The idea there is that you get
sort of, and they have haste. So you have temporary attackers. In fact, I think they, I think they
have to attack. When you attack, you make these one-one creatures that have haste and are
have to attack. And they join attacking. So I like the value. I like the idea of tokens that
mean something, but they're not just things sitting on the board. They kind of have this free
attack value. Often you're scared of attacking
with your 1-1 just because you want them to die.
Here's like, where they're going to go away anyway, and
you're forced to attack with them. So
I like the idea of sort of
taking what can be fun and just kind of
forcing it, which I think is kind of neat.
We tried a lot of things with mobilized.
Originally, they had menace, the tokens,
and in the end, we found the simplest
version of it was clean.
We will use mobilize again.
It's a very nice mechanic. It's a good agro
mechanic, so I did like that.
Renew was a new
ability word we use on cards in the graveyard
that you could spend from the graveyard
you can exile the card for the graveyard
to generate an effect, usually not the same
effect as a spell for that flashback, but
generate an additional effect.
There is some question whether we were supposed
to do harmonize and
renew in the same set. They're both playing, I mean,
they're different, but our
graveyard's a little more, normally
we have less things, you know, we have one mechanic
of kids about the graveyard if we're not a really heavy
graveyard set, which this
ended up maybe being because we had two things
I think Renew is like Flurry.
We do that all the time.
Maybe it makes sense to name it in a place where we want to point attention to it.
But like Flurry, I just don't think we're going to use Renew most of the time.
But it's in our back pocket.
If we need a word, now we have a word for it.
Okay.
And we finally get to Final Fantasy.
Let's start with Saga Creatures.
Big hit.
I think this was a...
One of the things that Universe is Beyond sets are trying to do.
do is they want to capture the flavor of what they're doing.
And so I think the idea of creatures that come to your aid, but there's a limited amount
of time you get them, was just the perfect answer.
And, I mean, saga creatures are definitely in our bag of tricks now, and we, you know,
or our toolbox, whatever metaphor I want to use, we will definitely make use of them again.
I think they were, they were very well received, people liked them, and it's interesting.
we did vanishing slash fading many years ago and that never really went well people didn't like it
it felt too negative to them but it's interesting that we make a make a you know make a saga out of it
and grant you small abilities along the way and people like it so it's a good example of presentation
matters like drawback mechanics can be fun but wow people really want the flavor reason of why
their drawback mechanics. And so
part of our job is to find those.
The
tiered is a mechanic
kind of like
Outlaws of Thunder Junction had
Spree. The difference between Spree
and Tiered is tiered. You can only
choose one. Where
spree you can choose as many as you want. But the idea
is it's got a kicker. You can
choose which kicker you want. Each kicker
can have its own cost.
In some way it's funny.
Tierd and spree are playing in the same space.
I guess from a design standpoint,
maybe the correct answer for us was
maybe we should have come up with terminology
that connected them
so that we could use them.
I'm not a fan of making them learn two vocabulary words
when they're so close to each other.
Now, I will say these are ability words.
Or are they ability words?
Maybe they're not ability words.
I guess it's a key word.
But anyway, they're pretty straightforward
what they do.
But I do like,
mechanically, I like it a lot.
I like the idea of kicker with choice.
Choice is a great mechanic.
Kickers is a great mechanic.
Well, combining them obviously really good.
The other thing we did is job select.
So job select, we've done things like this before.
The idea is it's equipment that makes its own token.
In this case, it made a 1-1 hero.
So I like equipment that attaches.
One of the problems with equipment in general,
is it eats up non-creature slots,
but if you can use a mechanic like this
or for Mirrodin or a living weapon,
you can use something in which
the equipment gets to go in a creature slot,
it just makes it a lot easier for people to play them,
and they just get played more.
I don't know whether at some point
we'll make a generic version of this.
We keep making very...
For Mirrodin, it very much says,
hey, I'm a rebel on Mirrodin.
So that's not something you can use in a lot of places.
I assume one day we'll make the generic version.
I don't think Jobs Select is also doing Final Fantasy, so eventually we'll get to do the generic versions, my guess.
This is the larger concept is basically deciduous.
We can make equipment that makes its own creature to put it on.
I do think you will see that many times.
It's been pretty good.
The other interesting thing, I'm almost, I'm at work, but I will quickly finish up here.
The one other interesting thing we did is we made more tall.
tokens in Final Fantasy that are their own win condition.
The chokobos have landfall built into them.
The wizards, say whenever you catch a non-creature spell, it does one damage to the
opponent.
The idea that a lot of spells can just make this thing, and this thing tells you your
wind condition, is a really interesting design.
A lot of times when we make tokens, the tokens tend to be as simple as they can be, and
you know, they're vanilla or they have, like, you know, keyboard ability, and, you know, you
usually winning with him, like, well, I overwhelm you.
Like, it becomes about attacking.
Where the neat thing about chocobos and wizards, dark wizards, black wizards,
is they sort of create a style of play for you, which is really interesting.
And as you get more of them, it just leans you into wanting to build a certain deck,
which is very neat.
The challenges with it is you get a lot more color restrictions.
Like, one of the biggest problems with black mages is they have the word black men.
in them. You kind of put them on black cards, but this ability is way more red than it is black.
Black doesn't tend to do damage. It more does life loss. Now, we bleed that a little bit.
You know, there's some aesthetics there. So I do think that having tokens that have more
text on them, while there's plenty of good that comes from, and it does a lot of neat
structural things, it does come at the cost of they're a little bit harder to use, and they
have other restrictions like Color Pie things we have to worry about.
So anyway, I'm now at work.
So hopefully, like I said, the whole reason to do this podcast was just to give you more thoughts on the mechanics or how we think about them, what we liked, what we didn't like.
I know as we get more stuff for me to write about, you know, I'm already, like I have a 3,000 word count and I think my state of design article was over 5,000 words.
So I was like way over, I was way over what I was supposed to be, to begin with.
So I do like writing state of designs.
I do think that the podcast gives me more chance to talk nuanced and talk about mechanics.
So I think I will continue this tradition.
So anyway, I hope you enjoyed this state of design 2025 supplemental podcasts.
But I am at work, so we all know what that means.
That means instead of talking magic, it's time for me to be making magic.
I'll see you all next time.
Bye-bye.