Jeremy Geist
@jeremygeist.bsky.social
120 followers 54 following 50 posts
Designer on Magic: the Gathering. Credits include Bloomburrow, Duskmourn, Foundations, Edge of Eternities, and Lorwyn Eclipsed. I phase in every ~2 months to post a bunch of design stuff and then phase out again
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jeremygeist.bsky.social
Hey everyone! Using feed-based social media is bad for my health so don't expect me to show up often, but when I do it'll be to offer design insights into sets I worked on (and the occasional dumb joke I can't resist posting). #wotcstaff
Reposted by Jeremy Geist
wotcmatt.bsky.social
Thanks to @moxserra.bsky.social, @megansmith13.bsky.social, @melissadetora.bsky.social, and @jeremygeist.bsky.social for Time Walking with me today and to @aryawrites.bsky.social for setting the whole thing up. Follow them and learn more about Trans Lifeline, the cause we were supporting, below.
magic.wizards.com
Support the cause by donating to our direct fundraising page here: tilt.fyi/Jr23vhNVE6

Want to learn more about Trans Lifeline? Visit their official website here: translifeline.org
jeremygeist.bsky.social
I'm raising money with some fellow designers to support Trans Lifeline! If you have a burning design question you want answered, check out our stream and make a donation! tiltify.com/@hogpog-98/w...
Tiltify - Made for Fundraisers
We give you the tools to engage with your donors and raise more for your charity
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jeremygeist.bsky.social
There's some really cool mechanics and individual cards coming next year and I can't wait to see what you think about them!
jeremygeist.bsky.social
The 2026 sets getting announced means it's time for me to brag about the sets I worked on! #wotcstaff

🧚 LORWYN ECLIPSED: Vision, Set
🦸 MARVEL SUPER HEROES: Exploratory, Vision (Strong Second)
⁉️ REALITY FRACTURE: Exploratory, Vision (Strong Second), Set
🖖 STAR TREK: Exploratory, Vision, Set
jeremygeist.bsky.social
We eventually settled for singling out warped cards in the text of the void effect, which is wordy and inelegant but allowed both mechanics to follow whatever timings they want. Void also went from caring about creatures and artifacts to any nonland permanent at some point
jeremygeist.bsky.social
However, warped cards leave the battlefield at the beginning of your end step, which means that end-step void effects won't see them, which is both frustrating and unintuitive. We tried making warp cards exile at the end of your combat, but that made the timing a lot more annoying for that mechanic
jeremygeist.bsky.social
Being able to access void effects on your end step is an important design tool for this kind of mechanic – it allows players to play the card whenever they want on their turn and in general makes keeping track of effects easier
jeremygeist.bsky.social
...that said, while void never changed substantially, there was certainly a lot of debate over the small details. Void's biggest issue was its coexistence with warp, which ostensibly synergized with it but had weird timing issues
jeremygeist.bsky.social
1. Andrew Brown, the set lead, recommended we use a morbid variant. It playtested well. THE END
jeremygeist.bsky.social
My final thread on #MTGEternities is about void! Void has a very lengthy development history, and I hope I have time to capture it all! #wotcstaff
jeremygeist.bsky.social
Oh yeah you finally reminded me to show you this video
jeremygeist.bsky.social
If there's one thing I like doing it's coming up with names for design concepts 🫡
jeremygeist.bsky.social
I am so happy Kill-Ship deals 10 damage instead of destroying, those little touches are important
jeremygeist.bsky.social
I was the only big anime fan on the team, and though I have seen part of Outlaw Star, for some reason the only space opera anime I could think of at the time was Legend of the Galactic Heroes
jeremygeist.bsky.social
Can you put *NSYNC on the deck box and sleeves please
jeremygeist.bsky.social
Unending Whisper, Colossal Plow, Wash Away immediately come to mind as cool stuff you can do in the format
jeremygeist.bsky.social
Warp is also a highly textured mechanic – it works with effects that care about things entering or leaving the battlefield, "cast from exile" synergies, station, flicker effects, checking for high power or mana value, and so on. A perfect mechanic to center an entire set around!
jeremygeist.bsky.social
My most recent Magic design fixation is on "textured mechanics" – mechanics that have a lot of small facets that you can make other cards synergize with. Manifest Dread in DSK is a good example – it enabled graveyard, power-2, and face down decks that all looked pretty different from each other
The Magic: the Gathering card "Manifest Dread". The Magic: the Gathering card "Hand That Feeds". The Magic: the Gathering card "Splitskin Doll". The Magic: the Gathering card "Oblivious Bookworm".
jeremygeist.bsky.social
I'm really happy with how many ways we could figure out to make warp useful without giving the creature haste. Some of my favorites are All-Fates Stalker becoming a flicker effect if you warp it and Bygone Colossus inviting you to find stuff to do with it (its nickname in the pit was "Combo Golem")
The Magic: the Gathering card "All-Fates Stalker". The Magic: the Gathering card "Bygone Colossus".
jeremygeist.bsky.social
Abro refined the mechanic into the version of Warp you see in the final version of EOE. It immediately proved super fun to play and we kept it in roughly the same version through the rest of design (though there was some discussion around its interaction with void – I'll get into that later)
jeremygeist.bsky.social
Playtesting swiftly proved that the Towershell mechanic meant that a creature either could get infinite ETB triggers without repercussion or made it impossible for you to maintain a board presence. However, it did pique the interest of Andrew Brown, the eventual set design lead
jeremygeist.bsky.social
I felt that Towershell's ability expressed the concept of a creature vanishing into hyperspace/warp speed and then arriving again next turn. There was only one problem: The mechanic was bad
jeremygeist.bsky.social
The mechanic I submitted was based on...Meandering Towershell.
The Magic: the Gathering card "Meandering Towershell".
jeremygeist.bsky.social
Warp's genesis was in early design explorations. The exile zone, flavor-wise, has been treated as the weirdo zone connected with the Blind Eternities, so for one homework assignment, everyone tried to design new mechanics that interacted with the exile zone in some way