Case study · Product design

Designing a System, Not a Screen

A draft guide that has to work on day one of every new set — with almost no data — and get sharper every day after.

Role
Product Designer — system design
Sector
Gaming — Companion App / TCG Data
Scope
Discovery, template system, data-confidence UX
Status
Live · re-runs for every new set

The problem

Magic releases a new Limited set several times a year. Players need to learn how each set plays — but on release day there's barely any match data to base that on.

What I did

Designed the Set Guide as a repeatable system rather than a one-off page: one template that's useful hours after a set drops and sharpens automatically as matches accumulate.

The outcome

A guide players check before their first draft of a new set — used most heavily in exactly the window where a guide matters most.

01Starting point

This wasn't one product to design once. It's a system that gets re-populated from scratch every time Magic ships a set.

The challenge wasn't “build this page.” It was “build the thing that builds this page, correctly, every time.”

A new set launches with a huge appetite for guidance — players are drafting immediately — and almost no data. Winrates, archetype popularity, and card rankings are all built from real matches, and on day one those samples are tiny or don't exist. A guide that pretends otherwise misleads players at the exact moment they need it most.

188

draftable cards

21

color combinations

470k+

matches — but on release day, that data starts at zero

02Discovery

The real constraint wasn't visual — it was temporal. The same page has to be honest on hour one and still useful on day thirty, without becoming two products.

Early in a set's life, tiers show gaps, low-volume combinations carry visible flags, and most of the value comes from editorial framing — named archetypes, mechanic explanations. As match volume grows, the data increasingly carries the page on its own.

One page, across a set's lifecycle
  1. Hour 1

    Editorial carries it

    Archetype names, mechanics, signpost cards. Tiers show gaps honestly.

  2. Week 1

    Mixed confidence

    Popular combinations rank reliably; thin ones stay flagged.

  3. Day 30

    Data carries it

    Full tiers, filterable views, card-level pick order.

Same template, changing balance of editorial and data
03The core debate

The hardest decision wasn't what to show — it was what to do when there isn't enough data to show anything trustworthy yet.

ApproachWhat it solvesWhy it wasn't enough alone
Data only, wait for volumeNever misleadsLeaves the guide empty exactly when players need it most — set release
Curated editorial onlyUseful from minute oneDoesn't scale — fresh write-ups every set, and never improves with real results
Editorial + data, blended with confidence flagsUseful day one, sharper over time, honest about which part is whichRequires the system to know — and show — how much to trust its own numbers

The approach the system was built on

Curated content — archetype names, mechanic explanations, signpost cards — carries the first hours. Confidence flags like “Low Match Volume” mark where the numbers are still thin, instead of hiding thin data or presenting it with false authority.

04Decisions
01

Design a template, not a page

The real deliverable was the system: which sections exist — Set Overview, Top Colors & Commons, Archetypes & Signpost Uncommons, Combat Tricks, Set Mechanics — and how each degrades gracefully when data is thin instead of breaking or lying.

02

Editorial content as the day-one bridge

Named, themed archetypes — Azorius Humans, Rakdos Goblins — with short explanatory text give players a starting strategy before anything can be ranked reliably. Written once per set, designed to sit naturally beside the data once it exists.

03

Confidence flags instead of hiding thin data

Combinations with too few matches are marked — “Low Match Volume” — rather than suppressed or shown with the same visual weight as well-supported data. A pattern reused from elsewhere in the Untapped.gg family, applied here to the set-release maturity problem.

05The solution

A template that builds the page, correctly, every time

One page structure with modular sections that show or hide themselves against volume thresholds.

  1. 01

    Set Overview

    Fast orientation to a brand-new set

  2. 02

    Set Guide

    Color tiers beside curated archetypes

  3. 03

    Set Mechanics

    Explanations written once per set

  4. 04

    Pick Order

    Card-by-card draft guidance

“Guess at a new set”“Draft with a system built for day one”
Step 01

Avg. game turns, duration, best and worst performing colors, draftable card count — the fastest possible orientation to a brand-new set.

Set Overview: average game turns, duration, best and worst performing colors and draftable card count for The Hobbit.
Step 02

Color-combination tiers next to curated archetypes. Tier C reads “No archetypes in this tier” rather than inventing one — the gap is the honest answer.

Set Guide: top color combinations ranked in tiers, top commons by color, and curated archetypes with signpost uncommons.
Step 03

Curated mechanic explanations — written once per set, and the part of the page that carries it before any data exists.

Set Mechanics: curated explanations of Storied, Recruit and Hone Counters with their key cards.
Step 04

Card-by-card draft guidance, tiered and filterable by color, mana value, and archetype — the decision layer used live during a draft.

Pick Order: card-by-card draft guidance, tiered and filterable by color, mana value and archetype.

Captured live on mtga.untapped.gg — The Hobbit (HOB), August 2026.

06Trade-offs

The same template has to serve two very different moments — a set's first hours, and a mature set weeks later.

Rather than build two products, the trade-off was one template with modular sections that show or hide themselves against volume thresholds: more design and engineering complexity up front, in exchange for one consistent product players learn once and reuse for every set.

The confidence-flag pattern itself wasn't invented here — it's reused from other parts of the Untapped.gg product family and applied to this system's specific data-maturity problem.

07Outcome

Where it stands

Live and re-used for every new MTG set release, currently serving The Hobbit. Usage is heaviest in exactly the window the system was designed for: the first days after a set drops, when players most need guidance and the data is thinnest.

What I learned

Designing a system that repeats itself is a different problem than designing a single flow. The real spec isn't “what does this page show” — it's what the page does when it doesn't have enough information yet, and how it knows when to trust itself more.