Magic: The Gathering Drive to Work Podcast - #445: Frames
Episode Date: June 16, 2017I talk about the use of different frames and walk through the many times we've used frames to aid the game mechanically. ...
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I'm pulling out of my driveway. We all know what that means. It's time for the drive to work.
Okay, so today I'm talking card frames. Okay, so and not just card frames, but sort of talking about the history of card frames and how they become a design component.
So we will get there. Okay, so when the game first came out back in Alpha, Jesper Miraffors, who was the original art director, made card frames.
And the card frames were meant to match the colors.
You know, each of them had sort of a, like every white card had the same frame.
Every blue card had the same frame.
And so when the game started, there were five normal frames, one for each color. There was an artifact frame. There
was a land frame. And I think that was it. I think when the game began. In fact, when I talk
about card codes, I remember like common white number one. The white actually refers to the
card frame. That's why it's in the card code.
Now, it happens to be the color and the frame overlap.
But actually, the reason we reference it,
and that's why land and artifacts have their own code,
because they have a different frame.
Anyway, so let's walk through the fun of card frames.
So what happened was the card frames as we knew them
lasted from Alpha through 8th edition and then in 8th edition we made a new
card frame and we changed up how they looked. You know, we changed the font
in the writing and you know we just sort of changed sort of how the presentation
of it. The earlier frames used to have white writing on
the dark background, and the newer ones now have black writing on a lighter background,
make it a little easier to read. And then in Magic 2015, we did a tweak on it. We added the
little bubble, the security bubble at the bottom. So anyway, card frames themselves have gone through some changes, but what I'm going
to talk about today is sort of functionalness of card frames. I'll talk a little bit about
aesthetic card changes at the end, but basically what happened was as magics progressed, we found
need for other things. Now, so the Legends, which was the third set back in 2004, it was Arabian Nights and then Antiquities and Legends.
Legends was the first set that had a new component that required a brand new frame, which was multicolored cards.
It also introduced Legends, but legendary cards didn't require a new frame.
But multicolored cards did because, oh, well, now you can't just use a red frame or a green frame if it's red and
green. And that's where we introduced the gold frame. That's the first time the gold
frame happened. To sort of say, hey, this is a different frame. It requires a different
mana cost. You know, when you see it, it's not just red or just green. It's gold. And that tells you something different.
So we then chug along.
So in 1996, I created a set called Unglued.
And one of the things of Unglued was the idea that we wanted to mess around with sort of some of the fundamentals.
And because the set was made,
we individually designed each card.
Each card was treated like a piece of art.
So I had the flexibility to change whatever I wanted
because each card was sort of independently designed,
which is different.
Most of the time, the way we do magic cards is
we just take the frame and drop it inside
the portion where the frame goes.
But Unglued was messing around.
Things broke out of frames,
and Lexivore ate its own text box,
and stuff like that.
There were a couple cards that I was messing around with.
One was, there was a card called Spark Fiend.
And Spark Fiend,
Spark is craps backwards,
although with a K.
So Spark Fiend had you play the game craps.
We had dice in Unglued.
And basically, you had to roll dice.
And essentially, you were following the rules for craps.
But, I had to write it out.
And so, I thought it would be funny if
we made the text, the art box,
really small, and the rules text
really big.
And so, the way it works is
that there is a little, like the eyes, a little, tiny, skinny rules text with the rules text really big. And so the way it works is that there is
a little, like the eyes, a little tiny
skinny rules text with the eyes of the creature
and then this giant text box.
Likewise, I had a card called
Burning Cinder
Fury of
Crimson Chaos Fire. It was an
enchantment and I thought it would be
funny to give it a super long name.
Obviously Unhinged would go even farther with that joke. and I thought it'd be funny to give it a super long name. Obviously, unhinged would go even farther
with that joke. So I turned
it sideways.
Enchantments don't need to turn, so it being
sideways, you know, there's no tapping of enchantments.
So I put it sideways, and
it has a long thing-art and a long, you know,
thin rule text box because it's sideways.
Anyway,
I did a bunch of those kind of things
where I would mess up and I would change around the frames
to sort of allow myself to do something different
and then
in Unglued 2
also in Unglued 1
I made a card called BFM
Big Furry Monster
and it was a card so big
that it had to go on two cards
and so the idea was one card represented the left it had to go on two cards.
And so the idea was one card represented
the left half of the card
and the other was
the right half of the card.
And if you played them together,
then you got to put them
in play together
and you would literally
lay the cards next to each other
and you would create
a giant card.
So when I made,
so Unglue 2 was a set
that I made right after.
Unglue 2 never got made,
so for those who are confused
what I mean. Unhinged got made six years later. Unglue got made the set that I made right after. Unglue 2 never got made, so for those who are confused what I mean.
Unhinged got made six years later.
Unglue got made the next year, never came out.
For Unglue 2, I liked the idea of doing the reverse.
Instead of a card so big that it required two cards,
a card so small that two cards could fit on a card.
And I made the early version of what we've known as the split creatures.
Split cards. I'm sorry, not split creatures.
Split cards. So,
Unglue 2 never got made,
but when Invasion was made
many years later, I said to
Bill that I had this card
that was pretty cool that I had made for Unglue 2,
and while it
looked weird, there was nothing about it
that sort of broke any fundamental gameplay.
The gameplay was pretty clear and clean
and, I mean, you had to make rules
for it, but it was pretty straightforward
what the card did.
So,
you know,
there was some hesitance. I did a whole podcast on split cards
so you can listen to that podcast to hear the
journey
to get them made. But anyway,
we changed the card frame.
We made a new card frame for them.
And that was the first time in a Black Border card
that we had made, I mean, we had made new frames
like new gold frames, but once again,
that was just us, you know, okay,
there's new colors we have to worry about.
That wasn't, this is like a,
I don't know if novelty is the right word,
but it's something that just looks different.
This was not the way a normal Magic card looked.
Now, given each of the little cards kind of looked like a Magic card,
but it's still, when you saw this for the first time, you're like, wow, this is different.
And Invasion was really the first time where we, especially in Black Border,
where we changed, we made a brand new card frame to enable a new mechanic.
And the reason we did the card frame the way we did,
I mean, novelty was one reason,
but a bigger reason was it did a better job
of conveying what the card was.
Oh, this is one of two cards
and I can choose which card to use.
Well, the way we laid it out enabled that.
So one of the things you'll see today is
over time we start to understand that using card frames can help you sort of, can help communicate how things are done, how things are made, how things are played.
And that it's, that card frames go beyond just being something that's ornamental to something that actually enables gameplay.
Okay, so next we travel a few years later
to Champions of Kamigawa.
And there, we made something
we refer to as split cards.
Not split cards, sorry, flip cards.
So what flip cards were is they were creatures,
you would play them, and then
under certain conditions, they would change into a second
form. So these are the precursors
to double-faced cards.
But the way it worked is the card had two orientations. So it had in the center it
had a rule, had an art box and on both top and bottom had rules text. And it was a
creature so it had a power of toughness box. And so you would play in a certain
direction which was the direction that the mana cost was. And then when you
change it you turn it upside down and the way the art was done
is part of the art
was upright one way
and part was upright
the other way.
So no matter what orientation
you had it,
you could look
and you could see it
and you could see
which orientation,
well, there's art
that matched that orientation.
And so flip cards,
once again,
that wasn't something
we could do.
The flip cards required us
to make a brand new frame to convey what it was.
It was a brand new thing.
The idea of a card that had a dual state to change between the dual states.
Now, as you'll see, that wasn't probably the best execution of how to do it.
We learned later on better how to do it.
But it was us experimenting in that space.
So a year later was Ravnica and we introduced hybrid mana.
So hybrid is another example of kind of like the gold frame is we introduced a
new frame that had a new meaning and we needed to get a new frame for it. Now
interesting story about this one was many years earlier one of my problems
with the gold frame for multiolored cards was it does a
poor job of describing
it doesn't really do a good job of describing
what colors are on the card.
That normally if I have a red card with a red frame
I can from a distance go, oh that's a red card.
But if I have a red and green card
that's gold, that's a multicolored
card, you know, originally it's like
oh it's just a gold frame.
Like, I can look at the mana cost, but other than the mana cost, the mana cost was the
only thing giving me any idea what the colors were.
And we felt like it needed to have a little more guidance than that.
So I helped a bunch of us, I was one of the people that spearheaded it, made a new frame
of which, for two-color cards,
the left side was one color and the right side was a different color.
So, for example, let's say it's a red-green card.
The left side was a red frame and the right side was a green frame.
And from a distance, you're like, oh, well, that's red and green.
We tried to get those to use for, to change to multicolor.
We did not. It did not happen. But we did change the
multicolor cards. It's called a pin line. There's a line that goes all the way
around the card. Before the pin line was gold and so we did is we changed the
pin line so it's half one color and half the other on cards that are two color. So
a red green card would have a left pin line be red and the right pin line be
green to help a little bit. Anyway those card frames that we did not use for the multicolor cards,
we ended up using for hybrid because when we needed to find a frame for hybrid cards,
I'm like, wait a minute, we did make something and this does convey it is red and it is green
in a way that's different. And we don't want people confused because if we gave it a gold frame,
you know, it would, a lot of people like, oh, I guess I play red and green. Well, no, no, no, you play red or green. You don't need
to pay both. And so we use the hybrid frame, well, we use the frame that we
originally made for multicolor cards to be the hybrid frame. So Invasion
introduced the hybrid frame. That's an example of a little bit ornamental more
than mechanical, although it definitely kept confusion from happening. And that's an important part of frames is communicating stuff. So they did say, hey,
hey, hey, hey, I'm not a traditional gold card. I am a hybrid card. That's a different thing.
Understand what I am. Okay, next in Lorwyn, we introduced a brand new card type. The planeswalkers
introduced there. And so the planeseswalkers required a brand new
card frame because it did something, it just didn't fit in a normal frame. And we wanted
Planeswalkers to feel special and different. So we worked really hard to figure out how to do that.
And the idea we came up with was that they had a full frame.
If you look at a Planeswalker, the art actually fills up the whole frame. Now some of it's covered
up by text, but it is a full frame piece of art, which is a little bit different.
In the actual, when we were playtesting Planeswalkers, the way we made them is we turned them sideways.
So it had rules text, and then it had a little mini version of the picture on the side.
But Jeremy, our art person, felt that that just didn't look good.
So anyway, he's the one that created the modern-day Planeswalker frame.
And when we made it, we also actually asked for not just three ability Planeswalkers,
but four ability Planeswalkers.
We knew we'd eventually do that, so we designed both those at the same time.
Okay, next happened during Innistrad.
So Innistrad, we sort of redid what flip cards had tried to do, but
slightly better, where we made the double
face cards. Now the
front of a double face card looks a lot
like a magic card.
There's a couple differences. One is
we wanted to convey the two states
so there's a little bubble in the upper left hand corner
that talks about which side it is.
There's a sun and a moon
on an Innistrad. We would change those later
as we do different things with double-faced cards.
Also, when it's a creature, which is most of them,
in fact, I think all of them in Innistrad were creatures,
there's a little reminder of what the power and toughness is
of the reverse side to give you a little clue.
It doesn't tell you everything,
but it gives you a little sense of what the thing's changing into.
little clue. It doesn't tell you everything, but it gives you a little sense of what the thing's changing
into.
And
yeah, double-faced cards,
like I said, is
you start to see around Innistrad
that
we're starting to get a little more bold
about using card frames.
I think that double-faced cards really opened up
people's eyes because
it was something that was very controversial when we made it
and ended up being really, really popular once it came out.
And I think people were getting a little more willing to experiment with that.
Okay.
And then, what's next?
Next is...
Oh, Rise of the Odrazi.
So, Innishrod...
Oh, wait, wait, wait. Sorry, sorry. I went out of order. Rise of the Odrazi. So, uh, Innishrod, um, oh, wait, wait, wait,
sorry, sorry, I went out of order.
Rise of the Odrazi is before Innishrod.
Um, so Rise of the Odrazi actually had two frame changes. Sorry, I went out of order there.
So right, right before Innishrod
was Rise of the Odrazi. Um, Rise of the Odrazi
had two things. First off, we for the first time
had a full colorless frame. Some of the Odrazi
were colorless, and so we made up a colorless
frame. Ends up, it kind of was similar to the planeswalker frame in that it's full art and that um there's
text that go on top of it but the colorless frame is the land or sorry the art goes for the full
frame of the full art of the frame the frame is um all art but then the text goes over it um
and so we introduced colorless and we had the leveler mechanic,
which was cards that would change over time.
So leveler was before double face, which would become a set later.
Leveler has three levels on it,
so it looks like it has three different rule text boxes,
each with their own power toughness.
And the idea is you sort of mark it as it goes up.
That was a more controversial one.
It was a lot...
It was confusing
understanding how it worked
and it was a little more mixed
of how people received it.
Some people really liked it.
The cards were fun to play
but they were a little messy
and looking
and they didn't necessarily...
They didn't necessarily convey
the... how it changed. Like you had to kind of convey how it changed.
Like, you had to kind of learn how it worked.
The best frames sort of teach you themselves how it works.
Okay, but next was another Tinsman-led set,
was Avacyn Restored a couple years later.
We created something called Miracles.
And what Miracles are are cards that the turn you draw them,
when you draw them, when you draw them,
you can cast them for a lower cost.
But they have to be something you just drew.
So when playing that environment, you have to be careful when you draw a card because you have to reveal it's a miracle when you draw it if you want to be able to use it
because if you put it in your hand, then it's too late.
There's no way to prove you got it this turn.
And to make sure it was very loud that people recognized they'd drawn a miracle,
we changed the frames.
As you can see, we're starting to get more comfortable
with changing frames for mechanical reasons.
Like, hey, we want to make sure you notice you're drawing this.
Hey, let's do something different.
So the external part of the frame had a little,
that's hard to describe,
white streak sort of things to sort of say,
hey, I'm a miracle, sort of help you with that.
And as you can see, you know, early days, we go a long stretch of time with a frame change. And
back then, like frame changes only happened because they definitely needed to happen,
because there's no way to convey the card. So we're starting to get into now where things where there was a way to do it,
but we think there was a better way.
We can help communicate stuff.
So next we get to Battle for Zendikar
and the Devoid frame.
So the idea was we had cards.
We had made a card in Future Sight
where the card was,
it had a red effect and required red mana,
but the card was itself colorless.
And the...
We wanted to convey that, but we didn't...
So we wanted to make cards that had a color,
that required a color, that were colorless in play.
And the game cared about colorlessness.
That's one of the qualities that you cared about.
So how do we make sure in your hand, we make sure you're
aware that this requires colored mana, but
in play it's colorless. So we made the
devoid frame, which has
color elements, like the
title bar has color elements in it.
So the title bar looks
like, you know, the box for
the title looks like a box that would
for a red card.
But the main frame looks like a colorless frame.
So it's sort of a merging between... It has a little bit of elements of colored at the top,
but most of it is colorless.
So in your hand, when you're just fanning your card,
it looks like a colored card.
And in play, it looks like a colorless card.
And in play, it looks like a colorless card.
Then we get to Shadows over Innistrad and Eldritch Moon.
So Shadows over Innistrad brought back double-faced cards.
Oh, we had also done double-faced cards in Magic Origins before Battle for Zendikar.
The only thing we changed is the front of the card was a normal card.
It was a creature. but we changed the icon. So it
now was, the backside is a planeswalker. I'm not sure what we did for the front side icon.
But once again, it looks like a normal double-faced card. We changed the icons a little bit.
Oh, the other thing I forgot about double-faced cards is they required us to make a card,
a replacement card, in case you didn't have sleeves, which each time we make double-faced cards, we have to make that.
And that card's kind of a checklist card
so you can check the card you're playing with
and then play with that if you don't
have sleeves
because double-faced cards obviously
have no back. And then when you draw it, you then
go get the double-faced card that you have on the side.
I forgot about those. Those are
also very functional. Okay, so
in Eldritch Moon, we introduced a new tweak on double-faced cards, which was meld cards.
Obviously influenced by Big Furry Monster.
So the way meld cards work is there are two cards that when you transform them,
if you transform both of them at the same time, but they only transform at the same time,
you then turn them up and they come together to make a giant card like BFM did.
So there's a left half and a right half, come together to make a giant card like BFM did. So there's a left half and a right half and together they make a giant card.
And there are three sets of those in Eldritch Moon.
Okay, then we got up to Kaladesh.
So Kaladesh introduced vehicles.
So vehicles were a brand new artifact subtype,
but some of the time they were creatures.
But they weren't always creatures.
So the problem was we wanted to show you power toughness, but make sure we communicated to
you that it wasn't just a normal artifact creature.
So we made a special frame for them so we could communicate, hey, these are vehicles,
vehicles look a little bit different.
And so they have a quality so you sort of read from them, they're artifacts, but they
look different so you're like, oh, these are special artifacts. These are vehicles.
And then, a set later, sorry, a block later, in Amonkhet, we have the Aftermath cards.
So the Aftermath cards were kind of like a cross between Split cards and Flashback cards.
Oh, Flashback cards, by the way, it's not a frame change. We did have a little icon we used during Odyssey that showed you they were active in the graveyard.
I'm not sure. I mean, not really a frame change, but anyway.
Aftermath cards, so the problem was we wanted you to cast it from your hand and then be
able to cast it from your graveyard.
If we made them look like split cards, then you thought you had a choice which side you
could play, but you don't.
So we oriented one face up that looked at you so when you fanned you could read it
and another that was sideways
so the idea that when you put it in your graveyard
you could turn it sideways to signify to you
hey I have this spell that I can cast on my graveyard
that frame a little more dubious of a fan reaction
it's functional
it's not as pretty as some of our other frames
and one of our goals is to be as aesthetic as we are functional
and so I'm not sure Aftermath
I mean it fills it's functional role
maybe it could be better
I think it could have been better aesthetically
at least from the reaction we got from the fans
okay now those were all the mechanical frames
that were changed for a mechanical reason
but there are some other frames that we changed for more aesthetic reasons.
Okay, so first up is Full Art Land.
Those first appeared in Unglued.
I think I talked about this before.
But anyway, Chris Rush, the guy who illustrated Black Lotus and Lightning Balls and a whole bunch of cards, he had suggested the idea to me.
He used to work at Wizards. I was making the wacky unglued set. I put them in there.
Very popular. When Unhinged came six years later, I put them back in there.
We were doing Zendikar of a land set. It seemed like a great land theme, so we
put them there. Battle for Zendikar. We were back in Zendikar.
We did them there. And then we did aar, we were back in Zendikar, we did them there. And then
we did a cycle for Amonkhet, because people really thought they were cool. So it's definitely
something we're doing a little bit more. People really like them. Lands don't need to have
the text on them. That just the name sort of has rules baggage. So literally just saying
you're a plains, you get a tap for white. It's all built into the rules.
So Fort Orland is something definitely that we have gone from being a novelty
to being something that's more of a, I don't know,
something that players are really drawn to.
I mean, I guess it's mostly ornamental.
There's not a lot of rules function to it.
But it's pretty and people really like them.
It lets us show off, you know, the art of magic is awesome.
So it lets us show off all the art.
And land cards in particular, you get to show a lot of really cool stuff.
Next, the Time Spiral block.
So Time Spiral, Planar Chaos, and Future Sight.
We did what we call time-shifted sheets.
Each one had cards that reflected either the past, an alternate present, or the future.
So Time Spiral was about
the past. Its sheet had cards. This is post-8th edition, so it had its cards use the pre-8th
edition frame, the original alpha frame, to show the past. Then Planar Chaos used alternate reality
cards, which were, the idea of Planar Chaos was it was a present but an alternate reality present.
We were showing things that might have been.
So what we did for that is we took the old card frames.
We made a new card frame that had more elements of the old card frame.
So it was kind of a different way that the card frames could have gone.
And then for Future Sight, we made a more futuristic-looking card frame.
Then incorporated some things we might have done
if we started Magic all over.
Just things to make it a little bit easier to
reference your cards. We were also trying
to make them weird and different looking.
But anyway, those three sets,
each of those sets had cards and
the cards were more
oh, the way it worked was
the cards in
Time Spiral were old cards we were printing.
The cards in Planter of Chaos were
reprints of existing
cards except they were color shifted into a new
color they'd never been in before.
Like Damnation was Wrath of God but in black.
And then Future Sight
were cards you've never seen before
that were hinting at the future.
And some of them we've actually put
in future products. We joke that they were whating at the future. And some of them we've actually put in future products. So we chose what we call preprints. These are where they originally came from
since those were cards from the future. We have also done textless promos, which are
cards in which we don't put any text box. That is just all art without a text box. Those caused some problems.
I mean, when we put them on really simple things, oh, I forgot, sorry.
Time Shifter cards in Future Sight, we had done some full art, not land cards, full art
creature cards on vanilla cards because there wasn't a lot of need for rules text, just
the creature stats.
So we did full art creature cards.
And then Texas Promos are us doing full art everything cards.
There's instants and sorceries and there might have been a few creatures.
But anyway, if it was a really simple card that was iconic that people knew that didn't
have a lot of text, they were okay.
But we started doing, I think we did like a cryptic command that doesn't have text and
like, that's a complicated card.
So we sort of
started pulling away from that they got kind of functionally problematic um so we then made a
product called plane chase and plane chase has uh had planes in it they were giant size cards
they represented um planes or places in the universe they. So different places on different planes.
They were sideways.
And then we made, in the next plane chase, we made something called Phenomenon,
which were oversized cards that forced something to happen.
And so they were sort of a different thing that went into the plane chase.
So we have both planes and Phenomenon.
Then we made a product called Arch Enemy. And Arch Enemy had giant cards
that were called schemes that were basically spells cast by the... Arch Enemy, the idea
is one super powerful player takes on many players. In fact, by the time you hear this,
Arch Enemy, Nicole Bola, should either be out or be coming
out very soon. That's a chance to play Arch Enemy. Again, we haven't had Arch Enemy in a while.
And so you can either play Bolas or play three members of the Gatewatch. I think it's Gideon,
Nyssa, and Chandra, I believe. And so you can play one of the Gatewatch members or play Nicol Bolas, and it's all three Gatewatch members against Nicol Bolas.
And so the Arch Enemy was something that was sort of fun,
and we wanted the large cards to represent the deck of the Arch Enemy to be different,
so we made them giant.
We have, by the way, promotionally speaking, made different size Magic cards.
We make what we call Buy a Box promo.
That's a larger card,
kind of the size of Planes, Phenomenon, and Schemes
that are Magic cards for collecting purposes.
We've also made even larger than that cards
as promotional things way back in the day.
And those were about maybe a foot high, maybe slightly smaller than a foot high, but 10
inches.
But anyway, those are just magic, giant sized magic cards.
So we've made different sized magic cards.
One day I hope to make a little miniature magic cards.
I think that'd be really cute.
Anyway, next was conspiracy so conspiracy had cards that
were affected in the draft um and so we we gave them special treatment so you understood that
these were cards that were different that you had to care about when you drafted them
um and also i think there's some conspiracies that don't...
I know that there's some talk, by the way, that the cards that you couldn't...
Like, certain cards from conspiracy are just banned in eternal formats.
And there's some talk of giving them a unique frame, either a silver border frame.
Like, so, if we're talking about borders, there's four different colors we put on frames.
Black border are cards that you could play anywhere, or, I mean, there's legality issues, but normal cards are black bordered.
White bordered reprints the cards in the core set for a while.
We ended up stopping white borders.
Silver borders are from unsets and holiday cards and a few promotional cards we've done.
They're not tournament legal.
Silver Border cards are not tournament legal.
And then we've made gold cards that had different color backs.
We've made decks, World Championship decks.
And we made, in early Magic, there was a product called Limited Edition.
That was one of every card, but it had
gold borders on it.
So it wasn't a...
You couldn't play them in tournaments.
But anyway, Conspiracy, we were talking about
maybe, should they have a silver border
or should they have a red border or something?
We ended up putting a black border on them
and just banning them in internal formats.
I'm not sure if that was the right call or not internal formats. I'm not sure that was the right call or not.
Actually, I don't think that was the right call.
When you change the borders, there's some printing issues,
so making them have a different border might have changed things.
It's the reason, for example, that the Black Border land in Unballuted and Unhinged
was on a separate sheet from the Silver Border cards.
unhinged, was on a separate sheet from the silver border cards.
Okay, the big final thing we
did, happened in
Battle for Zendikar,
was we wanted
to do some cool promotional thing, so we
did this thing we called Inventions.
What was it called?
Battle for Zendikar Invention. Sorry.
Battle for Zendikar Expeditions.
And what we did is, we put
at a really high rarity, some old cards, all of which were land,
because the land theme of Zendikar, that you could get in a special full art frame,
but a special frame unique to that product.
And how many did we make total?
There were 25, I think, in Battle for Zendikar.
Is that right, 25?
It's like 25 and 15.
I might be messing on the numbers. But anyway,
it was a special promotion we did in Zendikar
and Oath of the Gatewatch, and they were
special, full art, all
premium, and just, they occurred at a
real high rarity. But, they were
unique cards that
all existed elsewhere, you know.
Five of them appeared in that product,
and all the rest were from previous sets in which, you know, you could play them in any
place those cards were legal. That was really popular so a year later in
Kaladesh we introduced the Masterpiece series and so the Masterpiece series is
the same basic idea of Expeditions is they're at a rarity, which is the same as Expeditions,
and they had some theme to them, and then they'd have an alt frame, they were all premium,
and they were super collectible.
For Kaladesh, we did an artifact theme, because it was the Inventors' Fair, and so we took
a lot of old artifacts that people liked and reinvented them, redid the art.
These also had all brand new art. Expeditions also had brand new art and these were done as if they
were part of the Kaladesh big fair and then we made a special frame for them that had a
sort of a filigree element to them to match sort of a look of the artifacts on Kaladesh.
And then it was premium,
so we put it on a special treatment to them
so that the kind of brass frame really shined.
They look really pretty if you've never seen them.
And so we made them.
And then, just recently, we had Amiket.
Amiket had a Masterpiece series called Amiket Invocations.
That one was a little, the theme was a little fuzzier.
We originally started out trying to do instants and sorceries.
And between things that made sense for the world,
because we were looking for cards that kind of had a little bit of a
bolus meanness feel to them,
and that we could dress up with an Egyptian feel to them.
And so we ended up going a little broader.
I think our theme ended up being, right, I know,
our theme ended up being gods, their spells, and their creation.
So it was more god-centered of the gods in Amonkhet.
And it had a very different frame.
The way the frame was made was
it was supposed to look like hieroglyphics
and that you're supposed to go,
oh, this is a foreign language card,
much like we made a promotional...
We used to do pre-release cards.
I had a podcast on this recently
where we did pre-release cards in other languages.
We once did a promotional card for Elish Norn in Phyrexian.
And the idea was it was supposed to look like a foreign language card.
And then, under close examination, the little Easter egg was,
wait, those hieroglyphics are actually English letters and you could read it.
But it turned out they were readable enough that people figured out that they were English
and then just thought it was hard to read.
And they were done to look like you were looking out a window from inside sort of an Egyptian
tomb.
Anyway, the cards are very, created a lot of opinions, very polarizing.
I think they look a lot better in person than they did on the screen.
Some people really, really like them.
Some people hate them.
It definitely is, like I said,
a very polarizing thing.
But, once again,
that's a good example of us
sort of experimenting.
I mean, I like the fact
that we're trying bold
and different things.
Even some of the people
that didn't like the frames
liked the fact
that we were being
experimental with them.
And so as I wrap up today,
because I'm almost to racial school, one of the things that I'm
trying to show today is that early on, the frames were, we very rarely added new frames.
Oh, I forgot Theros, didn't I?
I did.
The one last frame I forgot, when I was going through, I skipped over it, was Theros, was
enchantment creatures were a thing, and, was Theros was enchantment creatures
were a thing and we wanted you to identify the enchantment creatures.
So we put a special Nyx treatment on them, sort of a Starfield treatment so you could
recognize the enchantment creatures from the non-enchantment creatures.
I almost forgot that one.
I had it on my list.
I just somehow jumped over it.
I'm not sure why I jumped over it.
But anyway, as you can see, we've definitely, we're a lot more willing now to use frame changes,
A, to either do things we couldn't do without them,
or B, help you communicate what we're doing and make gameplay easier for you.
So really what I wanted to do today was sort of talk through frames,
show you a lot of cool things about frames,
and sort of say that it's become's become an element of design uh and
an element of gameplay where we're trying to do things to help you and then there's some future
frame stuff that's really cool that i can't talk about yet because you guys don't know about it yet
but there's some future frame stuff we're getting bolder and bolder with what we're willing to try
with the frames and it's really opening up a lot of cool design space but anyway i'm now at racial
school so all that we so we all know what that means.
This is the end of my drive to work.
So instead of talking magic, it's time for me to be making magic.
I'll see you guys next time.