Magic: The Gathering Drive to Work Podcast - #482: Ixalan, Part 2
Episode Date: October 27, 2017This is part two of a three-part series about the design of Ixalan. ...
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I'm pulling out of the parking lot. We all know what that means. It's time for the drive to work.
And I dropped my son off at camp. Okay, so last we talked, I started talking, telling the story of Ixalan's design.
And I didn't finish because there's lots of the story. Now, when last I left off, we had just gotten to the point where the set had four factions and dinosaurs have been added but
as an extra bonus they weren't in any faction originally okay but before I get to that story
I realize I forgot an important story from earlier something that I didn't even put in my article
because I forgot about it but this is a good story so let me mention this so one of the early things
we messed around with when we were trying to figure out how to do locations
and double-faced lands is
we had this idea early on of
that you had lands that you would lay claim to
and then it would upgrade to a better version of the land.
That's one of the really early versions
of the double-faced lands.
And so we liked the idea that you made use of your creatures,
but at the time, vehicles was in Kaladesh,
and vehicles, when you crewed something,
you had a number, and then you crewed that many creatures.
So if it said crew four, it meant you needed to have four creatures.
So we were trying to make it unlike crew.
So we tried this thing where the number wasn't the number of creatures,
but rather the combined power of the creatures.
And so the idea was, you know, crew four wouldn't mean four creatures.
It would mean a combination of creatures whose power
adds up to four. So we were playing with it. It was playing well. We liked it. But meanwhile,
I was watching that Kaladesh was struggling with the vehicles. And I realized that in trying to
sort of do something different from the vehicles, we actually came up with something that might
have worked for the vehicles. So I went to Ian and Eric, who were the co-leads or the co-lead developers of Calidash, because it
was in development at that point. And I said to them, look, I'm experimenting with something
in Ixalan, but maybe this might be your answer for vehicles. And so I told them,
and I think Ian was a bit skeptical, but he said, okay, let's try it.
And then it worked out, and vehicles ended up changing its crew number to mean from number of creatures to combined power of creatures.
And that actually came originally from Ixalan.
Now, once that happened, then Ixalan had a change of what we were doing. And I think that's what made us move away from land on both sides to the front side was something that got you to the land.
We more played into the exploring space, I think.
And the treasure map that led to the place where the treasure was.
But anyway, I had forgotten about that.
That was how Ixalan had a number of mechanics that ended up helping
other people, other sets. So this was how we helped Kaladesh. Okay, so moving on to
the story where I left it off. Okay, so what I explained was, I had asked the creative
team if we could move from three factions to four factions,
and we figured out where each of the factions were going to go,
we were going to have a black, blue, red pirate faction,
a white, black vampire conquistador faction,
a red, white, green sun empire, sort of Aztec warrior faction,
and then a green, blue faction that they needed to come up with something for.
I think the original version were these elementalists, these druids,
that used elemental magic
and that protected, sort of,
were protectors of the forest.
And then,
because they realized that there was
some, like,
this was the set that was the least clear.
Like, a lot of other sets we do, it's like, oh, we're doing Egyptian.
We're doing steampunk.
And we were doing things in which it was more grokkable what it was.
And this set was a weird set.
It had a lot of different combinations, and we were still trying to figure it out.
So the creative team wanted to put a little extra oomph in it,
and they came up with the idea of dinosaurs.
So one of the reasons they got to dinosaurs is a lot of the trope space we were playing
in was we were playing with Mesoamerican, so South African, sorry, South American sort
of stuff.
And there's a thing called the Lost World, which sort of stems from this area.
The idea of, it's kind of where the trope of the Golden City comes from.
You know, the road to El Dorado and stuff like that.
But anyway,
as we played around the space, the Lost World sometimes is intersected with
dinosaurs. Sometimes the Lost World is like
it's a place that time forgot.
And so the trope sometimes messes around with
dinosaurs. We're like, oh, okay,
we can sort of combine that. And so the idea
originally was that dinosaurs were just going to be this added thing, that there's four factions, and then just like as
peppering, there'll be dinosaurs. The problem, what I realized was, is if we're going to have
dinosaurs, I'm like, we should call them dinosaurs. Like, there was an argument early on about whether
they'd be creature type lizard or creature type bird or something else.
And I was like, no, no, no, no.
The reason you do a creature type is
does the word have enough, you know,
cachet to it that it excites people?
You know, if you open up a card
and see creature type that word,
does that excite people?
And there's a line, like, for example,
I had this fight with a werewolf.
To me, werewolf clearly crosses the line. It's exciting. It's a werewolf. N I had this fight with a werewolf to me werewolf
clearly crosses the line
exciting
it's a werewolf
naga
a little more of a fight
I think we had chosen
to make naga
its own type
but there's a lot
of pushback
a lot of people
would rather naga
be snake
so there's
there's an interesting thing
dinosaur to me
was not close to the line
like dinosaurs are awesome
you know
hey there's dinosaurs
but they're lizards
whatever
birds
whatever you make them.
And so it was clear
that we wanted to call them dinosaurs.
Okay, well, we already knew
that we were leaning toward
doing a tribal set.
And I'm like, look,
magic hasn't really done dinosaurs.
I mean, yeah, yeah, yeah.
Like pirates,
there have been a few
individual dinosaurs.
And even in the early days,
there were a couple cards
that actually literally
has the word dinosaur
written on them.
But we've moved away.
I think dinosaurs
stopped getting supported
as a creature type
because we didn't use it a lot.
I think it went to lizard.
And, you know,
I knew that, you know,
while we had done
a handful of them,
once again,
if something we hadn't done right,
I knew people would be excited.
And I'm like,
how in the world
do you do a tribal set and not have dinosaur tribal when dinosaurs are in it?
So I went back and I said, OK, here's our problem.
If dinosaurs are a tribe, which they're going to be, there's no way for us to do dinosaurs, introduce dinosaurs.
There's a world with dinosaurs.
Hey, it's a tribal set and go, well, but no, no tribal dinosaurs. Um, I go, that just wouldn't work. So I said, can we figure out some way to have the
dinosaurs be, be part of one of the factions, you know? Um, and so the first pass on it was we made
it part of the green blue faction. And I think they shifted from being elementalists to being beastmasters.
That they were sort of masters
of the forest and of the animals
and that one of the tools
that they used is they had
these wild dinosaurs that they
I'm sure control is the right word, but
worked with them.
So for a while, dinosaurs were
in blue-green.
Okay, so one of the things that I was trying to do is looking at, like, Amonkhet Black, for example.
We had a lot of mechanics, and I was trying to cut down the number of mechanics.
There was some deciduous stuff that was going to show up.
We knew vehicles were going to be there.
We knew Transform was going to be there.
But I decided for, like, outside of the deciduous stuff, I only wanted three mechanics.
And maybe less than three, maybe two mechanics.
So I came up with an idea how to do four factions with two mechanics.
And the idea was that we decided that we would take the factions and divide them into two groups.
One group was more the outsiders, the people sort of on ships,
which would be the vampires and the pirates.
And the other would be the more natives, the ones that live on the land,
which would be the Sun Empire and the Beastmasters at this point.
And so the idea was we would give each one...
We would have the outsider share mechanic with a tweak
and have the sort of native share mechanic but with a tweak.
And the idea being that there would only be two mechanics,
but that how the mechanics get used could vary between the factions.
So the two things we came up with was plunder and enlist.
So plunder was a variant of bloodthirst.
So what plunder said basically is it's a spell, and if
you cast a spell and
this turn a creature has
dealt combat damage to an opponent,
you got a rider. Kind of like how
with Morbid, if
something has died this turn
you get a rider. Or like bloodthirst, obviously,
are creatures that come in with plus and plus encounters
if your opponent had done something
in particular.
So what we did is that was the plunder mechanic.
The idea was we wanted the pirates to do something
different than how the vampires would do it.
So the idea we came up with is the pirates would loot.
You know, looting is in blue and red,
and we figured, you know, black.
We could leave it a little bit in black.
And then the pirates, I'm sorry, the vampires would drain.
Once again, black drains all the time.
White usually, I mean, white's capable of doing damage and gaining life, but usually
it doesn't do it together.
But we're like, okay, a little bit of, you know, a little bit of maybe, you know, we,
whenever you're doing factions, there's a little bit of bleeding to try to sort of match
the overall flavor.
And the vampires clearly,
draining made sense for the vampires,
or vampires.
So the idea is,
vampires that plunder into draining,
I think we drained two,
is that what we did?
And then the pirates would loot.
And I think they would draw,
then discard,
just because that was slightly better,
rather than rummaging,
which red does, which is discard then draw.
Okay.
The next thing we did is...
That was Plunder. So then
I was Enlist. So Enlist was
kind of like a kicker
where you got a creature token.
So the idea was it went on spells and if you
paid extra... So the Sun Empire
would get you a 1-1 Warrior,
because we were playing up Warriors at the time.
And the Beastmasters would get you a 3-3 Dinosaur that couldn't block.
The reason we couldn't block was we wanted it big enough to feel like a dinosaur,
but we wanted it to be aggressive.
We didn't want it just to get giant dinosaurs and then nobody can attack you.
So we made it a 3-3 that couldn't block.
And so the idea was, oh, and then we separated, we said, okay, we'll take two of them. We
took the pirates and the Sun Empire and we said, this mechanic is going to go on creatures.
and the Sun Empire, and we said, this mechanic is going to go on creatures.
And then for the vampires and the beastmasters, we made it go on spells, on instants and sorceries.
So the idea was that, yes, vampires and pirates have plunder, but there's two divides between them.
One is the effect is different between the two,
and the second is what kind of cards it goes on is different between the two.
So that way, and the same with Enlist and the Beastmasters and the Sun Empire.
So the idea essentially was that there were four factions,
each which had a unique mechanic, but the mechanics overlapped,
so we weren't introducing four mechanics, just two mechanics.
And then the idea is, we knew locations would be
there, and that would be the added thing, that there were two color combinations
that didn't overlap between factions, and that
was white-blue and black-green. And so we decided that white-blue
could be the location matter and color at the time.
So we had this little grid.
I think in my column, I think we made the little grid.
I showed you the grid off.
And anyway, it was a very complicated thing.
It was kind of, from a male perspective, very elegant and is really cool.
And it didn't quite work.
It didn't... It was a little too limiting in how it sort't quite work. It didn't...
It was a little too limiting in how it sort of functioned.
So anyway, we were playing around with it.
The other thing that happened around that time
is I realized that we had made a mistake,
that the factions weren't equal.
There were two three-color factions and two two-color factions.
And so the two-color factions, there was one way to play them.
You want to play vampires? Well, draft white and black.
And the problem was the dinosaurs at the time,
which a lot of people wanted to play,
were only in blue and green.
And what we found was the drafts were getting unbalanced
because too many people were trying to draft blue and green.
And what that said to me is,
people want to play dinosaurs. Dinosaurs are exciting.
And so I said, okay, you know, pirates are already three-color.
That's exciting.
Let's shift.
Let's get the dinosaurs into a three-color tribe.
Because what I said is, look, the exciting things are the pirates and the dinosaurs.
You know, if you're in a three-color faction, you have not just one color combination,
one two-color combination, you have three just one color combination, one two color combination, you have three two color
combinations. So example, the pirates could be blue black, could be blue red, could be red black,
that there's an option for how you made them. There was a choice of, you know, what combination
you did. And so I went back to the creative team and here's the theme you will see is we did a lot
of trying to figure things out and there's a lot of requests made by the creative team.
And so a quick minute for hats off.
We went to them and said, not two factions, three factions.
Then not three factions, four factions.
And then, okay, could the dinosaurs be in a faction?
And then, well, not that faction.
Could the dinosaurs be in a different faction?
We went through the ringer with them.
And they were awesome.
They were awesome.
And, I mean, at every level, part of a collaborative process is realizing you're doing things to make things better.
They understood that.
But there was a lot of asks from the creative team.
And so I just want to sort of say thank you for them doing that.
Okay.
Okay.
So the big conversation was, how do you get the dinosaurs in?
Um, and so there's a big talk about what colors would dinosaurs be.
Um, and so we said, okay, if dinosaurs could be any color, what color would they be?
Well, number one, they'd be green.
Everyone agrees with that.
They're big, giant creatures.
Green is the big creature color.
Number two, um, it was either red or blue is what people decided.
Red also has big, kind of aggressive creatures.
And red's more on the feral side of things.
Blue had stuff like serpents and sometimes had the big, giant monsters of the water.
And there's a lot of water dinosaurs.
And so the idea was we could do red or we could do blue.
So the idea was in a vacuum, if we wanted to do dinosaurs,
the colors that dinosaurs wanted to be, they would be green, red, blue.
But here was the problem.
We liked the pirates in blue, red, black.
We really felt like green pirates didn't make any sense,
white pirates didn't make any sense. and we wanted them in three colors. So what that meant was you
were only allowed to overlap the three color tribes by one color. So that meant either both
of them could have red or both of them could have blue. The other thing we had to look at is what
was the remaining tribe. We really liked the pirates being white black. Okay, so there were two options. If we made
the one faction green, white,
red, which is what we had previously had,
it meant the other faction was green, blue.
If we changed it so it was red,
green, white,
blue, that meant the other
one was red, green.
And so we sort of went to the creator team
and said, okay, we need to figure out what goes
in the missing faction
because if we move the dinosaurs
they're kind of missing some oomph
and
what exactly is the faction for the dinosaurs
in the end
we realized that
part of making
white work because we kind of had to have white
the pirates were black, blue, red, and the dinosaurs were in the faction,
the three-collar faction that wasn't pirates, it had to have green and white.
We had a choice between red and blue, but we had to have green and white.
And one of the reasons that white made a little bit of sense
is if the dinosaurs had a little bit of domestication to them.
And so we said, okay, what if we took the Sun Empire
and kept them as the red, white, green,
but instead of making them a warrior tribal,
what if they had dinosaurs?
What if they rode dinosaurs,
and then they got to be the dinosaur tribal?
And it explained sort of,
we liked the idea of the Sun Empire in green, white, red.
It also didn't require a lot.
I mean, there was reworking and figuring out how the dinosaurs were mounted and stuff,
but it wasn't a significant amount of rework for the Sun Empire.
Remember, every time we asked for a change,
it came along with reconfiguring things and figuring out who the factions were.
And every change is work.
And so they're like, okay, can we please,
if we move the dinosaurs into the Sun Empire, we don't need to... I mean, there's some work, but it's not a change is work. And so they're like, okay, can we please, if we move the dinosaurs into the Sun Empire,
we don't need to, I mean, there's some work,
but it's not a lot, a lot of work.
And then that left green-blue.
We needed sort of green-blue to have something.
And that's when they came back with us with an interesting idea.
What if we sort of went back to the idea of sort of magical druid-type people
that were casting sort of elemental-ish magic,
but we made them merfolk.
And we were like, ooh, that sounds cool, merfolk.
That's like, you know, we're talking about doing a tribal set.
Like, we knew people liked vampires,
just because vampires have always been a fan favorite.
We had faith, obviously, in pirates and dinosaurs.
Oh, merfolk felt like a pretty cool thing that people like.
They already built tribal decks out of it.
Oh, that seems pretty cool.
And just as we were adding white vampires,
we'd be adding green merfolk.
Now, we knew it was a little bit different, you know,
but we decided if we played them as of the forest
and, you know, they're more of the streams of the forest,
that we could get a green aspect to them.
And like I said,
while I'm much more cautious to be
bleeding mechanics, when we
find good flavor, like
I like the idea that
Amonkhet found a place to make white mummies. It made
sense as white mummies. And that
we in Ixalan had found a place to make
white vampires make sense.
Just like we found
a way to make green merfolk make sense.
I like when we can sort of twist things up. And by adding green merfolk to the mix, we've now allowed way to make green merfolk mix-ins. I like when we can sort of twist things up.
And by adding green merfolks to the mix,
we've now allowed you to make some merfolk decks
you could never, ever make before,
because there would never be merfolk before.
And so this allowed you to sort of
just add a new element to your merfolk deck.
And there's a lot of merfolks in Magic.
One of the things about a tribal thing in general is
backward compatibility is nice for tribal
because it allows you to sort of mix with history.
We were doing some cool new tribals with pirate dinosaurs,
so we knew that it would be nice if the two other tribes
had a lot of backward compatibility.
Vampire obviously did, and merfolk does.
So we really felt that was nice.
Okay, so around this time was the six-month period.
So what happened was I had led the first six months with Ken Nagel on the team,
and then Ken ran the second six months with me most of the time on the team.
At the very, very end, I got pulled off to do more Dominaria stuff.
But anyway, we were coming up to the point where the crossover happens,
where I hand the reins to Ken. And so basically before I left, I solidified that it was four
factions. I solidified that the dinosaurs and the vampires, not the vampires, the dinosaurs
and the pirates were the three color factions. And when factions. And when I left Ken, I left him with Enlist and Plunder as the two mechanics that crisscrossed the square thing.
As I said, it didn't work out, but really it was during Ken's reign that we figured out that it wasn't working out.
So the next thing Ken tried is, he said, okay, what if we take Enlist and spread Enlist over all four colors?
What if each of the factions had the ability to summon a creature of its faction,
and then maybe we put a mechanic somewhere else.
And so what happened was,
what Ken tried was,
for each of the factions,
so dinosaurs,
so I mean, not with the Sun Empire,
but dinosaurs were still three, three creatures
that couldn't block.
Oh, one of the things we had figured out was
we had centered
at the time, this would, Sam would later change this, but at the time we made for each faction
a priority color, meaning the color that the, the color that was most responsible for doing
the tribal stuff. Because one of the ideas we had at the time was
maybe what we want to do is focus the tribal rewards in one color
so when you're drafting, it's not that every pirate deck is full-out tribal,
it's that, you know, there's different pirates
and that certain decks would push more of the tribalness of the pirates
while other ones might play up flavor aspects of the pirates or of the dinosaurs.
So what we had done was pirates were in black, vampires were in white, dinosaurs were in
green, and merfolk were in blue.
We realized that the vampires in white was quirky, but the way it played out, and then
red, the reason red didn't have one is red was the overlap color between the two threes.
And so red had this theme of pick a color where so the idea was dinosaur tribal was centered in green uh pirate
tribal centered in black vampire tribal for the set was centered in white and merfolk tribal
centered in blue um yeah yeah the the vampire was a little quirky um but it allowed us to get
dinosaurs in green and merfolk in blue.
And then red had a choose-me theme
because red overlapped the two three-collar,
so it had a little mini-theme of,
hey, choose a creature type,
and then it applied whatever you chose
to give you some flexibility.
So what happened was
Ken enlisted him to make creatures of that color.
So the Sun Empire made three three dinosaurs that couldn't block. He used the same token, but moved So the Sun Empire made three dinosaurs that couldn't block.
He used the same token
but moved to the Sun Empire.
The pirates made
two black menace creatures.
The vampires made
one-one lifeling creatures.
And the merfolk made
I think one-one hexproof.
I think it was
hexproof creatures.
And then the idea
that Ken had is
what if each one of them not only got a
different token, but
paid for it a different way?
So the vampires
paid for it in life, because they had a life theme
and they were gaining life.
The pirates discarded a card
just to kind of play into that
looting thing we had had.
I think the dinosaurs, the Sun Empire
was mana, and then the merfolk was. I think the dinosaurs, the Sun Empire was mana,
and then the merfolk was bouncing,
I think, land to your hand?
Or bouncing something,
maybe a permanent to your hand.
So what Ken does is,
he was trying to use one mechanic
and then just sort of spread it out.
But what he found was,
he actually made it infinitely more confusing.
Because when you saw the word enlist,
you didn't know what you had to do to make the enlist,
you didn't know what you got, and it just became
this really complicated thing. It wasn't simplifying
things, it was complicating things.
And so Ken realized that, okay,
that was a mistake.
And once again,
we experimented.
This went through a lot of iteration, and so
there were different times trying that out,
but the enlist experiment didn't work.
And so Ken decided that maybe it was time
to stop trying to overlap mechanics.
And so Ken said, okay,
what if we just had two mechanics,
one for the dinosaurs, one for the pirates,
and that the merfolk and the vampires
could have mechanical themes.
It wasn't that they wouldn't have a mechanical theme,
but just we wouldn't have a keyword associated with it.
That was a way to keep it simple.
Now, interestingly, during
this, Ken was
messing around with
what he called
land trips. So the idea was
there already was a little exploration
flavor in the set.
And so he had some spells that when you cast it,
you reveal the top card of your library,
and if it was a creature, sorry, not creature,
if it was a land, you got to put it in your hand.
He was just trying to, with the enlisting,
basically there's a need for extra mana.
So he was trying to just get some land smoothing,
get extra land in people's hands.
So I think he put it on Instants and Sorceries,
and there was a little rider that said,
oh, I can fog, and maybe I get a land,
or I can counter a spell, and maybe get a land,
or giant growth, or whatever.
You know, basic effects that you would do on Instants and Sorceries.
So Mark Gottlieb saw this.
He liked it, but he said,
he said, you feel bad when you miss.
So Mark had an idea.
He goes, what if instead of being on spells,
we put it on creatures,
and then you look and try to find the land
on top of your library.
If it's a land, you get it.
But if it's not a land,
you could put it back on top or bottom,
kind of like Scry,
and then you get a plus one, plus one counter.
So the idea was,
something good's going to happen. You know, maybe I get a land, and that's good. Or maybe my creature gets bigger, and that's cry. And then you get a plus one, plus one counter. So the idea was something good is going to happen.
You know, maybe I get a land and that's good.
Or maybe my creature gets bigger and that's good.
And the idea was these things would be flavor as explorers.
That's why it was on creatures.
These creatures were explorers.
And so they played with that and it really was fun.
And it played into the exploration theme.
I don't think it got keyworded until development.
It might have got keyworded during Divine,
like the end of design.
But the mechanic got made during design.
I just don't know whether or not
it was keyworded during design.
It might have been.
Actually, I take that back.
I think Gottlieb did keyword it.
I think Gottlieb's idea was,
let's consolidate and keyword it.
So I think it did get keyworded.
So we're about to wrap up here from
Kent's part. Design's about to end.
And for those that don't realize, the way design works,
obviously, for
those that... I'm not sure when this comes out
whether my new columns come out yet explaining
the changeover to the new system.
But this is the old system. Design
used to be for a year. There was a two-month
overlap on large sets where design and development worked
together called Divine, and then development
took over the file for, I don't know, nine months or so.
So we were coming up
to development, and
so
Explore was in the set.
Might have even been called
Explore, I'm not sure.
Ken had played around with
a bunch of pirate mechanics and dinosaur mechanics.
I'm almost out of time, so we're going to bunch of pirate mechanics and dinosaur mechanics. I'm almost out of time,
so we're going to get to the pirate and dinosaur mechanics tomorrow.
But he had played with it.
But really, when the handover happened to Sam,
Sam and Eric co-led the development,
when it got handed over,
Explorer was in the set,
the transforming lands were in the set, or at least the flavor.
There was a lot of
individual car design that still went on
during development. But the general idea
of it's a treasure map on one side
and the land on the other side. That general flavor
was already there.
And
we had vehicles. We knew we were going to do
vehicles. I think Sam pulled back on how
many vehicles and no
common vehicles and stuff like that. We'll get to that.
But anyway, at this point, it's the handoff.
So Ken hands off to Sam.
The set was in a rougher than normal spot.
I mean, we definitely knew it was about dinosaurs and pirates.
We had focused on them.
We had made sure.
We knew it was a tribal set.
We knew who our four tribes were.
We had Explorer.
We had the double-faced cards.
We had vehicles. But we didn double-faced cards. We had vehicles.
But we didn't yet have the pirate mechanic.
We didn't yet have the dinosaur
mechanic. Both of those, we had
inkling what we wanted, and next time I'm going to talk
about sort of how we got those mechanics.
But anyway, that's where things were
when the set got handed over from design
to development. So anyway, guys,
obviously, I'm not quite done yet,
so I'll have one more podcast where I explain the final piece
of how Ixalan came to be mechanically.
But anyway, I'm now at work.
So we all know what that means.
This is the end of my drive to work.
Instead of talking magic, it's time for me to be making magic.
I'll see you guys next time.