Magic: The Gathering Drive to Work Podcast - #534: Designing Legendaries
Episode Date: May 4, 2018In this podcast, I talk about how we design legendary cards. ...
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I'm pulling up my driveway. We all know what that means. It's time for another drive to work.
Okay, so one of the topics that's been going on my blog lately is talking about legendary creatures.
And so today I thought I'd talk about the design of legendary creatures.
So what goes into making a legendary creature?
So we tend to get to legendary creatures in a couple different ways.
Number one is sometimes the story people come to us and they say,
oh, well, here are characters that are going to be in the story.
You know, this is the leader of this faction,
or this is a character that we plan to be
a protagonist in one of the short stories or something. And so some of the time, they come
to us and they say, this is a character we plan to have. And usually what happens then is they
sort of give us a description of the character, and that is a top-down design. That is us
trying to say, okay, I'm designing to a known character.
How do I bring that character to life? And the point of design of those kind of cards is literally
just trying to match the character as cleanly as we can with the caveat that we want it to be an
interesting card to play. It is not one of the traps that you can fall into when you're doing top down is sacrificing play for accuracy of representation,
of, you know, capturing the flavor exactly.
And what we've learned is it is better to capture the flavor generally
and just play better than be dead on, have it exactly right,
but not play quite as well.
And so one of the tricks on doing top down legendary characters is
that you want to definitely sort of keep in mind
that the goal is not to capture as best possible
with no other objective.
The goal is to make something that's a fun, playable card,
but that then captures some essence of it.
And the trick we've learned is that
players are good at sort of filling in gaps
from a flavor standpoint.
Meaning, if I talk about something in the general,
people can fill in specific where they need to.
So let me give a good example of this in larger magic,
which is what we call the elephant in boots issue. So let's say we're going to make a pair of boots.
Now, from a flavor standpoint, okay, that boots make sense to maybe a humanoid creature,
but putting the boots on an animal doesn't make sense. You know, you're not going to have
something like a wild elephant put on boots and run faster.
But what we learned in Magic is when we sort of get exact for flavor reasons,
it just generally makes a poorer game.
And the idea is, so let's say I make boots that are an interesting piece of equipment to make you maybe run faster and maybe have hex proof or something,
that the fact that I could put that equipment on any creature
just makes it a better game.
Oh, but what happens about I put it, you know,
okay, the flavor of disconnect falls apart
when I try to put the boots on the elephant.
But what we've learned is that if we show you boots,
and in the art we show you boots on a human running,
or a human or a creature running,
and convey what the boots are doing,
you get the idea that the flavor is,
oh, someone puts on these boots and the boots make them fast.
And then later,
if you are in a game state and you
get to put the boots on an elephant,
ha ha ha, ha ha ha, sorry,
ha ha ha, the boots went on an elephant.
But anyway, I still get the gameplay and I get to do what I want to do.
There's a similar
dynamic when we were working on
Kaladesh and we were doing vehicles
and we were trying to figure out whether or not to let vehicles crew other vehicles. And it was
extra words and it was sort of like, ah, it's not worth it. You get the flavor that the crew is going
to be people that actually can drive the vehicle. And that the fact that you can sort of hop in a
car and have the car drive a train, it's quirky and silly,
but look, that's not the flavor of what's going on.
Legendary creatures have the same basic idea
in that if we can convey the basic essence,
if you can look at what's going on and say,
I get how this connects,
you don't need the finite detail.
In fact, magic is better
when you can be a little bit broader.
One of the things in general is you want some restrictions, restrictions for creativity.
I'm not saying that, in fact, the interesting thing is if you go too broad, the car loses
something as well.
That if you just say, I can affect anything, well, that's not as flavorful as, oh, I affect a subset of things,
or I care about certain things.
One of the balances we're trying to get is
you want enough detail to not just give it flavor,
but from a gameplay standpoint,
some restrictions are kind of cool.
Like, if every time we made a lord,
it always said all creatures get plus one, plus one.
Well, it's not as interesting to say, oh, well, this is an elf lord, or this is an elephant lord, or a unicorn lord, or whatever it is.
That by having it be a little bit narrower, it gives a definition.
So there actually is an interesting range we want to get in.
Which is, you want enough detail that there's a little bit of flavor there and it gives some restrictions because it helps sort of give like you want each
card to not go in the same deck but to go in different decks. It goes, oh this would inspire
a different kind of thing. But you want to be general enough that you don't, you know, if you
get too specific then you make a card that kind of gets stranded that's just too hard to use.
you get too specific, then you make a card that kind of gets stranded that's just too hard to use.
And so there's a middle area that's kind of the sweet spot where it has enough detail
to it that it gives a little bit of flavor and it sort of pushes you toward a certain
direction, but enough open that you have enough flexibility and that it's not too restrictive.
You know, if I made a creature that said all creatures with a
converted mana cost of four that are two three creatures, you know, at some point
you get so narrow that just there's not enough things that fit in it. And so you
want that sweet spot. Now another thing to keep in mind when we were
making legendary creatures, especially top-down ones, is the commander format
exists.
One of the things I stress is
every legendary creature does not need
to be for the commander format.
I understand the commander format
cares about legendary creatures,
but there are different reasons
you want to make legendary creatures,
and that if you have a really cool legendary creature
and what maximizes it is making something
that requires multiples of it,
that is okay.
You know, like,
I remember in, was it Dragon's Dark here? We had a cool thing that cared about
duplicates in your graveyard. Well, Commander,
that's never going to happen. But it was
a cool card, it was a neat thing, something you could build
around, and the idea was, okay,
well, this card might not be a Commander,
but every legendary card isn't necessarily
for Commander.
You know, the, yes, the Commanders not be a commander, but every legendary card isn't necessarily for a commander. You know, yes, the commanders care about legendary characters, creatures,
but they're not the only ones that care,
and that part of what you're trying to do when you make something legendary
is you're trying to hit all the different audiences.
So let me deviate into that a second.
Who are the audience for a legendary creature?
That's always good to know.
Well,
number one, you got your commander player. And the commander player very much cares about,
I would like this to be a commander in my deck. I would like this to inspire me. I would like this to sort of give me some restrictions, but give me a lot of flexibility in building my deck.
In general, the commander crowd tends to like commanders that have more colors rather than less. Just gives you more options.
But
there are people that enjoy
the full spectrum of commanders.
So we do make minor color
legendary creatures. There are people that enjoy making minor
color commander decks. There are people that like
as many colors as possible. So we make
3, 4, and 5 color legends
as well.
Like I said,
it's not as if
the commander players
are a uniform group
that all want the same thing.
Yeah, yeah, yeah,
they care about legendary things.
And they, you know,
whenever he makes
something legendary,
the commander group
is going to look at it.
It doesn't mean
everyone has to be for them,
every design's for them,
but it is something
they're going to look at.
Also, in general,
they like when it gives some definition,
you know, that the commander pushes in some direction.
In general, for Legendaries, we like that.
It gives some sort of what kind of deck would want this.
We occasionally will make some more generic Legends
when we're filling certain...
Sometimes within a set, there's certain roles you've got to fill.
We'll get to that in a second.
Other reasons you make legendaries.
As far as people play,
number one, people want legendary creatures,
commander players.
These aren't important to me.
Number two is Vorthoses,
people that are just story people.
That whenever we talk about something in the story,
the people really want to see it.
Now, one of the problems we run into is
that the stories getting written happen after we've made the set.
That we, the basic outline is made while we're designing the set,
but the details, the actual stories themselves,
don't get written until later.
And so what happens is, in making stories,
same with flavor text,
by the way, in the making of flavor text and making of stories, often they will create new
characters. And the audience tends to like those characters. They read them, they fall in love with
them. And then where's this character? And a lot of times the reason that the character that
seems so important in the story might not be in the card set, is when did it get made?
If it got made early enough that we were aware of it, yeah, we'll make one.
And there's some classic examples.
Like back in the day, back when we used to do novels,
the novels would be written separate from us, and usually at the same time we were making things,
or actually later than we were making things.
So, for example, in Urza's Saga, there's a character named Xantcha,
who was like the protagonist of at least one of the books.
Nowhere in Urza's Saga
do you find Xantcha. Because we didn't know about her
at the time. We didn't know she was even a thing.
No one said, hey, there's a character.
Like, if we're given details on the character, we can
flesh out the character and assign the card.
But if nobody tells us it's a character, or
the character wasn't even created at the time, then
it's not there.
But if nobody tells us it's the character or the character wasn't even created at the time, then it's not there.
Now, the nice thing about Commander products and other supplemental products is it's allowed us to go back and fill some stuff in and make characters that never got a card.
Like Kondo, who was Gerard's adoptive father, never got a card and finally, recently, we were able to finally give Kondo a card.
Stuff like that's kind of fun for the Vorthorses out there. But anyway, and other people who really like the legendary characters are the Vorthorses, the story people, who really want to see
the story and see the characters and see them reflected in the story.
The Vorthorses tend to care more about how the
characters represent, how the
cards represent the characters.
The commander crowd is a little more like, is this fun to commander?
Does it lead to fun play? Is it a fun
commander? Stuff like that.
The four-throw crowd is a little more like,
are you truly representing the character?
This was a neat character. Ooh, how do you
represent that character through gameplay?
And either like, oh, you nailed that character,
or, oh, that's not exactly
that character.
And one of the things you'll find is, I'll use a chroma as an example.
A chroma is an example of a card that we made to be exciting, but we really didn't reflect her role in the story.
If you've ever seen, I wrote an article about this, and I think a few other people have referenced it over the years.
If you you ever seen
the comments on Akroma? I
actually was trying to change Akroma away from what
she ended up being, because I didn't think
she matched the story. I mean, the current
card does not match the story.
The current card
sort of says she's powerful,
you know, which was true in the story,
and she was someone to be sort of,
if you're up against her, be afraid of
but it didn't really capture the role
from the story, where Phage on the other hand
exactly captured the role in the story
like Phage was, this is a character
who's like, touches death
oh okay, well when she does damage
to you, she kills you
that does a good job
of sort of representing the essence of the character
so, um anyway, the second people that like legendary characters are the Vorthors.
For those that have never heard that term before,
it was coined by Matt Cavada back when he was writing an article about creative.
There's an aesthetic scale that's separate from the psychographics,
although people often clump them together. They talk about what you appreciate in the game, Um, it is, there's an aesthetic scale that's separate from the psychographics, um, although
people often clump them together.
They talk about what you appreciate in the game, um, and, uh, the Vorthos is the end
that's more about flavor, and the Mel is more about mechanics.
So Mel and Vorthos are two, uh, aesthetic scale.
They're not, sorry, not really a scale.
They're two elements that care about things.
You can actually be a Vorthos and a Mel, or be neither Vorthos nor Mel.
That's possible.
elements that care about things. You can actually be a Vorthos Anamel, or be neither Vorthos
nor Mel. That's possible.
Okay. The other
people that care about Legendary,
there's a mechanical
function that sometimes we use for Legendary,
and that is
you can only have one in play at a time.
And so there's some people that
enjoy the challenge
of...
Like, there are people that like restrictions built into the game
and kind of enjoy the mechanical aspects of the way legendaries play.
So I'll get to that in a second, because that's another reason we might make legendaries.
And finally, there are people who appreciate characters in the story that never read the outside material,
it's not that they know the characters.
It's that part of the fun for them
is they explore the world through the card set.
And that is one of the richness of the environment.
And that, oh, well, I'm here in Ixador.
Not Ixador. Ixalan.
And, oh, there are different factions.
Who are the pirates, and who are the dinosaurs,
and who are the merfolk, and the vampires,
and, oh, well, this is the leader of the vampires,
and stuff like that, and all that.
There's flavor that's derived not from the story,
but from the game itself.
Now, I guess you won't get it,
but there's also vorthoses in a different context. But there are people in which the legendary stuff itself. Now, I guess you won't argue those are also
vorthoses in a different
context, but there are people
in which the legendary stuff
sort of brings something to
the game exclusive of being
to the story. I mean, some
people want to match the
story, some just like it
illuminates the game itself.
Okay, so the first way that
we make legendary cards is
that we design top-down
based on stuff told to us.
The second thing that will happen is sometimes we make legendary cards is that we design top-down based on stuff told to us. The second thing that will happen is sometimes we make a card as a mechanical card, and we
come to realize that it kind of lends itself to being an interesting character. Just as
the creative team will come to us and say, here's a character we want to use, sometimes we make a card, a design,
and realize that, wow, this really has the flavor of a character.
That it might want to be legendary,
because the essence of the design really speaks to a character.
And so sometimes what will happen is we'll talk to the creative team,
and there's times where the creation of the card is not a story thing,
it's a mechanical thing,
but we make such kind of a cool card that really speaks as if it's a character
that the creative team will find a way to use it as a character.
I'm trying to think of a good example of that.
For example, the way during Tempest
that was a weird one because I was
during Tempest I was the liaison for the story
and there definitely were things where we made the cards
like slivers were a good example where
slivers were just a mechanical thing
and then we realized that we wanted them to
have a role in the story and we added and there's a point where the the weatherlight crew has to
fight the slivers um and then later in the story we ended up making the sliver queen the sliver
queen was not made to be a character but was made to be um just a cool card and then we realized it
was kind of cooler like if there was one Sliver Queen,
which is kind of cooler, rather than there's lots of
Sliver Queens all over the place. And then
we wove the Sliver Queen into the story.
She was not created to
be a character.
We made the card for Slivers
to the Sliver deck, and we're like, oh,
well, this really seems like it's a unique,
special thing.
This is something that's producing the Slivers, the Queen to the Slivers, and, this really seems like it's a unique, special thing. You know, this is something that's producing the slivers,
the queen to the slivers.
And, like, it seems odd there's a lot of them.
So we made it a legendary card.
And then I later realized that there was a,
I found an opportunity.
There's a cool moment where the sliver queen,
when the weatherlight first shows up on Wrath and they're attacked by the Predator and Ger the, when the, um, Weatherlight first shows up
on Wrath
and they're attacked
by the Predator
and Gerard falls overboard
and stuff,
they end up,
uh,
Predator goes aboard
and takes all the legacy
in addition to taking Karn
because he's part of the legacy.
Tyngarth hops on,
although they didn't take Tyngarth.
He sort of,
uh,
in his brave act
jumped on after
to try to save Karn.
Um,
but anyway,
they then put the legacy in the stronghold,
and they...
Volrath has captured the Sliver Queen
because he is...
Well, he's evil,
and he wants to sort of control the Slivers.
And anyway, he then puts the legacy with the Sliver Queen,
expecting the Sliver Queen... expecting the Sliver Queen,
because the Sliver Queen is kind of beholden to him right now,
because he has, if she wants access to the Sliver,
he controls that.
And so she is guarding the elements of the legacy.
And so when they're trying to escape the stronghold,
Karn goes to go get the legacy,
because it's his responsibility.
He's the guardian of the legacy, if you didn't know that.
And they all fit inside him.
I don't know if you know that either.
Anyway, and he has the heart-to-heart with the Sliver Queen
where he sort of explains to the Sliver Queen
that the legacy is to him what the slivers are to her.
And he sort of reaches her
and she ends up letting him take the legacy.
But anyway, that cool little moment came about
because we knew we had this card
and we're like, is there a way to make use of that?
So we've done cool stuff like that in the past,
where we have made just a cool mechanical card,
and then said, oh, wow, this really feels like a character.
We're going to make it legendary,
because the feel of the card will be enhanced if we make it a legendary.
Another reason that we will make something legendary is a mechanical reason.
another reason that we will make something legendary is a mechanical reason
so the example of this will be
Crook's Thumb
the original Crook's Thumb, not Crook's Other Thumb
although Crook's Other Thumb
I guess once Crook's Thumb was legendary
of course Crook's Other Thumb is legendary
the reason Crook's Thumb was legendary
was we realized
if you had multiples in play
that
if you get a reflip coin,
normally a flip a coin is 50-50.
And if you get a reflip a coin, you now have a 75% chance of success
from before you had a 50% chance.
My probability math might be a smidgeon off, but I believe that's what's going on.
So, but the problem was the more you got,
just the more assuredness you have of winning the coin flip,
and the coin flip cards were kind of designed
to have some flexibility to them,
some unknown to them,
and that we weren't really interested of,
because we tend to balance coin flip cards as if you truly don't know.
So we sort of allow you to make them a little cheaper because you don't know the outcome.
And if you had too many crunked thumbs, it actually got a little bit abusive because enough crunked thumbs,
you had such, I mean, it wasn't a certainty, but a near certainty of doing things at a much lower cost
that we actually were worried about it.
And the whole point of
Corpse Thumb was, it wasn't
meant to be a constructed card.
Because we don't make the coin
flip cards to be constructed. So they
came to me and said, we really
want to make this legendary, not because we
care about the flavor or anything, but
because we don't want you having two in play at once.
And so we do that occasionally where we use legendary as sort of a mechanical restriction.
The side effect of that is in order to do that we have to make it legendary.
So whenever we want to make something legendary, we go to the creative team and say, would
you mind if this was legendary?
Usually it's not a big deal.
Most of the times it's an artifact is where this happens and it's like, okay, it's not
just a sword.
It's the sword of whatever.
It's not particularly hard to make artifacts legendary.
So we do that.
Every once in a blue moon.
I think there's been a few creatures we made legendary because they were cheap.
And we didn't want you having, like, we've made a few things that ended up like,
oh, it needs to be legendary in order to do this.
Now, sometimes we work backwards.
Sometimes, because we make a legendary creature,
we design things that we wouldn't do if it weren't legendary.
So sometimes we lean into the legendary sort of drawback, if you will.
So when you look at cards, sometimes, like I said,
sometimes it starts legendary and we build it knowing the restriction will allow us to do something we couldn't do otherwise.
Other times we make a card not intended to be legendary, find out it's a problem, and
then make it legendary.
So sometimes things get made legendary for mechanical reasons, restriction reasons.
for mechanical reasons, restriction reasons.
Another thing that we tend to do to make legendary things is we have found that when we...
One of the things that Commander tends to make us want to do these days
is that when we make a theme in a set, if it's a large enough theme,
we often make a theme in a set, if it's a large enough theme, we often make a legendary creature because we want to, well, two things.
One is making something legendary where you have factions or you have major themes
sort of helps reinforce that there's a theme.
Usually we want to make a card that says, hey, I would encourage you to play this theme.
And usually what it does is mechanicallyically, it just says, it references the theme by name,
or it just works really well with the theme.
And by making it legendary, it draws a little bit of attention to the fact that this is
something that highlights your theme.
When we make factions, for example,
we tend to just, it's now a given that factions will have a leader.
Sometimes they also, we call it champion.
Like when we make the Ravnica guilds,
we made a leader of the guild
and a champion of the guild
to allow us to get two different legendaries
for each guild.
Like Khans of Tarkir, we made the Khans.
So sometimes what we're doing is we're making
things to reinforce
the themes.
The reason we make them legendaries twofold,
it's high profile and it helps sort of
build story around it. But also,
people like having commanders of
the thing. One of the notes
we keep getting is, when we do a theme and don't give you a clean commander for the theme,
it forces them to go get old characters
that mechanically might connect but don't tie it flavorfully.
And like the werewolf class example here,
where we made a lot of werewolves.
It was a theme.
We didn't make a legendary werewolf.
Players were like, where's the legendary werewolf?
And the commander crowd, what they wanted,
what we misunderstood at the time was we thought they wanted
something that was just a good generic commander
that happened to be a werewolf.
What they really wanted was a commander for their werewolf deck
that was a werewolf.
And so this is something we're learning with time.
When we make a theme, if we can try to think about
how to encapsulate the theme and then
make something that also can double as a commander for that theme
definitely makes a certain crowd happy
another reason that we'll make legendaries
is sometimes we make cycles
as what we call key selling points, KSPs.
We like to make sure that every set has things
that just sort of get players excited.
That's just business speak for
there's exciting things in the set
that make people go,
ooh, I want that set.
Sometimes we use legends,
often cycles of legends,
as a KSP.
Um, the classic example would be Theros.
It's like, oh, there's gods.
You know, we're going to have three sets, and every set's going to have a cycle of gods.
And so you'll be able to collect the pantheon of gods.
Um, you know, we had the Gearhulks in Kaladesh.
You know, a lot of times we'll just do exciting, splashy things.
Actually, the Gearhulks were not legendary, so that was a bad example.
But the gods were legendary.
Not all of our splashy cycles necessarily are legendary.
But a lot of times where it really reinforces what we're trying to do.
For example, when we're doing gods, it doesn't make a lot of sense.
There's a lot of gods.
There's a singular god for one particular thing.
So when there's a red god,
usually that will be a legendary thing.
Also, I should note, by the way, I'm talking a lot
about characters. All the
things I'm talking about apply to objects
or places as well.
So, for example,
in the story, like take Odyssey,
you know, the Mirari was a major component of the story.
Well, we knew we needed to do something really cool with the Mirari.
You know, and so one of the things that we were sort of on the hook for is,
hey, this is a major component of the story.
We need to reflect this.
And not only do we need to reflect it, but, look,
the story revolved around people wanting the Mirari.
So there was some pressure to make something that people would want.
And that's another thing to keep in mind sometimes is when there's something that is so crux to what's going on
that you want to make sure that you represent the thing or the place.
Legendary places have been trickier.
For a long time, the way the legendary rules work,
we didn't want legendary lands
because the gameplay was bad.
We eventually changed it so that now we can make
legendary lands again.
There was a period of time where
the reason you would play legendary lands is to destroy
the opponent's legendary lands, and it was kind of a
strip mine thing. That was not particularly fun.
But now that you each can have one copy of it, I of a strip mine thing. That was not particularly fun. But now that you each
can have one copy of it, I can't use
mine destroyer or so.
We now can go back
to Legendary Lands.
Legendary Lands usually is
it's
trying to play up some place
and there's usually something special about the card
that the idea of
it has some uniqueness to it is built in.
Often we use that mechanically to say,
okay, we can only have one of these in play at a time,
so we can definitely sort of juice it a little bit because of that.
I will note, by the way, that we don't power things up all that much
because they're legendary.
I know people seem to think we power them up a lot.
We get a little bit of space. We don't actually get as much
as people think we do.
You can push things a little bit in certain
areas. The
reason you mostly get to push legendaries is
not because they're legendary. It's because
most of them are multicolored.
And you can push multicolored stuff a little bit more.
For example, if you cost
just three mana but you're 3 different colors
mana, getting that out is hard
and getting that out in turn 3
is not impossible honestly
but tricky
so we can make cards that if you got in the third turn
are super powerful
but because you're playing 3 colors
it's hard to get on the third turn
and so we definitely give you more
value when you're playing more colors.
Another
thing with Legendary is
sometimes
when
we are
trying to sort of
make something for you to build around,
sometimes we feel that giving
some personality will give
the deck some personality.
Of like, oh, this
is a cool thing. Oh, well maybe
instead of just being, you know,
instead of just, like for example,
I think if we
had something like Battle of Wits to do over again,
it's seldom
that you need to play
two Battle of Wits at one time. Yeah, yeah, yeah, your deck will have four Battle of Wits, but it's not that you need to play two Battlewits at one time.
Yeah, yeah, yeah, your deck will have four Battlewits
but it's not the kind of card where
you know, look, if one Battlewits is out
it's going to do the job.
You don't necessarily need more than one out at a time.
And so that's the kind of thing nowadays
that we make something that really will be
self-identifiable for a deck
and there's opportunity to just give it a little extra flavor,
we'll definitely consider doing that.
The other thing about legendaries that we tend to do is
we tend to avoid doing exactly...
Like, one of the things you want to do with a legendary is...
There's a concept in design that I call the, does it have a name, sort
of being askew. What that means is that if you go back and look at architecture from
like the medieval ages, one of the things they used to do is they would make a mistake on purpose
in building churches.
Because it was trying to reinforce that only God is perfect,
and so they would build in a mistake.
And one of the things that artists have found over time is that
one of the things that helps give identity to something
is to do something that is a little out of the norm,
not what's expected.
And so a lot of times when building a legendary,
what you want to do is give a little bit of,
just a little bit of tweak to it
that makes it have an identity that no one else is going to copy.
That is doing something mechanically we wouldn't normally do,
or just how it does it
is just a little bit different.
Usually legendary cards
are rare or mythic rare.
The Splashes ones are mythic rare,
but we make some of it rare.
In sets that matter,
we occasionally make them an uncommon.
Dominaria is a good example
where legendary matters in the set as part of the historic
mechanic and so
we did make some
uncommon legendary cards
but it's the kind of
thing that we tend to only do
when thematically it makes sense
in general the legendary theme and flavor
kind of wants to be on rarer things
if this is a one of a kind thing
well odds are the average person doesn't see it
that often. It's a one-of-a-kind thing.
But anyway,
when designing them,
one of the things that we spent extra time on Legends
is that part of
giving it a unique flavor
is not just copying something
you've done before.
I'm not saying we never do that, but
we're less likely to just repeat something we've done before and I'm not saying we never do that, but we're less likely
to just repeat something we've done
before and just make it legendary.
Usually when you're making something legendary,
you want to add in a little something that just
makes it
a little unique in a way that's
not something most cards will do.
Like I said,
sometimes that is in doing
an effect we wouldn't do often.
Sometimes it's just in the execution.
Sometimes you will connect abilities or put together abilities that have a quirky element to them
that isn't something we would normally do.
The other thing that we tend to do with legendaries is,
because we know there's a lot of attention toward them,
we always want to make sure that every legendary... I mean, in general we want to make sure every card is pointed toward somebody, but we do
this with legendaries a little more rigorously than we do with normal cards, which is, when
we're looking at a card, we're like, who is this for?
You know, is this something that is going to be it's super faithful to the story
and the Vorthos's really like it?
Is it something that just plays awesomely in Commander?
Is it something that
just has a big
splashy cool moment
that the Timmies and Tammies are just going to
have such fun playing?
Is it do some weird quirky thing
that the Johnnies and Jennies get to build around?
Is it hyper- build around? Is it
hyper-efficient? Is it something where
there's a lot of interesting decisions to be made
and the Spikes will really have fun with it?
You know, who is it for? What
psychographic is it for? What aesthetic is it for?
Who is the card for?
You know, what format is it for?
And that we, because
we know legends, legendary permanents,
especially creatures, get extra attention to them,
we will spend a little more time sort of making sure that it is fine suited, I would say fine tailored,
suited for someone in particular, and make sure that that person really likes it.
Because legendaries are sort of a special thing.
Like one of the things, in Like, one of the things,
in fact, as of the day I recorded this,
I did a poll today.
Every once in a while, other than head-to-head,
I do what I've been calling poll position,
where I ask your opinion on magic things that we do.
And today's poll was all about,
would you like us to have less legendary creatures,
but all of them be relevant in the story,
or have more, but not all of them are relevant?
And it's very close as of right now.
I think less but story relevant is winning by like 1% or 2%
as of me leaving work.
I don't know by the end of the day if that'll be true.
But one of the big challenges is
that we want legendaries to feel special,
and that usually the way it works is
we'll go through the set and we'll say,
okay, if it's a legendary card,
to make sure it should be legendary,
is this something that we think,
I mean, A, is it a character in the story
we're trying to reflect?
Is there some sort of faction,
some sort of inherent flavor we're trying to do?
Is there some theme we're trying to provide for commander?
What is the role of each card? And then, beyond
that, the psychic graphics of,
we want to make sure that there are
legends for each of the psychic graphics, because not
everybody plays the same way.
And that we want to make sure, like,
we like to have some legendary things show up in tournaments.
We like to have some legendary things be super popular
and casual.
Another thing that we try to do,
oh, here's another thing that we've been doing recently,
is the players get really excited
when we make legendary creature types
that we've never made legendary before.
So one of the things we've been consciously doing now
is just keeping an eye open when there's an opportunity.
You know, that, for example,
we had never made a legendary blue-red artificer
that mechanically cared about artifacts.
And there's a lot of players that wanted that.
And they thought we were going to make it in Kaladesh,
but we ended up making Sahelian instead,
which was a Planeswalker, not a legendary character.
So when we were making Dominaria,
we were very conscious that's something they wanted.
And there was a character that was blue-red,
which was Joyra,
who is Artificer, right?
So, like, we had this line up
and think, okay,
players want this,
let's try to make them do that.
Also, there are just creature types.
Actually, I combined two things.
There is archetypes
that are missing
and there's creature types
that are missing.
So we want to make sure
to fill archetypes.
I know there's Desire,
one for a white-black cleric.
I know when we make new,
like we put dinosaurs and pirates in Ixalan,
we knew that people would want a legend
that fulfilled all the colors of them.
Well, if dinosaurs are white, red, and green,
give me a white, red, and green legendary dinosaur.
If pirates are blue, black, and red,
give me a legendary pirate that's blue, black, and red.
And we're also looking of,
like I get the question all the time,
for a legendary bear or a legendary,
I guess we've made a legendary hound.
But people will say,
you've never made a legendary fill in the blank.
And so we're always on the lookout for,
is there an opportunity to make a legendary something
that we've not made before?
And that's something we look at in legendary stuff.
we've not made before.
And that's something we look at in Legendary stuff.
Often, when we're making
supplemental sets,
or even normal sets if we can,
we sometimes look back and figure out,
especially in a return.
If we're doing a return,
we're like, oh, did we miss somebody?
We're going back to Innistrad.
Was there somebody people wanted on Innistrad
that we, because of the timing
that showed up in the story or in flavor text,
that we just didn't know when we were making Innistrad, that now we know people want it, we can go back and make it?
Sometimes those get made supplemental sets.
Sometimes those get made return sets.
We always have to keep that in mind.
But really, when making a legendary, a lot of the roles of designing a legendary is understanding kind of who wants it on many different vectors.
You know, what format is it being played in?
What kind of player is going to play it?
What kind of psychographic is going to play it?
What roles does it play in the set?
What theme does it hit in the set?
You know, what is it saying about the set?
How is it filling out the world?
There's a lot of different things you've got to do
when you design legendaries.
And that, my friends, is how legendaries are done.
But anyway, I am now at work.
And so that means it's the end of my drive to work.
So instead of talking magic, it's time for me to make it magic.
I'll see you guys next time.