Magic: The Gathering Drive to Work Podcast - #567: Magic Evolution, Part 5
Episode Date: August 31, 2018This is another in my series where I go through Magic sets and talk about what each one added to design technology. In this podcast, I talk about original Mirrodin block. ...
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I'm pulling out of the parking lot. We all know what that means.
It's time for another drive to work.
I'm dropping my son off at camp again.
Okay, so today is another in my series, Magic Evolution,
where I go through magic sets and I talk about what did this set introduce to magic.
Sort of talking about design technology and design evolution.
So today, I'm going to talk about Mirrodin block, original Mirrodin block.
There's a lot there.
A lot to unpack, they say.
So let's start.
So Mirrodin had three sets in it, Mirrodin, Darksteel, and Future Sight.
Not Future Sight, sorry, Fifth Dawn.
Yeah, remember the sets correctly.
So Mirrodin, Darksteel, Fifth Dawn.
So let's start with Mirrodin.
So the interesting thing, by the way, is each of these sets introduce something to the game that became evergreen in the game.
Dun-dun-dun.
Okay, so first off, in Mirrodin, let's start with the thing that became evergreen.
Equipment.
So, the idea was, back in the day, artifacts kind of served lots of different roles.
And early magic, we did make things that were sort of flavored as equipment.
Swords or flying carpet or things in which you had to kind of equate them to a creature.
And then there was sort of a one-to-one relationship with the creature.
And sometimes even if the creature died, the artifact would be destroyed. Or, you know, there was a lot of sort of one-to-one relationship with the creature. And sometimes even if the creature died, the artifact would be destroyed,
or, you know, there was a lot of
sort of one-to-one connectedness
because the idea of artifacts that your creatures use
is pretty flavorful.
And we had talked about wanting to do something like that,
and so finally, you know,
Mirrodin was the artifact-themed set.
Now, Antiquities, which was Magic's second expansion,
had an artifact theme, but we really hadn't done,, Antiquities, which was Magic's second expansion, had an artifact theme,
but we really hadn't done, since Antiquities, we hadn't really done a theme like that. And
after Invasion kind of introduced the third age in which themes were a role of how blocks worked,
I really wanted to do an artifact themed block. And so Invasion was multicolored, Odyssey was about graveyard, Onslaught was about creature
types and tribal, and Mirrodin was going to be about artifacts.
And in fact, one of the things, in some ways, Mirrodin is the beginning of our modern world
building.
I mean, not that we didn't make...
There was some world building that happened before.
But it was the first time we kind of built a world
where the design and the creative team worked together.
In fact, I was super involved in the creation of Mirrodin.
Because really what I wanted was a metal world,
was how I described it.
Was I wanted a world in which you could just have more artifact creatures than normal and go okay that's just what the world is
so that was the first time really design worked with creative
to sort of figure out like here's what we
what ended up being kind of the way we now work is
there's a back and forth.
Where the way it started was with design saying, we want an artifact set.
It said it's all about artifacts.
So we want a world that's all about artifacts.
So we started with the idea of what would a world be that just had more artifact creatures in?
What does that mean?
And then we came up with this idea of a world that had been artificially built. And then we worked with the creative team and we went back and forth
and sort of slowly sort of evolved the world that made sense. And the idea was a lot of what we were
doing was working with creative so that we would get ideas mechanically from creative and creative
would get world building ideas from us from things we did mechanically and so there's a nice back and
forth so that when you're finished you know one of our jobs as um a designer here is i don't want
you necessarily to tell which came first i mean some sets it's easier to understand than others
but if i'm doing my job perfectly the the creative and mechanics just seem to blend naturally together.
And it doesn't matter which we started with.
And so Mirrodin was the first time where we really had this back and forth quality to the way we built the set versus how we built the world.
And it really sort of shows that you see a lot of the flavor of the mechanics seeps into the world itself.
Okay, so let's get to equipment.
So we knew that we were going to do artifacts, and part of doing artifacts said, okay, let's think about how we do artifacts, and is there anything we want to do different?
So Tyler Bielman, who was in charge of the creative team at the time, Tyler and I planned
to do this major overhaul on artifacts.
and I planned to do this major overhaul on artifacts.
The plan was we were going to start making sub,
artifact subtypes.
And we had, like, weapons and armor and potions and scrolls.
And we had six, there were six of them we made.
And then one of the ideas we really played into was to lay down some rules to separate artifacts from enchantments.
Like, one of the things we had proposed was that enchantments are about changing the world,
and that artifacts are about being used.
Meaning that if you had something that changed the state of things, that wouldn't be an artifact, that would be an enchantment.
Like Howling Mine, every turn draw an extra card, that should be a blue enchantment, not an artifact.
And already, artifacts have the quality that you use them and the idea was that enchantments um not that you
couldn't activate them but it would have a less feel of using it and more feel of you're generating
an overall effect tyler and i spent a lot of time delineating in the end rnd felt like we were
cutting off too much of magic's past like they wanted to be able to make Howling Mine or something, you know, and so we ended up not adopting it.
It did do a much clearer job of saying this is what's an artifact and this is what's not, but this is what enchantment is.
But anyway, so the subtypes, we'd spent a lot of work on this.
But one of the things we also spent time on was the idea of carving
out equipment space. Because one of the things we knew is, look, it's neat that
you, the planeswalker, could have a sword, but it's also kind of cool that you
could give your goblin a sword, or your merfolk a sword, or your elf a sword, you
know, that you could give one of your creatures something that they could use.
So what we decided to do, so the first version we did of equipment
was literally like colorless auras, essentially.
The first thing we tried was just like,
they're auras, except they're colorless
and they're artifacts.
And what we found was,
it was just a little lackluster.
Like, auras have all these problems anyway.
Why are we copying auras' problems?
So the next stage we came up with was,
okay, there's a permanence to it.
So I give a sword to my goblin
and you destroy my goblin.
Well, the sword's still there.
You know, the goblin falls over
and the sword's lying there.
Someone else can pick up the sword.
So we started out with this idea of,
okay, what if there's a permanence to them
and if you get rid of it,
and really one of the biggest problems with auras in general is the card disadvantage problem.
That I have a creature, and then I put an aura on, and if you destroy my creature, now
I'm losing not one card, the creature, but two cards, the creature and the aura.
And so there's a lot of card disadvantage built into auras, which makes them hard, especially
in constructed, to make them viable.
especially in constructed to make them viable. So the idea was equipment would fall off if the creature is destroyed and you could re-equip it. And we messed around
with a bunch of things. Early we tried something where just when you cast it it
got equipped but then the creature had to die before you could equip it again
and so eventually we said okay well what if we just play it and then you could
equip it wherever you want and that includes
moving it from one creature
to another creature if you want to.
So equipment is one of those things
that kind of
hit evergreen status like immediately.
Like we had equipment
in Mirrodin block
and the block that follows it
is Champion's block
and Champion's block
just had equipment in it.
It just wouldn't,
it's like the second
it wasn't a block mechanic,
it became an evergreen mechanic.
It was just something that was super, super flavorful.
One of the issues we've had since then is
generic costs are problematic
because anybody can play it.
And so we've been a lot more careful with equipment.
In fact, one of the recent things
we've started messing around with is the idea of maybe from time to time we wanted more careful with equipment. In fact, one of the recent things we've started
messing around with is the idea of maybe from time to time we wanted to do colored equipment.
It's really hard to push generic equipment,
artifacts with generic cost, just because the fact that any deck can play it is you have to
maximize it for the strengths of that color. So like blue is really bad at power
pumping. Okay, well equipment can't be that good because blue decks can play it.
So anyway, we've definitely been... One of the things that we've been messing around a little bit,
you'll see more in the future,
is the idea of maybe having artifacts in general,
not just equipment,
but having artifacts have a little bit more play
into colored artifacts.
The major reason is, as Kaladesh and Myrden, Skarsgård...
Like, artifact blocks have caused this problem because it breaks from the color pie.
If you have powerful artifacts, anybody can play them.
And so we're starting to weave a little more color into them.
Well, I mean, I like the general flavor that anybody can pick up any artifact.
It makes it hard for us to make that a theme.
Okay, next.
Affinity.
So, obviously, in Mirrodin
it was affinity for artifacts.
I mean, this was definitely a special...
I mean, I...
I don't know if this was...
I think this is the first...
I think this is the first cost reduction mechanic.
I mean, I think we had cost reduction
on individual cards.
But this is really sort of saying,
hey,
you know, there's one of the things
that you can do with
mechanics is make it easier to cast
spells. Now, affinity
for artifacts proved to be a little
too powerful. It was a combination
of things. A, because
they're, because
artifacts have a generic cost
and some of them
can even cost zero,
it is possible to,
especially,
so especially artifacts
that have affinity
from artifacts,
you can essentially
play them for free.
I think if we bring
affinity back,
well, first off,
I think when we bring
affinity back,
it might not be affinity
for artifacts.
I think there's other
things of affinity for. But think there's other things affinity for
but it definitely was
a mechanic that we
overplayed a little bit
and made too strong
definitely some lessons there
I mean like the artifact lands
are good lessons
that we learned
which was
it was a set all about
artifacts matters
and I loved the idea
that having lands
that have an artifact status
would mean something
and there's a lot of there's so many cool things you could do with them.
It really was a neat thing.
The problem is we kind of skipped over the...
When you have a mechanic that cares about artifacts,
the idea that you could play an artifact land and all of a sudden
the Infinity from Artifact things cost two less
because the land taps for mana and it's an artifact
just proved
to be a little a little bit too much it just made our affinity for artifacts a little too strong um
i think if you turn the artifact lands out there i'm not saying there's not issues it's still
pretty strong but the artifact lands clearly put it over the top and i was blinded a little bit by
um what i what i call the mistake of the honest play, which is one of the things we do in design
sometimes is we play it the way we want people to play it rather than the way people might
play it.
Meaning, if you're playing it honestly, here's kind of what you would do with it.
And there's a lot of fun things you can do with Artifact Lands.
There's a lot of like neat cool interactions. The problem was you have to
look at not what can people do, but what will people do. And one of the issues in
general is people want to win. So if there's a way to break your mechanic or
break your thing, they will. And you kind of have to look at not
what's the fun thing to do with it, but what's
the broken thing to do with it. Because
like we had this problem
for a while where in design we would just play with it and go
where's the fun way to play? And we would just play the fun way.
And then development would get their hands on it and they're like
okay, but that's not how people are going to play it. That's not
the way to, that's not the most efficient way.
And yes, yes, there are casual people that will
play the fun way, but you have
to acknowledge the fact that there are people who are going to play it the broken
way, so if it can be played the broken
way, that causes problems.
So Affinity was really educational
for us. It sort of taught us that
you kind of have to think ahead
and think of how things get abused
and
also,
once again, it just sort of taught us the dangers of messing in artifacts in generic space.
And the lack of color to guide you.
Because the Affinity cards that were in a color, not that any of them weren't good,
but they were nowhere near as problematic as the ones that were just, could go in anything.
I mean, there were some good blue ones.
I'm not saying, it was a combination of things. But anyway, Affinity just definitely
taught us a lot and really was, I mean, damage, I mean, not damage,
cost reduction is something, it's a well we go to. I mean, we're cautious
about it because it's dangerous, but it is a well we go to. Next,
Entwine. So Entwine was a mechanic where
oh, Affinity, by the way, I didn't mention this.
Affinity were cards that cost one less for every artifact
you controlled. Entwine are
artifacts that had modal spells
with two modes, and you could pay
an extra amount of mana to get both
modes rather than one. And the idea
was that the two effects had synergy
with each other.
We've definitely been messing around a lot
with modes. I think before Entwine,
most of the time what we were
messing around with was how many modes.
Like we messed around with charms.
Then in
Lorwyn, we messed around with commands, but we're not to Lorwyn yet.
So that's coming later.
But anyway, this, that was really
the idea of messing with modes in a
way of what if you could have more than one mode um and this is something we've come back to a
couple different times the idea of um that maybe you're not limited to a single mode that maybe
you can have more than one mode um and that really sort of... It was a different
kind of thing to design, a different space to design.
It's really interesting that you get a sort of...
The idea of having
inter... Like, before,
if it's a modal spell and you can't cast both sides,
you kind of don't want the spells to be too
synergistic, the effects to be too synergistic.
Because it just kind of teases you. Here's two
effects that would be great together, but you can never have them
together. Where Entwined is all about let's find those things, and it really sort of forces us you. Here's two effects that would be great together, but you can never have them together.
Where Entwined is all about, let's find those things,
and it really sort of forces us.
Like, one of the things is,
the idea of doing secondary effects is something,
it predates Mirrodin.
We definitely had kicker and things where you would kick into the second effect.
This was kind of neat in the idea that
you wanted each effect to stand on its own.
And so this really was us playing in some modal space we hadn't played before.
And then finally, the most sort of out there mechanic of Mirrodin, imprint.
So imprint came about because both Brian Tinsman and I had made individual cards that you exiled
a card, and then that card was kind of the model of telling you something.
I had made Soul Foundry, which was called Clone Machine at the time,
which allowed you to copy a card that you had,
you sort of, you imprinted the card on the artifact.
And then Brian had one of the spell copying ones.
And one of the things I realized was
that there's all these memory issues that you have in the game.
And so Imprint was saying, okay, what if we just exile a card and then the card is the memory tool?
It really was a different way of thinking about memory.
And one of the things you'll see, and Imprint really was the guide of this, is the idea of for a long time we were very limited by saying,
well, we don't want you to remember too much so we'll just not do that. And over time
like, okay, as we sort of eat up
the simple space
and have to sort of expand a little bit, we're like, you know what?
There's a lot of cool effects you could do
if the memory part's not so hard.
So let's figure out new ways to help
with the memory. And imprint was one way.
Imprint was probably a pretty bold way to do it.
Because it allowed you to make pretty
like, you know, Soul Foundry lets you copy a creature.
Well, as complex a creature as I want to put in that, it's as complex as it becomes.
But I have that as my model so I know what it does.
So anyway, Imprint, it is definitely one of those things where you see us from time to time
kind of using Imprint technology to make individual cards.
from time to time, kind of using imprint technology to make individual cards,
that there's something cool about using
the resource of cards themselves as memory aids.
And as you watch as magic has evolved,
the idea of giving you more and more memory aids,
the current sort of popular thing is
using frame and frame elements as a means to help give you,
to help remember for memory aids.
But anyway, imprint definitely was very valuable there.
Okay, we move into dark steel.
So dark steel also has something that became evergreen, indestructible.
So indestructible came about because I,
Bill was leading dark steel and Bill said,
what is a cool thing that we could do for artifacts?
And so my pitch to Bill was okay Bill, what is the thing people
most dislike about
when they're playing artifacts?
And I'm like, other people destroy them!
That's what's horrible, they destroy them.
What if we made an artifact you couldn't destroy?
And originally indestructible
was not a keyword.
It was just like a vocabulary word.
Well, it's a word that means cannot be destroyed.
So if something is indestructible,
what it cannot be destroyed.
That's another mechanic we moved in the game
relatively quickly.
What we realized was it had a lot of flexibility
in how you could use it.
Not only can you make creatures
that were just naturally indestructible, but you could
activate to make things indestructible, which now
kind of fills the role of what
regeneration used to have.
It also lets you do some of the generic
kind of protection-y type stuff we used to do.
We're like, oh, this creature
can't be harmed. So you target
it, and then I give you indestructible to end return
as a means to sort of protect it.
And like I said, it's funny when it
first started this was something that was kind of confusing
to players at first. Like,
what does it protect against? Like, does it say destroy?
It can't be destroyed.
There are a few effects that don't say destroy that do
destroy. So there is a little bit of knowledge and understanding
there. But it quickly
became something that
was a good tool
to have, and so
it made its way over to Evergreen.
We don't
use indestructible, I mean, we use indestructible
until end of turn a little more than we use
the straight-up indestructibility.
It has become something that's...
The other place we tend to use it is, sometimes
we make things that are fragile
that we want you to sort of play a game with
and do something cool with, and we don't want people just
getting rid of it. So either we put Hexproof on it
or we put Indestructible on it, saying, okay, look,
this is not supposed to be easy to destroy.
A lot of times, if you have some
alt win condition or something in which
you're supposed to work to get there,
we don't want a person spending the whole game working toward
it, and then in the last second,
your opponent just destroys it.
But Indestructible definitely was something that was very...
The idea of the nature of what it is and that it can't...
The idea of designing sort of in the negative space,
like indestructible is about you just can't do something to it.
It doesn't actually do anything.
It just passively can't have something done.
And that
is an interesting space that we've mirrored later on. Next, modular. So modular was what only went
on artifact creatures, I believe. They're creatures that came in with a certain number of plus one,
plus one counters. And then when they died, they can move all plus one, plus one counters on them to another creature. This is another thing
that ended up being a little stronger than we intended.
One of the things
that I think if you ever brought modular back
is the idea that the creature
doesn't have to be a zero zero and all of it
be plus one plus one counters. There's actually some interesting
space where, hey, I'm a three three
with two counters. Essentially, I'm a five,
five. But if I die, it's not that
all the counters move. It's some of the counters move.
Something we learned from
that. I mean, modular...
Modular was us trying to redo
the chimeras
from Visions. The chimeras
were creatures that when they died, you sort of
grafted their size and their
ability. We sort of moved away from the ability because that's harder to monitor.
But anyway, modular definitely taught us a little bit about being careful of the equity
of how much it matters.
Like when you die, how much do you get to keep before it's an issue?
And sort of big bodies where you keep all the body, where killing it just means that
this other creature becomes that much bigger.
You have to be careful with that.
Okay, next. Affinity for basic land.
So the one thing we also did in Darksteel is we sort of messed around with the idea of what else could affinity be.
And so one of the interesting things about that was we knew that we were in a place
where it was an artifact set.
So what else would you expect in an artifact set?
We got to have lands.
So we did affinity for basic lands.
And we put them on artifacts
so that it allowed you at some point to make them free.
For some reason, these ones weren't quite as problematic.
I think the biggest issue is
if I need three mountains before it's free, well, it can't
be free until the third turn. And that's
assuming I draw mountain, mountain, mountain, and I
can play all three mountains.
So it gave you a dream of something that
could happen, but it couldn't
happen for a certain amount of time,
because the game's limitation of getting lands
makes it a lot harder to get there
faster.
But it did kind of demonstrate
the idea that we can sort of riff off of mechanics.
We've done that before.
This was definitely a little broader
and kind of said,
look, there's other ways to use Affinity.
You know, Affinity really is a lens you can apply
and that you can apply it very,
you can care about very different things.
The other interesting thing about Dark Steel, by the the way for those that like a little trivia is it is where
artifice are the creature type artifice are first premiered um one of the things we're always looking
for by the way when we make new sets is um creature types are weird in that there's two
different audiences for creature types um there's the people, sort of what I call
the Mels and the Vorthorses, if you will.
The Mels, the creature types are a mechanical hook.
So like, oh, well, if I get enough creatures
with the same creature type, I can build a deck around it.
Oh, look, I can make a goblin deck.
I can make an elf deck.
And then there's like, oh, I can make a horse deck.
I can make, you know,
and they're starting to get narrower and narrower.
So the Mel request is always make more, especially the ones we don't have a lot of. Hey, you have a
card that cares about horses, make more horses. Mel especially cares when there's cards that
specifically care about the creature type. They're like, look, you made cards that care about it,
you know, I want more. You know, I want more of that creature type. I have a card that I really
enjoy playing with, but you need to give me more. So there, I want more of that creature type. I have a card that I really enjoy playing with,
but you need to give me more.
So there's a lot of pressure on that side
to make more creature types of existing creature types.
Meanwhile, on the opposite side,
you've got the Vorthorses of the world,
and they're like, creature types are a creative expression.
It's less a mechanical thing.
And so they're like, hey, expand more.
You know, yeah, yeah, yeah, we've seen 8,000 goblins.
Whatever. Boring. Show us new things.
Can we see this? Can we see that?
Here's this thing from fantasy.
Here's that thing from fantasy.
And so the Borethrower's End really wants us
to be inventive with mechanics.
What they want is to see new and different creature types.
And so there's a balance of trying to sort of
make sure there's some consistency
so we add to the things we're already doing
while occasionally doing something new. And usually the balance is, are we making
something that we think has some legs? Like, I don't think we make a creature type right
now without hoping that maybe there's some long-term potential for the creature type.
There are a few exceptions where we make something that's more tied to a world. But even then,
you know, the Aetherborn, for example, from Kaladesh,
the idea was maybe we see the Aetherborn somewhere else.
We sort of invented them, we made something,
and even then, Aetherborn didn't have its own creature type.
I think it was elemental, right?
Was the Aetherborn elemental?
I think he was elemental. I'm not 100% sure on that.
Okay, the last set of the Mirrored in Black was Fifth Dawn.
So Fifth Dawn got in a weird space
because by the time we got there we realized how broken the set how uh mirrored in and dark steel
were kind of broken and so we were asked to not do like while we i think we had one affinity card
as a nod toward it um i think we had one imprint and one affinity card.
We definitely had equipment.
I don't think we had a twine.
And so we needed to sort of go in a different path.
And so what we ended up doing is we came up with Sunburst.
And Sunburst said you get a counter for every color you use to cast this generic artifact.
If they're creatures, they're plus one, plus one counters.
If they're non-creatures, they were like charge counters
or some sort of thing you could use.
And Sunburst was interesting.
The biggest problem with Sunburst was we didn't plan for Sunburst.
It wasn't something we...
In some ways, Mirrodin Block really educated me
with the need of block planning.
So what happens is Mirrodin Block happens educated me with the need of block planning. So what happens is Mirrodin Block happens.
Then in the middle of Champions Block, I become head designer.
So I don't, Champions is kind of mid-flight.
I just sort of finish it out.
There are a lot of choices made that I didn't agree with,
but like it didn't make any sense to switch it mid-year.
So I sort of rode that out.
And then Ravnica was the set I started with.
And the thing I did with Ravnica is I mapped the whole block out. And that
came from Mirrodin. Mirrodin literally was watching 5th Dawn happen
and realizing, oh, Sunburst could have been so much more interesting if we knew
we were coming to Sunburst and we could have set it up. Mirrodin did almost nothing to set
it up. Darksteel did a little bit because Darksteel wasn't done yet when we were making
5th Dawn. So we were able to sneak a few things
in. But it really, especially since
Fifth Dawn was drafted last, we hadn't yet got to the
technology or the latest that got drafted
first. That would have helped a lot.
But we weren't there
yet.
And so
I think Sunburst is one of those things.
I mean, it's another thing that we've kind of limited to artifacts.
I don't think it's mechanically tight artifacts, meaning in theory we make Sunburst is one of those things. I mean, it's another thing that we've kind of limited to artifacts. I don't think it's mechanically tied to artifacts,
meaning in theory we make Sunburst without knocking on artifacts,
but it's thematically tied to artifacts.
And it definitely was something that taught me...
It's us playing with mana again.
It's really one of the earliest times,
in fact, it might be the first mechanic,
where what color mana you use matters to the card.
There's some individual cards that mesh in that space, and there's definitely some cards
that cared about mana in different ways.
But this was the first mechanic that really sort of cared about what color you were spending,
and that definitely influenced some things down the road.
And it definitely was the inspiration for what would later become Devotion.
What do we call it?
In Future Sight, we had, what is it called?
It's called Chroma.
So it definitely was the precursor to sort of the influence for Chroma.
Okay, and the last mechanic, which is the evergreen mechanic of this set,
like I said, every set had an evergreen mechanic,
was Scry.
So Scry was created by Aaron Forsythe.
He was really interested in making a mechanic that kind of just helped the game play a little bit better.
I think one of the things we had done
and mirrored in the nature of artifact blocks
is they tend to be a little more Johnny-Jenny-ish,
and that means you kind of want your combos to work.
And so one of the things that Scryde does really good
is it kind of maximizes you getting access to cards you need
because you're just sort of looking at more cards.
And the idea that Aaron Roy liked was
that it was something that was fast and simple,
but, like, long-term kind of just
generally greased the wheels of your deck.
It was subtle,
and it was something that Aaron knew
that the tournament players would get,
and that he hoped it would trickle down.
So what happened with Scry was
Scry didn't immediately become evergreen.
Scry was just something like,
oh, this is a cool spell.
Then when I think
Eric was doing the core set,
and at the time in the core set, we were bringing back
mechanics. And I think the first time
it was Eric brought it back in
M11, I think.
2011, I think. It might have been
2012. 2011 or 2012.
And it just was a perfect fit, and it was
really flavorful. I mean, Scry means
to look at the future, so the flavor is really cool.
And it's just the kind of thing that you can go into any spell.
It's super flexible.
So then when Eric was making Theros, he knew he needed,
because Theros had a lot of common rhetorics to it,
a lot of combining things, because it was about building up.
So he decided that scry made a good sit in Theros.
The Greeks loved
their omen seekers and stuff, so it was
a good fit there.
And then
at some point we were going to bring it back again
and we were like, why don't we just
let this have access to it? Why don't we just let
this have this? And we eventually just decided
to keep it.
And then once we kept it,
then it got integrated into the Mulligan rules.
And anyway, Scry is definitely
very much ingrained into the base game now.
The interesting thing,
we made it in fifth on.
Like sometimes you make something,
like I think when we made equipment,
in the back of our heads,
we were like, well,
if this works out,
maybe we can just, it can just be an evergreen
thing. So I mean, I think we made equipment with
the idea that maybe we can make it evergreen.
Scry was not at all that.
Scry was just something that was kind of really useful
and players liked it
and then just we started using it more and more
until we finally were like, look, why don't we
just have access to this? This is something we really need.
It's flavorful, it's simple,
you know, and it's funny
because when we first made it,
one of the big questions at the time was,
are only certain colors supposed to scry?
We eventually decided
that everybody can scry one,
that everybody can peek a little bit,
but that only certain colors,
like blue is sort of the center scry color.
And red usually does the least amount of scrying
because red is,
like blue is the most look forward and red is the the least amount of scrying because red is, like blue is the most look forward
and red is the least look forward.
So like red is sort of like living in the moment.
So like you don't want to have too much future telling in red.
That's just not, red's like live from the moment,
not think about the future.
Where blue in the verses don't make any decisions
who thought out everything.
So seeing the future is a huge deal for blue.
So of course blue is going to look.
That's just something blue is going to do. So blue is future is a huge deal for blue. So of course blue's going to look. That's just something blue's
going to do. So
blue is top at scry, but we definitely
let everybody have access to scry.
Now there are a few other
things in fifth dawn.
There's the echoing spells,
which was
we had made a card, I made a card called
lobotomy, that you made your opponent discard a card
and then got rid of all copies of that card.
So this played in a similar space
where I got to affect a creature
or affect a card,
and then I affected all cards of that ilk.
And this definitely sort of playing around...
One of the things we've been playing around
from time to time is
kind of encouraging a little bit of diversity
in spell type of,
hey, don't just play
all four ofs. Maybe you want to play two of this
and two of that. And the echoing
stuff is definitely us playing a little in that space of
there's a danger to overcommitting to have too many
of the same kind of card.
We also were
the pulses where you did something
and then if your opponent still had more
of the resource than you did, you got the card
back.
In Tempest, we mess around with buyback.
I think it's us trying to figure out ways
in which we can let you cast things a second time,
but in a way that's less dangerous than buyback.
Buyback was, you know, assuming I'm going to spend the mana,
I can just keep doing it.
And that proved to be a little bit more,
a little more resilient, a little more repetitive than we liked.
So then we had stuff like flashbacks that said, okay, here's a clean way to, a little more resilient, a little more repetitive than we liked. So then we had stuff
like flashbacks
that said,
okay,
here's a clean way
to do a spell twice.
And we keep messing around
with ways
to start to do spells
more times.
I don't think Pulse
was a particularly
great experiment.
I mean,
we really haven't done
a lot of stuff
like that before.
In general,
one of the things
that we learned
doing stuff like that
was comparative stuff.
When I have to care about
whether I have more than you
or how much more than you, it's just
a lot of sort of constant updating
and it's kind of mentally taxing
and it's not particularly fun.
So we do a lot less of that. Not
none, but a lot less of it.
But anyway,
I think when I look back at Mirrodin,
Mirrodin Block
developed mentally, there are all sorts of problems, I didn't really get into that, Mirrodin block, developmentally, there are all sorts of problems.
I didn't really get into that.
Mirrodin block actually kind of almost broke standard.
And, you know, so there was all sorts of developmental issues with Mirrodin block.
But from a design standpoint, a lot of really cool things.
Like I say, equipment and indestructible and scry all became evergreen.
That's a lot.
Every set in the block picked up something evergreen.
That is a pretty telling thing.
And if you look at that kind of
where we messed around with entwine
and infinity and imprint
and modular, like, you see a lot of
future mechanics kind of the early of us
sort of messing around in space and
messing around with modal and messing around with
memory issues and messing around with cost reduction.
That there's a lot of us playing in space in this block.
This definitely was, if you had to ask me for blocks
that kind of were jumping off points,
there are certain sets where just we really,
design really went to town, and this was one of those blocks.
This was definitely a block where a lot was learned very positively.
Now, next time we talk, the next set block I'm going to talk about
is Champions of Kamigawa. That's the reverse, where we learned a lot, but in the other direction. But we'll get
to that next time. But anyway, I'm now parked, so we all know what that means. And 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. Bye-bye.