Magic: The Gathering Drive to Work Podcast - #582: Creature Types
Episode Date: October 19, 2018This podcast talks about how Magic uses creature types and the role they play in design. ...
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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.
And I dropped my son off at camp.
Okay, so today I'm going to talk a bit about the history of the creature type.
So technically speaking, creature types are a subtype of creature. They're a creature subtype.
But creature types have started since the beginning
of the game and are the one element of the game that kind of really straddles the line between
flavor and mechanics. And so I'm going to talk all about the history of the creature type today.
So I'm a big fan of the creature type, and as you will see, I've been very involved
in the evolution of the use of the creature type. So we're going to talk about that today.
So today is a history day.
We go back and we learn about sort of how things happen behind the scenes.
And in some case, in front of the scenes.
Okay, so let's begin with Alpha.
So creature types go all the way back to Alpha.
Now, when the game first came out, the way they were written, it didn't say creature or subtype.
It said summon. So, if
you were a goblin, it would just say summon goblin.
It was done for flavor
because the idea was
creatures are, you summon
all the creatures and
but it was weird
in that it was, the creature
cards didn't specifically say anywhere
on them that they were creatures.
Um, clearly they implied that they had power toughness.
You know, it definitely, you kind of knew they were creatures, but it didn't state that
they were creatures.
And, um, eventually I think in, I think it was sixth edition rules updated it, um, updated
to say that it's now that it was a creature.
It might have happened slightly before that.
But anyway, but when the game began, creature types existed.
Although, there were a couple rules.
One was that there was only one creature type per creature.
So if you were a goblin, you would just be a goblin.
Pretty much the way it worked is you tended to be your race unless you were just a human
and then you were sort of your class, you're what you did.
So, if you were a goblin soldier, you were a goblin.
But if you were a human soldier, you were a soldier.
So, what happened
from very early in magic
is both races and classes existed,
but usually the only time
you saw classes were on humans
because if you were some other race,
we'd tell you.
If you were an elf,
we'd say you're an elf.
If you were a goblin,
we'd say you're a goblin.
If you were a human,
we didn't say you were a human.
Instead, we'd say what class you were.
I think the reason
this might have been done early
on was not any
anti-human thing. It was just a concern
from Richard that too
many of the cards would just be
human. Because a lot
of early magic, there were a lot of humans
in early magic. Not that there's not still
a decent number. But early magic
had a significant amount of humans.
And so I think just to help
divvy them up a little bit
and keep you from just having
all the cards be humans,
they made the classes.
And the other thing
that was interesting was
early on,
they had to sort of figure out
what you were.
So like now,
there's some flexibility.
Now if you're two different things,
we can say you're two different things.
But back then, well,
okay, are you more this or more that?
And they would figure it out.
And pretty much for the classes,
if you had a race that wasn't human,
the race tended to supersede.
Now, artifact creatures
got no creature type.
When the game began, if you were an artifact creature type,
you know, stuff like golem and things,
I mean, clearly there were things that were golems
because the golem was in their name, but there was no
creature type for it.
And so for many
years, artifact
creatures just didn't have a
creature type.
Now, when you go back to Alpha,
creature types mechanically mattered
pretty early on.
I mean, they mattered in Alpha.
But not a lot, interestingly.
So there were three lords in Alpha.
There was Goblin King, who was not a goblin.
There was Lord Atlantis, who helped merfolk, although he was not a merfolk.
And there was zombie...
Zombie Master?
There was a lord for zombies.
I think zombie master.
Anyway, each one of them
were a lord subtype
to imply that they led things
but they weren't their own creature type.
Later, we would
errata them such that they were their
creature type but they only affected other things
which was slight technical errata out of them such that they were their creature type, but they only affected other things. Which was
slight technical errata
because if I had two Goblin Kings out
before two Goblin Kings out
nothing happened. Now they each
make the other one bigger, although they don't make themselves
bigger. But it was
really weird to have the Goblin King and have a
picture of him and he's clearly a goblin and say,
oh, he's not a goblin because he looks like a goblin.
But we'll get to the grand creature
update. Okay, so
the way it worked in Alpha was
creature types
were mostly flavor.
But as with
the Goblin King... Oh, also, the thing with
the Goblin King and the Lord of Atlantis and the
Zombiemaster is there weren't a lot
like, for example,
Lord of Atlantis, the only merfolk in the entire game at the time
was merfolk of the Pearl Trident,
which was a 1-1 for a single blue mana.
And the idea was, when Magic first came out,
there was no deck construction limits.
You could play as many copies of a card as you wanted.
So the idea was, if I wanted to play a bunch of Lord Atlantis,
I could play as many merfolk as I wanted,
but that was the only merfolk that existed.
Goblin King had two goblins.
It had Mons Goblin Raiders and Goblin Balloon Brigade,
both of which were 1-1 for a red mana.
The Balloon Brigade, which was uncommon,
could fly for red activation.
So it was kind of strictly better than Mons Goblin Raiders, but maybe you didn't
have access to both, and Mons was a common.
And then the zombie, zombie master, is that right?
There was, I think, just one zombie at the time.
And the interesting thing is Arabian Nights had no merfolk or goblins or zombies in it.
Antiquities, I think, had no merfolk or goblins or zombies in it. Antiquities, I think, had no merfolk or goblins or zombies
in it. Legends was the first set, I believe, that had another zombie. Headless Horseman
was a zombie. And I'm not even sure if it had merfolk or goblins in it. I think it did.
Well, eventually what would happen, I know the Dark had goblins in it, and the Dark had
merfolk in it. So eventually you started seeing more of that. But early on,
it wasn't referenced all that much, and
usually the
only time we referenced creature
types in early Magic tended to
be on lords and things. Like, oh, I
helped. As time would go on, we would
start stretching that a bit more.
Okay, in
Legends, which was the third expansion,
we introduced
a new creature type, Legend.
So Legendary was originally
a creature type on
creatures. It was super type on not creatures,
interestingly.
So a land would be a legendary land, but
a creature was a creature legend.
Now, because you can only have one creature
type, and all legendary creatures were
legends, none
of the, so in legends
there was a whole bunch of multicolored creatures
at uncommon and rare
and they were
all of them, every single gold card was a legend
a gold creature. Well, there only were
all the gold cards were creatures and they were all legends.
So none of them really had any creature
types. So for a while, I mean, we eventually would fix this,
but the legendary creatures, they weren't anything.
They were just legendary.
Now, also, when the game began,
Legend and there was another creature, Wall,
carried rules text.
Wall basically had Defender built into it.
And it said, oh, well, if you're a wall, you can't attack.
And Legends, the original rule for Legend,
A, there was a deck construction that you can only have one in your deck.
Although that's more deck construction rules.
And the Legend rule was, if this is in play,
no card with the same name can be played.
So once somebody gets down a copy of whatever, a Bob, nobody else
can play Bob. Bob's already there.
And it would lock you out from playing
other copies of it.
Over the years, we would change
that. I mean, how Legend works.
Now what happened was,
I don't remember the timing of this, at some
point, we decided
that we didn't like having
the baggage of
Wall and Legend.
And that wouldn't happen
for a while.
Because
I know
that
might not have happened
until we get to the
Grand Creature update that actually
loses their...
Somewhere along the way,
Wall stopped automatically having Defender.
We started making the mechanic Defender,
and then all Walls happened to have Defender.
So if you saw Wall,
all the old Walls sort of got errata
to have Defender,
so they worked the way they always worked.
But it allowed us to put Defender on things that weren't Wall.
So for flavor purposes, if you had a guard that was standing guard that wouldn't leave you,
then it could also have Defender.
And then Legend eventually became Legendary so that all the things that were Legendary,
it was supertype on all of them.
It was kind of odd that it was a supertype on some things and a subtype on others.
That was weird.
a super tribe on some things and a subtype on others. That was weird. Um, so the first set I work on is Tempest or the first set I lead. Um, and one of the things I was very interested in,
as was my team was I liked tribal stuff. I enjoyed the tribal theme. So, um, come Tempest, uh,
Um, come Tempest, uh, we, we put both Slivers and Lissids in the set.
Um, and we started sort of, uh, like Slivers, for example, was a race where the entire race was tribally based.
Um, inspired by the way, by Plague Rats.
Um, Mike, um, Mike Elliott made the Slivers.
Um, he had actually made a set of his own called After Ways.
I've talked about this.
I did a whole sliver podcast.
But anyway, he made a set
and then before he got to Wizards
and then he,
when he came to Wizards,
they bought the set
and then we put that into Tempest.
And you can see as we go along
that we start making use
of creature types more and more as signifiers.
You can see, for example, that
masks have spell shapers.
There's rebels and mercenaries as well.
In fact, one of our problems was
instead of having keywords
that were labeled and named keywords,
Mike just put things onto creature types
and then sort of the idea was,
oh, this is what mercenaries do,
this is what rebels do,
this is what spell shapers do.
And while those were new mechanics,
the fact that they weren't named
and they were sort of tied to actual creature types
made people kind of miss that they were sort of tied to actual creature types made people kind of
miss that they were new mechanics.
So anyway, here's the behind the scenes story going on is I really think that creature types
have a lot of mechanical use to them.
mechanical use to them.
So what happens is in Odyssey
I decide
that I'm going to just
make some creature types
or some creatures that have more than one creature type.
For example, we have the Aven
which are the bird people.
And rather than just make them birds, I made them bird soldiers.
And then Nantuko
I think were
insect druids.
And the idea was
I was like, well, we've never seen Avon
before. I'm just going to say these are what
Avon are. Avon are bird soldiers. That's just a thing.
They're bird soldiers.
And so you can see the earliest
sort of
me starting to mess around. The other thing that I did
for those that know your history, in Odyssey, I also experimented with
trying to do some of the less common creature types.
Instead of goblins, we had dwarves. Instead of elves, we had centaurs.
Instead of merfolk, well, we had cephalids. I'm not sure that was
the best experiment. But I was
very cognizant of trying to sort of have new type of creature types
and play around and expand with what creature types could be.
And there's a lot of behind the scenes of me sort of pushing
to try to stretch a little bit what we could do.
And Odyssey is a good example where, you know,
you can just see on the Avens and then in Tuco and stuff that I'm just,
I'm pushing where I can.
Oh, the other interesting thing was Odyssey Block was the creative team had left for various reasons.
And we were in the process of getting to building up a new creative team.
And so I was asked by Bill to oversee names and flavor text and creature types for Odyssey.
Which I did. And you can tell that once I'm
in charge of creature types, I start messing around a little more with them. I start branching out
which ones we do. I start putting more than one on a card.
You can see that I'm definitely sort of trying to stretch the muscles a little bit of how we can use creature
types.
Okay.
Then comes Onslaught.
So Onslaught was interesting.
So Mike Elliott had made the set.
And I had been brought in after it had been handed over to... Bill was trying to figure out...
It was a little bit disconnected.
He was trying to know what the set was about.
And Mike had made these misformed creatures
that were creatures that could change their own creature type.
But the set didn't have a lot in the set
that actually cared about creature type.
So I saw this as an opportunity to pitch something
that I'd been wanting to pitch for a while,
which is the idea of tribal as a theme,
that creature types could be a theme for a set.
So what happened was Bill had asked me if, you know,
he wanted me to look at the file and said, you know,
sort of give my opinion.
And I said it was a little, it wasn't as focused as I like to see the sets.
It needed an identity.
And so seeing that Mike was playing around in sort of around the periphery of creature types,
I went to Bill and I made the following argument.
I said, if you go out and look decks that people play.
At the time, I used to go to a lot of conventions at the time, and we would do this
thing called Deck Clinic. And the way Deck Clinic worked is anybody could bring their deck,
they would show it to you, you know, a Wizards person, and
I would give them feedback on how to make it better. And one of the
things that was really interesting, because it really gave me an insight into what were people playing
because I was fixing decks. and tribal themes were very popular and so what I said to
Bill I said look here's what I find interesting tribal themes are popular people bend over
backwards to build tribal themes and they suck they suck so here's how you know that people like
something when they bend over backwards to play something that sucks, that means there's something there
that people really like.
And I said, look, I just,
you've seen it.
You've seen goblin decks
and merfolk decks
and zombie decks.
You've seen those.
They're something that players
really enjoy building.
What if we actually made it
the theme for a block?
And I said, you know,
the remnants are there.
Mike has the component pieces.
We have to dial it up a bit.
And so Bill agreed.
And the thing that happened was
sort of Mike and I had a lot of back and forth
and I kept just raising up the volume.
I'm like, no, it can be louder.
No, it can be louder.
And anyway, Onslaught eventually i mean mike mike finally
understood i mean it took me a little while to convince mike but he finally sort of got
on board and saw the value of the tribal stuff um and so uh onslaught was our first tribal
tribal set um tribal block actually and, in it, I think it was
in Legions, um,
I made a card.
Mike had made the Mistforms. The way the Mistforms
worked is you could spend a mana
to, um,
change their creature type.
Um, and
they were a cool part of the set because
they sort of tied together
the various tribal cards.
And in fact,
we'll get to Lorwyn in a second, but
when I made,
when I was working on,
I think it was Legion's,
I designed a card called
Mistform Ultimis. And Mistform Ultimis
was all creature types.
He was legendary.
He was a legendary creature, but it was all creature types. He was legendary. He was a legendary creature, but it was all creature types.
And at the time,
the way I know that we hadn't changed the wall rules yet,
I think we had changed legendary at that point.
I think we had.
Because he was legendary, I believe.
Or maybe it didn't matter.
Maybe it didn't matter that...
Well, the one thing we didn't miss from Ultimis
is we said it can attack as if it wasn't a wall.
So it was all creature types,
but being a wall didn't make it not be able to attack.
And later that would get errata'd,
because wall would no longer, by definition,
make you not be able to attack.
And so that errata would tick that off.
But anyway, Mists from Altus, I really liked the idea of something that was legendary
that just was everything.
You didn't have to make it everything.
It just was everything.
Okay.
So Onslaught comes about, and we're really pushing tribal as a theme.
So I felt like it was time to go to the next level.
So the next project was something that I cared about.
And I talked a lot with the creative team.
And they were all on board.
Was the idea of race class.
So I talked about earlier that every creature type had one creature type on it.
Either it was its race, it was a goblin, it was an elf, or it was its class.
Oh, real quick, quick aside.
One of the things that we realized as we started to identify race and class was that there are these hybrids.
And what I mean by that is, some things it's very clear what they are.
And some things like, oh, is that a race?
Is that a class?
The two classic ones are zombie and vampire.
Like zombie.
Like clearly you could have a zombie soldier,
which usually if there was no race listed,
it meant you're human.
For some reason zombies, if they're human, we don't list it.
But if you're another race, we do.
Or you could be a zombie goblin.
So, you know, zombie
kind of cross between, are you a race or a class?
Same with a vampire. Like, is
a vampire a race?
But also, it's kind of a thing you do.
So the idea
of a race class was
in Dungeon Dragons,
you have a race and you have a
class. So for example
are you human? Are you
elf? Are you half elf? Are you
a dwarf?
There's a bunch of different choices of what you can be.
And then the classes, are you a fighter?
Are you a cleric? Are you a
wizard?
What race are you of? And then what's your job, essentially?
What do you do?
And race class has been very effective for Dungeon Dragons.
And so, one of the things I wanted was I just wanted to get more creature types onto the card.
And the reason I wanted to do it was somewhat selfish, in that it just made, gave you more mechanical identity
and made you care more.
And also,
my thought was,
let's say I have a goblin warrior.
Well, if I want to care about goblins,
why shouldn't I care about him?
If I want to care about warriors,
why shouldn't I care about him?
Like, the fact,
it just was weird that like,
oh, well,
if I want to care about soldiers, I guess it's human
soldiers because, you know, everything else is defined by its race. So anyway, I talked a lot
with the creative team about it. And Mirrodin was where we were changing over, in 8th edition,
I guess we had changed the card types so we decided to make a push
and try to convince the powers that be
in R&D that we wanted to start doing
race class
obviously by the way
I think I figured out during
onslaught block that we really
should have race class
it just couldn't
get done fast enough
to make it happen during Onslaught,
which is weird,
since Onslaught's the set
that really wanted to have...
I mean, it was a tribal set.
So it's quirky that the set after,
the block after the tribal set
is when we sort of revamp tribal.
But in some ways, Onslaught really...
I think once people...
So one of the stories about Onslaught is, so Onslaught
has morph in it, which is a cool, a really cool mechanic.
And so a bunch of R&D folks thought that what was going to be the defining thing about the
Onslaught block was that it had morph.
And I had said in meetings, I said, no, guys people will like Morph. Morph's a very fun mechanic
but it's a tribal block. That's what the takeaway is going to be. It's a tribal block.
So we went to the pre-release and everybody's like, oh, it's a tribal block. Everyone's all
excited about being a tribal block and, you know, Arne came back in a meeting and everyone,
not everybody, but a lot of people were like, wow, they really, so I mean, they like Morph,
And everyone, not everybody, but a lot of people were like, wow, they really, so I mean,
they like more, but this is a tribal block.
And I'm like, I've been saying that for months.
For months, I've been saying that.
So I think the success of OnSlot kind of loosened people up to the idea that creature types played a little bit more of an importance.
And I think that's part of the reason why.
So what happened was, in order, a little behind the scenes,
is in order to make a change like this, R&D will have meetings.
At the time, this probably was the Tuesday Magic meeting
because nowadays it would be card crafting,
but we didn't have card crafting back then.
So Brady Dobermuth made a presentation,
and it was talking about, like, here's how this is used in other games
and why this is important.
And then I had provided a bunch of material about why mechanically it would matter if we did that,
like why it would increase design space.
And anyway, we went and we pitched it.
And I know there was some hesitancy at the time.
The biggest holdup, by the way, was in order to raise class,
it made us do something we
had been avoiding doing, which is label humans as human.
And a bunch of people were very uncomfortable with naming humans.
I don't know if it brought it too close to home.
I'm not quite sure why, what the concern was.
But what we said at the time was, it was interesting, we said, well, you know, we don't have to
care about human as a race too often.
You know, we could just have it be a race, but not name it, you know.
Now, in the back of my head, I knew one day we'd care about humans.
Obviously, we did, as you all know.
But when you're doing behind the scenes and people are worried about something, you're like, well, you know, we'll get to that bridge when we come to it.
I don't think we have a need to do that right now.
And it took us a bunch of years before humans mattered.
In fact, I think humans didn't matter until Innistrad.
I think Innistrad's the first set where there was human tribal.
And the reason for that was we were doing a tribal,
the set had a tribal component to it,
and we cared about the other four, the monsters, if you will.
The vampires, the werewolves, the zombies, and the spirits.
And so, it was weird to not
care about human, just because there are a bunch
of things you wanted to do, where it's like,
oh, well, this helps
only humans, or helps anything but
a human. It was a very clean
divider between monsters and not monster.
Okay.
So, Mirrodin was successful.
We managed to get race class across.
And then, you know, humans finally become a thing.
And then comes Lorwyn.
So Lorwyn was... Lorwyn was the next time we'd done a tribal sort of set.
And this time, it's funny.
Remember I was saying, turn it up, turn it up, turn it up to Mike?
In the end, I think Onslaught actually ended up being a little low.
But when we came back to do Lorwyn, we definitely juiced it up again and said,
okay, we're turning this to 11.
Probably was a little too high. Looking back on it, I think Lorwyn probably pushed it a little
too much. A little bit too much on rails for what they say in the draft, which is like once you
committed to a creature type, it was hard to sort of not just draft that creature type.
Okay, so Lorwyn had a big theme of tribal.
And there were eight tribes,
to see if I can remember them.
It was merfolk, elves, goblins.
So a lot of the basics.
Treefolk, elementals, fairies, and Kit-Kit.
Did I say there were eight?
Did I say eight? I? Did I say eight?
I feel like I'm missing one. And wizards?
And wizards.
No, no, no, no.
Sorry.
We waited for class until morning tide.
What was the last one?
So it was goblins, elves, merfolk.
Oh, zombies.
Zombies.
And the way it worked was each monocolor had one.
So white had kithkins, blue had merfolk,
black had zombies, red had goblins, green had elves.
And then we had elementals and treefolk and fairies
that crossed over and were different colors.
The other thing we were playing around with in Lorwyn
was when Shadowmoor came, we shifted the colors a little bit to give you sort of, oh, well, part of the...
I mean, this in the end wasn't a great idea, but the flavor was,
oh, the elves are kind of mean and they're green and black.
But when the Aurora comes, hey, while they're still mean,
they're kind of the nicest ones in this world.
And so they become green and white rather than green and black.
And there was a
sort of subtle shift in color in all of them.
And then in Morning Tide
we did class matters
where for each color
it was wizards or
soldiers. Each color had a
class that mattered. And we
made this grid where because
we were doing race class
I'm sorry, we weren't at this point we were doing race class. Because we were doing race class, I'm sorry, we weren't, no, we weren't,
yeah, at this point we were doing race class. Because we were doing race class,
your goblin
soldier could care about, goblins could
care about it, and soldiers could care about it.
Now, when we were doing this, I
realized that we were, we
needed to sort of get some glue
to hold it all together, and that's
when I thought back to Mistform Altanus,
which was a card I talked about making during...
I made during Onslaught Block.
And the idea was,
what if we just made a creature
that had all creature types
and it being Changeling?
Then Changeling was a mechanic.
So if you had Changeling, you just had all the creature types.
And then what had happened was people really, really liked
Mistform Ultimis.
And there's this weird dynamic sometimes when people like a particular card
to not repeat it because it'll make the card less special.
But one of the things we realize in making making Magic when you have so many cards to make
is like, you know what? The card can be less special. Magic doesn't have
a luxury to go, here's a cool thing people really enjoy. We'll do it on one card.
That just isn't, you know. And so I said, okay, people like
this card. We're just going to expand it and made a whole bunch of changelings.
Changelings were nice because they allowed card, we're just going to expand it. And made a whole bunch of changelings. You know,
changelings were nice because they allowed
you to sort of take cards that cared
about different creature types and play them together.
In fact, one of the things you could draft
was, there were a couple different ways to draft changeling decks.
Where it's kind of like a bunch of changelings
and then all the different things that cared about creature
type. Because all of them, changeling would,
you know, all of them would affect changeling.
because all of them would affect Changeling.
Also during Lorwyn, because we were kind of focused on creature types and it felt thematic to Lorwyn,
we did what was called the Grand Creature Type Update.
And the reason we did it is there were a lot of cards
that were clearly something, but technically weren't.
So a classic example is a Goblin Rock Sled Team from, I think, The Dark.
And it was a flavorful Goblin card where these goblins, they're riding basically a sled down rocks.
Not little bright, those goblins.
But the problem was, it was given the creature type of rock sled.
And, I mean, it was called Goblin Rock Sled, and clearly in the art it was goblins.
And there was a lot of goblin tribal.
People cared about goblins.
And so what would happen is somebody who just didn't know any better would go,
okay, well, clearly it's a goblin. It says it's a goblin in the name. It shows that it's a goblin in the art.
It's clearly a goblin. And they would play in a tournament, and they'd want to interact with
some goblin card, and somebody who knew the rules better would go, excuse me, that is not a goblin.
So we decided we would go back and we fixed a bunch of things. So A, there are a whole bunch
of legends that didn't have any creature types because they had just been legends.
And now that we had moved legend to a super type, they in fact had no creature types.
So we went back and we fixed all the legends.
We went back and gave creature types to the early artifact creatures that didn't have a creature type.
We also went back and said, okay, if you're a supported creature type
and it's clear that you're that,
it's in your name or it's just, it's in your
art in a way that you can't miss, we're just
going to label what that is.
Now,
there's a lot of gray
area and one of the sort of controversial
things about the Grand Tribal update
is that some of the changes aren't
so obvious. Like, some are. Like, okay,
Goblin King is a goblin.
He looks like a goblin. He's a goblin.
Goblin Roxlet
is a goblin. Look, it says goblin.
It is a goblin.
But there were some that were a little subtler,
where we had to make some sort of calls about what something
was. Is this human? Is it
not human? Remember, by the way, we had
to add human in, because none of the early cards had human.
So every single card that was a human
had to have human added in the Grand Creature Update.
So in the end, we updated a whole mess of cards.
A lot of it made things more intuitive,
but some of it, not all of it.
Like, the story we tell is,
I think Mike Turney is at an event,
Not all of it. The story we tell is, I think Mike Turney is at an event and
he is playing, I don't even remember what the
card is. It's some archer or something. And it's
something where his opponent is playing an effect that's
going to answer something, but he needs to name creature types. So Mike says
to him, what is the creature type? What creature type are you naming? And so he looks at Mike's
cards and he names whatever it was. I don't know whether it was a soldier that became
an archer or an archer that became a soldier, but he names what is printed on the card.
And then Mike says, well, sorry, that's not what the card actually is.
It's been eroded.
And, well, I mean, it was one of those things where, like,
technically Mike was in the correct in the sense that it was, in fact, what Mike said.
So, I mean, Mike wasn't breaking any rules or anything.
And to be honest, on the Pro Tour, look, people play super tight.
It's the Pro Tour. There's a lot on the line.
But we realized what a feel-bad moment that was.
That like, I'm not sure what the card is.
I literally pick up the card.
I look at it.
I look at what's written on the card.
I look at what the card seems to imply.
I name that and then, nope, that's not what it is. And so we realized that we have to be careful when we go back and do things.
Like, there are a lot of things that, like, one of the classic examples is,
I think if I had it to do all over again,
I'd be tempted to, like, have Phyrexian, for example, be a creature type.
There's some cool things you could do where you affect Phyrexians.
But the Phyrexians showed up a bunch of times without a creature type.
And so it felt weird. Like, we kind of passed the point a bunch of times without a creature type and so it felt weird
like we kind of passed the point
where it got to be a creature type
but I don't think we get to just go back
the Grand Creature Type made me realize
that there's a lot of confusion that can be made
that when the cards are what they say they are
that's kind of good
and we fixed most of the intuitively weird things where
like it's clearly clearly clearly a goblin yet somehow it's not a goblin um so we try to make
sure stuff like that and we are much more exacting now like the way creature types work um is
design has the ability to make something a particular creature type if it's mechanically
relevant. But if not, then the creative team has the luxury when concepting the card to make it
whatever they want to make it to fit the flavor of the card. So the idea is I make a red creature.
Does it need to be a goblin or whatever? Let's say, for example, there's a goblin tribal in the
set, that there's a card that cares about goblins.
And I want to make sure that there's enough goblins
that if you want to play that card, there's enough goblins.
We will label and say...
Either we label and say,
this needs to be a goblin,
or sometimes what we do is we say to them,
end number of cards.
Some number of cards needs to be...
You know, like, oh, we need to have six goblins.
Three commons, three uncommons. You could pick which ones you want to be, you know, like, oh, we need to have six goblins, three commons,
three uncommons. You could pick which ones you want to be the goblins. And sometimes there's
cards in which, oh, well, this affects goblins and we want it to affect itself, so it needs to
be a goblin. So sometimes we sort of specify it has to be. Sometimes we're laying out larger
general works about what we need to give creative a little more flexibility. Like, oh, for the ass fan, we need
three commons, three uncommons. You can
choose whatever you want for that to be true.
Oh, the one thing we did, by the way,
the one joke which I thought was pretty funny,
we did do a joke during the Grand Creature Type update.
The only creature
that we did not give a creature
type to that has no creature type
is Nameless Race. We
thought that was kind of funny. But everything else, we made sure that it has a creature type
to it. One of the reasons that's also important, and the reason why it came up in the first place,
is we've made cards, for example, that affect things, and the way it affects them is naming
a creature type. And it was very odd to say, okay, pick a creature type, and the artifact just didn't have a creature type, even though
in some cases it even was like
an artificial version, you know,
it's a metal dragon.
Okay, all dragons get a
bonus, and you can argue, well, it's not a real dragon,
it's a metal mechanical dragon. But we,
anyway, we finally put that on there so stuff like that could get affected.
So as of
Battle Bond, there are
238
unique creature types
some of which, not all of them
are ones, like we have ones
we support and we, sort of three
buckets, there is support in that we do them
on some regularity, there is don't
support and we consciously don't make any more
of them, and then there is
the middle round which is, well
sometimes we do it but it's not on a regular basis consciously don't make any more of them. And then there is the middle round, which is well, sometimes
we do it, but it's not on a regular basis.
And sort of
what's in what bucket has changed. Like one of the big
things recently is we finally made
a minion after not doing minions forever.
Part of the Grand Creature update
was we retired some creature
types, and most of them have stayed retired.
But there's a few
like minion that there were some people really wanted to see a minion come back, so eventually we brought back a minion. creature types. And most of them have stayed retired. But there's a few like Minion.
People really wanted to see Minion come back.
So eventually we brought back Minion.
There also are
some creature types like Squirrel
and Beeble. There's a few that sort of
the creative team just aren't fans of.
And so we mostly keep them out of Black
Border. Silver Border, we'll do both
of those. I guess Squirrels
occasionally gets done in Black Border and supplemental sets. But anyway, there's definitely some of that.
One of the ongoing things in general is we've realized that players like Tribal, so every
set has some Tribal to it. Sometimes it's just a little bit, you know, like something like Kaladesh cared about
thopters and servos and things, but just a little bit where you go to Amonkhet the very
next block and like zombies were a big, big part of the block. And so zombie tribal was
a big part of what was going on. One of the things in general, when we do tribal nowadays
is if we mechanically care about the tribe, we tend to put it in two colors,
just to give you some flexibility, help Asvan for draft,
and just make it a little more dynamic in how it can be used.
So, for example, zombies in Shadows of Innistrad was blue-black,
where zombies in Amonkhet was white-black.
So normally, for most creature types, they're centered somewhere. Zombies are
centered in black. But if we find the right
place and time, like vampires is another example where
we've found
places to do blue vampires and red
vampires and white vampires.
We are
a little bit more willing to bleed
creature types than we are
mechanics from a color-pice perspective
that, yes, merfolk are based blue, but if you give me a reason bleed creature types than we are mechanics from a color pipe perspective that
yes, merfolk are based blue, but if you
give me a reason and a place why they might be
a secondary color to something else, we're
much more flexible with that. And we're more willing to sort
of bleed creature type flavor
than we are sort of mechanics.
Mostly because bleeding mechanics
literally breaks down
the game, where bleeding creature types adds
some flavor but doesn't particularly cause too much harm.
Anyway,
how we doing on time today?
Just a little bit of traffic.
So that is me talking all about creature types.
So creature types have definitely evolved
over the years and we've definitely changed things
but if anything, it's become more
ingrained.
I didn't get too much into it.
Obviously, Innistrad did a small tribal theme.
Ixalan is the latest one where we did
a bigger tribal theme.
It is something we continue to do this day.
My guess
is that you're going to see more of
Innistrad levels of things
than you're going to see a lot of Ixalan.
I think Ixalan, well,
I'll get to Lessons Learned
from Ixalan one of these days.
But anyway, I hope you guys enjoyed today'sed from Ixalan one of these days. But anyway,
I hope you guys enjoyed today's podcast, and I hope you enjoy Creature Types, because they're a lot of fun.
But anyway, I'm now parked, so we
all know what that means. It means it's the end of my drive to work.
So instead of talking magic, it's time for
me to be making magic. I'll see you guys next time.