Magic: The Gathering Drive to Work Podcast - #594: Dimir
Episode Date: November 30, 2018This is the first of ten guild podcasts. I'll be doing five now and five when Ravnica Allegiance comes out. In this one, I talk about how we first created Dimir and the three guild mechanics....
Transcript
Discussion (0)
I'm pulling on my driveway. We all know what that means. It's time for the drive to work.
Okay, well today is the start of a new series. I'm going to talk all about the guild.
So each guild will get its own show. I'm going to do five of them while Gates of Ravnica is out.
And then I'll do five when Ravnica Legions comes out.
And I'm going to talk all about the guild, how we made it,
and then walk through all its incarnations in the three different times we did it.
That's what I'm planning to do.
So I'm going to go in order, but in order of the ones that are on the set.
So the first one would be Dimir.
So let's talk about Dimir.
Okay, so when we first decided we were going to do the guilds,
what we were very excited about was trying to find the overlap.
Like what happens when you have the sensibility of blue combined with the sensibility of black.
So let's talk about that a little bit.
So blue is the color that is all about wanting perfection.
Blue believes that you can become anything you want to be given the knowledge, the training, the skill,
the tools. Anybody has potential to become anything. It's just a matter of you having the proper
elements to do that. And so blue very much is looking to always better itself. It's very pro-technology. It's super pro-knowledge. It's pro-education.
It's pro-teaching. That blue is always on the quest to find the best self that it could be.
Okay, black. Black, very much about itself, about making sure that it can do what it wants to do.
Black wants the free, not the freedom, it's more red. Black wants the power to do. Black wants, um, black wants the free, not the freedom, it's more red. Black wants the power
to do what it wants to do. Black wants to, you know, black is what, the thing that sets black
apart from the other colors is black says, look, I'm willing to do what it takes to get what I want.
That whatever, you know, whatever I need to do, black will step up or sometimes lower itself to do the things that it needs to do.
And that black is really willing to take on the responsibility and do what needs to get done.
OK, so what happens when you take blue sort of self-perfection qualities and blacks willingness to do whatever?
Now, also, the other thing that blue is very big on
is blue is big on knowledge.
And blue realizes that knowledge is power,
that from knowledge comes the ability to do things.
So blue understands the importance of knowledge.
Blue also understands that a lot of times
the way you win a fight is by your opponent not quite understanding what the fight is.
Blue is into trickery. Blue is into misleading people.
Okay, now we get to Black. Black is willing to do whatever it takes.
And Black definitely also shares Blue's... Black likes to surprise people where it can.
Black wants to always have the upper hand.
So when you sort of get Black's pragmatic sense with Blue's willingness to sort of
use information, we realized pretty quickly
you got kind of a, somebody who thrives
on the things that people don't talk about. So one of the things
we knew when we were building Ravnica and making the guilds was we wanted every
guild to have some responsibility.
What do they add to the city as a
whole? What do they add to Ravnica?
And what we realized for Dimir, what was
pretty cool was that what
they do is they run
the things that people don't talk about.
The black market.
You know, information dealing.
If you need someone killed, they're the
ones to talk to. You know, that they kind of manage the things that are important, but aren't on the surface.
They're kind of the hidden things.
Oh, another big misconception about Dimir.
There's a lot of jokes as if there are only nine guilds and no one knows that Dimir exists as a guild.
That is not at all the case.
There's a guild pack.
There's ten guilds.
What Dimir has done, there's ten guilds.
What Dimir has done,
it's not that no one knows they exist,
is that they think that the Dimir guild is kind of
past its prime.
That it is sort of
just a remnant, a shadow of its former self.
And that people
know of Dimir, they just don't think anything
of Dimir. That the image that Dimir
likes to portray is that it's kind of
a run-down guild that, you know,
barely hanging on. That they're
just sort of, you know, weak and easily
forgettable. So
it's not that Dimir doesn't exist.
It's that they've created this
image for it that it is just something
you wouldn't think twice about.
It's not one of the power players. So
whatever. It's the easily forgettable guild.
Not that it's not a guild,
just that it's easily forgettable.
But, in reality,
they're the ones handling all the things beneath the surface.
If you need to get something that's not easy to get,
they can get it.
If you need to know something that's not that easy to know,
they can find out.
If you need to take care of a problem
and permanently get rid of it, whether that is a thing or a person or whatever, they can do that too. So, Demir really
thrives in sort of secrecy. So, when we're going to make Demir, one of the things we were trying
to figure out is, okay, what exactly, how does Demir play? And one of the tricky things in general is black and blue are colors mechanically
that don't overlap a lot.
Like whenever we make hybrid spells,
black and blue are the hardest spells
to make hybrid out of
just because literally the amount of overlap they have
is not particularly high.
For example, they're the only guild right now
or the only two-color pair
that doesn't have a keyword that overlaps them.
I will admit that red and blue and prowess are not looking good.
But, you know, there is no black-blue overlap.
I mean, there is, I guess, flying, but white and blue really are the flying colors.
I mean, black technically is flying, but it is not, you know, if you think of flying more being white and blues overlap, black and blue just doesn't really have anything.
So one of the things that we were thinking about how black and blue plays is,
well, white and blue is a very much a slow controlling deck.
But black and blue also play a controlling deck,
but their deck is much more about sort of card advantage.
What I mean by that is black and blue is really good at sort of holding you off and
while it's holding you off sort of slowly incrementing advantage over time but it does it
slow and it does it you know you never the one of the cool things about black blue is if you don't
understand sort of the nuance of how magic works if you don't understand sort of the nuance of how magic works, if you don't really understand card advantage,
you don't quite get how black-blue is beating you
because they keep just doing little tiny things.
They just have answers to your threats.
But somehow they slowly are getting ahead of you.
That whatever threat you have,
they just have the answer for it.
And the reason is,
is because of the card advantage,
that they're just drawing more cards than you. And so they're more likely to have the answer for it. And the reason is, is because of the card advantage, that they're just drawing more cards than you.
And so they're more likely to have the answer they need.
So no matter what threat you throw their way, they always seem to have the answer.
And their arsenal of answers, they can counter your spell.
They can make you discard from your hand.
They can destroy it in play.
They can bounce it in play.
They can steal it.
You know, there's all sorts of things that they can do. So black and
blue have lots of resources to deal
with things. A lot of threat answers.
And that combined with the card
advantage makes them
sort of a deck that
it's a control deck, but a control deck
that has a lot more
aggressive qualities to it than say a traditional
white-blue control deck.
And the thing we liked about that, and the thing that played into the theme that we were doing,
was black-blue tends to win, but in a way you don't quite understand how it wins.
You know, that was always a quality that we played into in making Dimir.
So one of the things that we also realized was black and blue,
the one area of overlap mechanically we realized is they're the two colors that care most about the library.
So, for example, blue is the color that draws cards.
I mean, black can also draw cards by paying life.
Blue does a lot of filtering.
There's a lot of scrying.
There's a lot of sort of looking at the library.
Blue has a little bit of tutoring in it
so blue does a lot with information
and a lot with sort of learning about the library
also blue can mill the library
blue can mill the opponent's library
which is put cards from their library
directly into the battlefield
actually it can mill its own library
and the opponent's library
depending on why you're doing that
black likewise had a little bit of milling black had lobotomy which is to go into your opponent's library, depending on why you're doing that. Black, likewise, had a little bit of milling.
Black had lobotomy, which is to go into your opponent's library or extract
and take out cards from it.
Black has the ability to do some card drawing.
Black's done a little bit of manipulation of the opponent's library
so they can't get what they want.
So anyway, we combine them.
Also, black, obviously obviously is the number one
Tudor in color.
You guys, demonic Tudor and stuff like that.
So we said, okay, well, what if,
we first started on,
what if we made the library
sort of the domain of Dimir,
much like the graveyard
was kind of the domain of Golgari.
So when we were first working on it,
so Aaron Forsythe,
who was on the original Ravnica team,
came up with Transmute.
So what Transmute is,
is it's a mechanic that goes on
in any card, really.
And what it says is,
if you pay the Transmute cost,
you could exchange this card
for any card in your library.
Not really exchange,
I guess you discard this card and then you go get a card in your library, not really exchange, I guess you discard this card,
and then you go get a card in your library
that has the same converted mana cost.
So if the card costs four, say three and a blue,
you can go get any card in your library
that has a converted mana cost of four.
And the idea being that, once again,
that the strength of Dimir is utility.
The strength of Dimir is it has what it needs when it needs it
because it's planning ahead.
It's smart.
And it has, you know,
the reason that black and blue are very dangerous
when you combine them is
blue is very obsessed with understanding systems,
with understanding how things work.
You know, the reason that blue has counterspelling
is it's the color that says,
oh, if I'm going to fight against people casting magic,
I want to understand magic.
And I'm going to have magic that can work on that level.
I could just counter your spell.
Because, hey, if you're making magical spells,
what's the most important thing I can do?
Be able to stop your magical spells.
And black definitely has this attitude of whatever the cost is, I'll pay the cost.
What do I need access to?
I'll do what I need to do to get access to it.
Okay, well combine those two together and it's a very potent combination.
And so we wanted demure to have that feel.
And so the transmuted that I thought was pretty cool was it sort of said,
hey, whatever answer black or blue needs, what Dimir needs, you know, it's going to go get that
answer. And so as you play, it's going to sort of trade in cards to get the answer it needs.
So it can, it can figure out a situation. It can play smart. Like one of the things about Dimir is, not that any psychographic can't play any guild,
but each one leans towards a certain psychographic,
and Dimir leans towards Spike.
Dimir is very much about, you know, can I test myself?
Will knowledge make me the better player?
You know, can I play the same deck
and just play it better than
other people? And then a lot of playing Dimir correctly is there's a lot of choices. Transmute
definitely played into this, which is, you know, whenever I can choose to change this for something
else, I have to know the correct thing to change it for. And I have to build my deck in a way that
I have good answers for my Transmute cards so that I have the ability to turn what I need, you know, turn what I have into what I need.
So transmute went over, I'd say, okay.
It's sort of middle of the pack.
It wasn't disliked, wasn't loved.
The biggest problem we had, sort of looking back, is R&D is soured a little bit on tutoring mechanics.
And the main reason is that one of the things that makes Magic such a fun game is the fact
that it always plays out differently.
You know, the fact that you shuffle your deck is important.
And what we find with tutor mechanics is that if you too often have the ability to go get what you need,
it's just the games start playing out the same.
And that is not particularly fun.
And so it's not that we don't have tutors. We still have tutors.
A little bit of tutoring
is fine, but we don't want tutors at the volume
where there's enough of them that you're making a whole mechanic out of
them. So when we went
back and returned to Ravnica, or
I think Dimir was in Gatecrash. When we went back,
we needed to find a
different way,
a different way to play with
Dimir. So
the other thing that, um, we sort of realized
is the first time we were making Ravnica, um, we sort of, like, the original Ravnica, obviously,
Ravnica, um, Guiltback Ascension was 4-3-3. Um, the first set was able, like like Dimir was in the first set
so you weren't able to draft a Dimir deck
the problem was
once you started drafting the second or third set
there were so many different things you were drafting
you started having to draft three color things
and couldn't draft two color things
so when we went to return to drafting we decided instead of doing
4-3-3 we'd make both sets large
do 5-5
and then obviously Dragon's Maze came back with all 10
but we liked the idea that every set could be drafted We'd make both sets large, do 5-5, and then obviously Dragon's Maze came back with all 10.
But we liked the idea that every set could be drafted,
but recognize the fact that every set not only could be drafted by itself,
but it could be drafted with the sets that are in the set within.
So, for example, in Gatecrash,
Dimir had Simic,
so you could drop black, blue, green,
and
it had,
what was the other one?
It had Orzhov, so you could do blue, black,
white. And so the
idea was, one of the things when we
make Ravnica sets,
and we kind of did,
we learned this as we designed the original Ravnica sets, and we kind of did, we learned this as we designed the original
Ravnica, is how synergistic you need to be between them.
Now, we did, original Ravnica, what we did in original Ravnica is we made the monocolor
stuff very overlappy.
So, for example, in original Ravnica, Dimir was there and so was, what was the other, it was blue,
not blue-white, not blue-black, and, oh, I'm sorry, there was no other blue. That's a bad,
black overlap. So Dimir and Golgari were in original Ravnica, so black overlapped. So we made sure that black played well both in Demir and in Golgari.
The one thing we didn't do quite as much is
we did a little bit less of making
all the mechanics overlap.
Now, there was some overlapping,
but we wanted to be more conscious.
In Return to Ravnica, we were more conscious
about making sure there was overlap.
So Demir wasn't a tricky place because making the library matter,
especially when you won't do tutoring, it's kind of hard to do that.
So, we were saying, okay, what can we do that's a little bit different with Demir?
Is there a different aspect we can play up with?
So, one of the things that we had played up the first time was we had done milling.
So, one of the things that we realized overlapped between black and blue was that they are the
two colors that mill.
And that mill had a lot of that sensibility we liked about how you didn't quite know how
you lost.
And that what we found was black and blue having milling was this neat kind of plan
B for black-blue.
That like it wasn't necessarily how they planned on winning, but it's one of the tools in their what we found was black and blue having milling was this neat kind of plan B for black-blue.
It wasn't necessarily how they planned on winning,
but it's one of the tools in their arsenal,
which is if we're kind of stalling you out and then I realize I just get you low enough on cards,
maybe I just mill you out.
Maybe that's the way I beat you.
It was another sort of interesting tool
for black-blue to win in a way that's a little
sort of hard to fight against
just because it's sort of
a sideways strategy.
So when we came back, the first thing we thought about when we came back is maybe we want to
make milling the strategy for Demir.
So the first thing we did in Gatecrash was, I don't remember the name of the mechanic,
but we made a mechanic.
And the way it worked was, is it was, I'll call it forget.
Forget N. And what that meant was, is it was, I'll call it forget. Forget N.
And what that meant was, N was a number.
You would, the person you milled would mill their library until they got that many lands.
So, for example, if I forget three, or forget two, let's say.
Forget two is, I mill until I reveal two lands.
Now, maybe that means I mill two cards. Maybe it's land, land,
stop. Maybe I mill eight cards before I get it, you know. And the thing we liked about it was
it had some uncertainty to it. But in the big picture, look, the opponent, like in limited,
for example, is going to have 17 lands roughly. So we kind of knew, you know, like by using lands,
we knew the increment of how much it was going to take in big picture,
but there was fun swings in the small picture that you might not know.
It created a little bit of tension.
One of the things I've also learned in general is that when you don't specifically know the outcome,
there's more of an emotional sort of ride on it.
Like if I know I'm going to mill two, I'm like, okay, okay, he's going to mill me two.
But I mill something, and it could be two, but it could be eight. I'm like, okay, okay, he's going to mill me two. But I mill something, and it could be two,
but it could be eight.
I'm like, okay, I hope it's two, I hope it's two.
Like, you worry about it,
and there's a little bit of, like, drama
when you play it out, and it's just kind of fun.
But the problem we ran into was
that we really were trying to make sure
that the guilds were overlapping
with the guilds on each side of them.
So in Gatecrash, like I said, we had Orzhov and we had Simic, and we were trying to make
Dimir play with both those.
And the mechanics we were playing around with, really, it was hard to make milling overlap
because there's just not enough things, you know, the mechanics, like me milling you out
just didn't have a lot of synergy with Golgari doing what he was doing, you know, the mechanics like me milling you out just didn't have a lot of synergy with Golgari
doing what he was doing, you know
and we tried, I mean there was a little bit of overlap
I mean Golgari likes you
milling yourself, because Golgari
tends to be active in the graveyard
so we tried doing that, maybe
you wouldn't mill yourself, and then we tried
with Orzhov, it was really hard to line up with Orzhov
and in the end, what we decided was
we would use this mechanic in the set.
It does show up on some individual cards, but it wouldn't be the named keyword mechanic.
It just would be a ride or something we did on a little bit smaller scale.
When you do a keyword, you have to, you have a certain, you usually have to do at least like eight cards when you do a keyword in a guild.
Usually about eight to 12 cards is about what we do in a guild. Sometimes we'll do a little bit more, but try not to do too much
less than that. So anyway, we needed to come up with something else because that just wasn't
working. So the thing we ended up sort of centering on was one of the things we play into is black and
blue. One of their overlaps is they have a lot of evasion. Not the same evasion, making it hard to
make hybrid cards, but there's a lot, you know,
blue, for example, has flying
and it has unblockable
and it had an island walk.
And blocked
had, at the time,
this is pre-Menace, it had
I think it was after fear.
Anyway, it had some version
of fear.
It had some unblockable and now it would have menace. You know, it had some version of fear. Anyway, it had someone black about it, and now it would have menace.
You know, it also was flying.
It had swamp walking.
It had a bunch of different evasions at a time.
And so, you know, one of the things that we realized is the idea of black sneaking in
and, like, obviously there were spies in Dimir.
They were getting information. There were assassins in Dimir that could kill things
and so one of the things we ended up doing a lot in original Dimir is making a bunch of saboteurs. Saboteurs being R&D slaying for
creatures that when they deal combat damage to an opponent do something.
So we liked the idea of maybe what if we did like sort of make your own saboteur? And so the idea was we'd have spells. When you cast the spell, you then exile it and sort of connect it to a creature.
And then whenever that creature deals combat damage to a player, that effect goes off again.
And the idea being that I get to do it once for free because I get to cast it. And if I'm kind
of smart about the first time,
I can sort of get it on a creature when you're not necessarily expecting to block
or maybe when I know I have an invasive creature.
And so a lot of times,
I can get in two times to do the ability.
And then if I'm lucky, maybe even get in more.
So it's called Cypher.
So Cypher, I liked a lot conceptually.
I was really proud when I came up with it because it's a pretty cool-sounding idea and ability.
What ended up happening was it was just a lot narrower than we expected.
So the problem was that it only happened when you did combat damage.
So it had to be something that mattered post the combat.
And just that limited the number of things you could do.
Things that would affect creatures in combat,
nope, too late to do that.
So the number of things
that black or blue could do
that was like, oh, well,
at the time that this would most likely happen,
it means something to you.
Like, affecting creatures other than maybe
a plus one, plus one counter that's more permanent just didn't matter.
So, okay, you can draw cards.
They discard cards.
You know, we found some things, but we were running out of space.
And we, like one of the signs that the mechanic is not very deep is
we were stretching in the very first time we did the mechanic.
There's a couple cards, like we had one card where you were changing color words.
We hadn't done that in ages.
We're just like, what can blue do that we haven't done yet?
You know, so we were, like, digging way, way deep in the bag.
And that was a good sign that we had sort of stretched it.
Now, maybe, I guess, once as a mechanic, you know, but there's no way we could go back to it.
There's no way, you know, it is, it really got used up.
There's no way we could go back to it.
There's no way, you know, it is, it really got used up.
Once again, the mechanic, it wasn't that it was hated or anything, but it wasn't beloved.
And it did okay.
So one of the challenges coming back was, like, one of the things that we were willing to do was we were willing to bring back mechanics, both guild mechanics and non-guild mechanics.
But Dimir definitely had two mechanics, neither of which we really to bring back mechanics, both guild mechanics and non-guild mechanics. But Dimir definitely had two mechanics,
neither of which we really would bring back.
Transmute, because we don't do tuning mechanics anymore,
and Cypher, because the design space is not deep enough to make more cards.
So we needed to do something different.
So the idea that we really played around with a lot
in vision design
was the idea that we really played around with a lot in vision design was the idea of...
We called it disguise.
So we realized there's a mechanic called ninjutsu,
which was in Betrayers of Kamigawa.
It went on ninjas.
You see, ninjas are sneaky.
And so the way it works is, if you attack with an unblocked creature, you can
pay the ninjutsu cost in your hand
and then exchange those creatures.
The flavor, by the way, is
not that the ninja was dressed up like an elephant,
which people made a lot of fun of that.
It's the ninja's using magic
and it looks and feels and all your senses
believe it's an elephant.
It was just dark ninja magic
and it's really a ninja.
It was using magic. It was just dark ninja magic and it was really a ninja. It was using magic.
But anyway, ninjutsu wasn't
black and blue.
Oh, here's a fun mechanic that maybe we
could revamp and it's in the right
colors and it's sneaky.
One of the things we had done
early on
is we wrote down for every
guild every mechanic that currently
existed that could be done in that guild.
And Ninjutsu was
definitely a slam dunk for Dimir. It felt
very Dimir. Now, the
problem was Ninjutsu was a name
that didn't really
make sense in Dimir.
A little too
Kamigawa in its name.
But we liked the idea and then we thought maybe we could tweak a little bit.
Since we had to give it a new name anyway, we could tweak it some.
So the idea of disguise was that you exchange, you straight up exchange.
What that meant was the creature in play became the creature in your hand,
and the creature in play went back to your hand.
And the creature in play,
whatever was true of the creature you had,
was it enchanted?
Was it equipped?
Did it have encounters on it?
All that was true.
It didn't...
All you were doing is
sort of morphing the creature that you had,
but all the qualities it had stuck to it.
It still was the creature
as far as the game was concerned.
The problem we ended up having
was that it was a little bit complex.
Nowadays we make sets,
we make what I'd say
three and a half mechanics
per large set,
which means we tend to make
three or four.
In order to do Ravnica
in the way we did Ravnica
it required five,
or it was pushing things
a little bit.
So we definitely knew
we wanted simpler mechanics
for our guild mechanics.
And Disguise ended up being not so simple.
Um, there are some other issues with it, but I mean, the complexity was probably enough to sink it.
Um, so anyway, they wanted to come up with something new.
Uh, and this was in, this was in set design.
Um, uh, we hand, Vision handed off disguise.
Um, so what happened was, so Eric Lauer led the set design.
Um, so Eric was looking at what the
other mechanics around it were doing, because obviously in this set, Dimir had a play nice
with Golgari, and Dimir had a play nice with Izzet. So Golgari had mechanical undergrowth.
It counted the number of creature cards in your graveyard, and then did different things with that
number. Izzet had Jumpstart.
Jumpstart was a flashback-like mechanic.
They're instants and sorceries that if you discarded a card,
you could cast them out of your graveyard.
So what Eric realized was that both the mechanics cared about the graveyard.
They had cards that were active in the graveyard.
And Eric realized, much as we had talked about early on,
that, yeah, Dimir is about information.
Dimir very much wants to be sneaky and wants to learn things.
And, you know, the library is kind of the heart of where they overlap.
So Eric came up with an interesting idea, which is,
so what if we basically take Scry,
but instead of going to the bottom of your library,
what if we went to the graveyard?
He called it Surveil.
And the idea was, it did all the stuff that Scry does as far as setting yourself up, maximizing
your draw, making sure you're more likely to get what you need, which is a Demir's thing.
But also, it helped set up the guilds that were around it.
So by discarding cards, you could discard a creature, now your undergrowth number is larger. Or
you could discard a card with jumpstart. Now the jumpstart card is sitting in your graveyard
and you can cast it out of the graveyard. It allowed you to sort of have access and
it played with the other guilds in a way that was synergistic.
Now, a lot of the same things,
we still wanted saboteurs, we still wanted milling.
There were a lot of other things that played in that space. But the one thing that surveil did
is it really allowed Dimir to set itself up
to get what it needs.
Let's use milling as a good example.
Milling is one of these strategies
that sometimes
is the way you're going to win and sometimes is not at all. You know, it's like, like I talk about
being very plan B. Well, sometimes like, okay, this is a route to victory. Every time I get a
milling effect, I'm that much closer to winning the game. And other times, it's like, oh, I'm not, like, I'm going to win some other way.
A million cards a dead draw to me, I don't want that.
And one of the dangers of cards like that is the last thing you want is to draw that
card, we don't need it.
So one of the nice things Surveil does, it allows you to sort of play things that are a little bit more situational
and then have some control about when and how you draw it.
So, like, if I have a few million cards in my deck, you know, with Surveil,
if I really don't need them, I cannot draw them.
But if I need them and they're important, I can draw them.
So, Surveil does a very good job of getting that quality that we always want to get to Dimir,
of Dimir sort of having the tools it needs in the moment it needs them. So Surveil does a very good job of getting that quality that we always want to get to Demir, of Demir sort of having the tools it needs in the moment it needs them. That's the stock and
trade of Demir, is that it has what it needs when it needs it. And it has a lot of tools in its
arsenal to sort of fight. And the other thing that this all sort of plays together is that
Demir, because it has so many unique different tools,
but that are situational,
you never quite know what Dimir is up to.
That it's hard to defend against Dimir
because you don't quite know...
Like, Dimir has a couple different ways it might beat you,
and so it sort of has a lot of incremental ways to get advantage,
and that it's hard to fight against Dimir.
That's also why I think a lot of the better players really enjoy playing Dimir,
in that Dimir, you know, Dimir piloted by a really good player
becomes very hard to fight against.
Because, you know, if you're playing against Boros, for example,
look, Boros' strategy is very upfront and straight.
It's going to attack you with lots of creatures until it beats you, you know.
And you sort of know what it's up to and what you're trying to stop.
But Dimir, not so easy.
And that's one of the fun things.
One of the things I like a lot about the guilds in general is,
and one of the reasons I think they've been so successful,
is that it is neat to sort of subdivide up and say,
hey, the color pie to me is obviously the heart of the game. And so
one of the geniuses of the guilds is like,
okay, let's just take the color pie
and go next level with it, which is instead
of the five basic colors, now we have the
ten combinations. And each combination
has a really unique feel
to it. Now, I should stress
by the way, that the way
we played out the guilds
is not the only way you can play the colors.
There are other
ways to do black and blue that are different.
And that
this
Dimir for example
definitely tends to
be a little bit more
blues tools
to reach black's ends.
That Dimir is a little bit more about power
than it is about perfecting itself, for example.
But you can imagine having a black-blue tribe,
for example, the reverse,
where they're all about perfection,
but they'll do whatever it takes
to be the perfect version of themselves.
You know what I'm saying?
That's not really where Demir is going.
But you could go that way.
But there are different ways
that you can play up the color combinations
the thing I think we did
with Ravnica was
we kind of hit
the lowest hanging fruit
you know
it was the first time we did it
so we had access
to whatever we wanted
now when we do
more color combinations
we're more conscious
like one of the things is
and this wasn't blue-black,
but like,
when we went to Ixalan
and we had a white-black
vampires
and we had
blue-green merfolk,
we made very, very sure
that what they were
were not,
for example,
the appropriate guilds.
That the vampires
of Ixalan
were not just Orijab
or the merfolk
were not just Simic.
That was important.
But anyway,
I hope,
so the goal of these podcasts is to,
I mean, if you care about black and blue with colors,
I've previously done podcasts
about all the two color pairs.
And that podcast is much more about
what is blue and what is black
and what does blue like about black
and what does black like about blue
and what do they agree on
and what do they disagree on.
And if you really are into that
about black and blue, I've recorded that podcast. You can go
listen to it. And those exist for all 10 color pairs.
This podcast was more specifically about the history, about Demir, about how we made Demir, about what
Demir means, how we did the mechanics and stuff. So for those,
I didn't really explain that up front. For those that were wondering why this wasn't me just recreating
my blue-black podcast, and that was more about
blue and black as a whole. I talked a little bit about
Dimir in that, but this one
was more specifically about the history of Dimir.
And like I said, I will get to all the other
guilds. So I'm almost to work. How are we doing?
Not too bad.
Not too much traffic today.
So to wrap up,
one of the things that is fun about making Dimir is
that it has access to a wide variety of different answers
and that there's a lot of unique things that Dimir gets to do.
The biggest downside to Dimir is
blue and black,
while there is some elements of synergy to them,
they overlap the least.
You know, they are definitely,
it is tricky to make hybrid cards, for example.
We tend to make hybrid cards in sets like Ravnaga.
Hybrid cards are always tricky with black-blue.
You know, it is definitely,
I mean, I have fun making Dimir cards.
But I will admit that, like, Dimir is a bit of a challenge.
Like, for example, Dimir and Golgari, for some reason,
are the two guilds that we tend to have the most trouble making mechanics for.
You know, I talked about how we made Disguise.
And, I mean, we went through a lot of different things
when we were trying to sort of make Dimir.
Dimir really is one of the trickiest guilds to build for
and it's fun and I like their identity and I do think
they have a really cool feel about them. But just the
nature of what they are and the tools at their disposal and how they combine
it is tricky. I mean there's a few staples.
One of the things about having designed a lot of multicolor cards is there's a few staples like one of the things about having designed a lot of multicolored cards
is there's a few basic things we've learned
we know kind of where
black and blue shine and we know where there's
similar overlaps or
sometimes it's neat to do parallels
or reflections
blue draws cards, black discards
cards, stuff like that
anyway, it is
Dimir is definitely one of the trickier
guilds to build.
But it's fun,
I like Dimir,
and I think this time
we made a very cool
version of Dimir.
So hopefully you guys
are, I mean,
by the time this comes out,
you guys should be playing.
So anyway,
that is all I have
to say about Dimir.
And I'm now at work.
So we all know
what that means.
I mean, this is the end
of my drive to work.
So instead of talking magic,
it's time for me
to be making magic.
I'll see you guys next time.