Magic: The Gathering Drive to Work Podcast - #595: Selesnya
Episode Date: December 7, 2018This podcast is part of my guild series where I walk through the history of the guild through all three visits to Ravnica. In this podcast, I talk all about the green-white guild. ...
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I'm pulling up a driveway. We all know what that means. It's time for the drive to work.
Okay, so last time I started talking about guilds. So I began with Dimir.
So today we moved on to Selesnya. So today all about the green-white guild.
Okay, so we go back to Gravnica. We're forming the guilds.
So when we're first making them, one of the things we wanted to do is we wanted to figure out what is sort of the philosophical center of the guild and what is the mechanical
center of the guild. So let's start with philosophical. Okay, we look at white. What
does white represent? Well, white is all about wanting peace. Peace through order, as I like to say. White believes
firmly that
there's enough resources to take
care of everybody in the world.
Everybody in the world can be happy.
But in order to do that, you need to
take steps to
think in terms of the group
as a whole. That, you know,
if everybody is selfish
and individual, then there might not be the
resources you need. But if people are willing to be thoughtful and make decisions based upon
what is best for everybody, then, you know, there is the resources to do that. So white is very much
about the good of the group. It's very much about sort of thinking big picture. And a lot of what
white does is create rules and structure to sort of ensure that people act in the interest of the
group because people have reasons to sort of act selfishly, if not without any guidance.
And that's why white makes laws. That's why white makes, you know, sort of moral rules.
That's why white makes, you know, sort of moral rules.
And so that is a key element of white.
Green, green is very much about growth through acceptance.
Green believes that the world is awesome the way it is, that nature is the best system,
and that one of the things that's important is that people understand and accept that and don't try to change
the world but accept the world as it is now a big part of that is green believes in interdependence
green believes that there is a web that that every living thing on earth is connected to everything
else and that when you affect one thing you're not just affecting that one thing. Like, if you go and start hunting and killing creatures,
well, maybe those creatures are the food for another creature,
or maybe they're the predator that keeps some other creature in check,
and that you create an unbalance, that when you start messing with things,
you throw things off kilter, and that it really,
that this sense of interdependence is a very important part of green.
Okay, so I bring that up because one of the ways, whenever you have two colors that are allied
colors, one of the ways to understand what they have in common is to look at their shared enemy
and they kind of represent the essence that's the opposite of the shared enemy. So green and white
have an enemy of black. Black is all about selfishness, all about sort of thinking about
yourself and not caring about the consequences of your actions toward others.
But green and white, they're about community.
At their heart, they're very much about community.
So when we were building green and white, we said, okay, we want this to be a guild that is very much about community.
That's very much about caring about each individual member.
about community. That's very much about caring about each individual member. And so to do that, we said, okay, what exactly can this group do? And the idea
we liked is we wanted to have a role for everybody in society. And so we thought
that since it was very nature-based and it was very organization-based
that them being the farmers made a lot
of sense. That somebody's got to provide all
the food.
So one of the things that the
Selesnya does is Selesnya is
responsible for producing a lot of the food
that everybody gets to eat.
And one of the things that's nice
is the society, the way they
work is very, you know, it is the one group where everybody has a voice.
That it's a collective, you know.
That it's something where it is not any one person makes a decision.
The group as a whole makes a decision.
And that is, you know, one of the things that sets Selesny apart from the other guilds is all the other guilds have a very strict sort of leadership
where somebody runs the guild.
I mean, there's a few like Gruul, I guess, that's a little off the beat from that.
But in general, there's a hierarchy for most of the other guilds.
And there's not much hierarchy to Selesnya.
You know, everybody has a vote.
Now, there is a leader, but only in the sense that there's somebody who sort of helps be a figurehead to run things.
And even then, we had a lot of trouble.
Like, we went through this big idea of, should Selesny even have a leader?
You know, is that antithetical to what Selesny is?
So in the end, we decided that we would go with a triad.
Sorry.
Let me take a sip of water. a triad. Sorry.
Let me take a sip of water.
We would go with a triad,
which is three dryads.
And the idea being that
they're not even run by one creature.
They're the one that's run by
a group, that a group runs it
because they're so group-oriented.
And mechanically, mechanically it was even simpler.
So white and green are the two colors that are considered the creature colors.
So let's walk through why that is.
So white has the most creatures.
White tends to have lots and lots of little creatures. And so when you look at a set,
is it 62%?
White has the highest percentage of creatures,
of its cards.
If you look at all white's cards,
the number of creature cards versus non-creature cards,
white has the highest percentage of creature cards.
White is very much about building the army
and about the strength in numbers.
Green, now green's number two in volume
as far as how many creatures there are.
But green has the biggest creature.
If you look at common, for example,
green is the color that just has the largest creatures.
As you get to higher rarities,
other colors will get bigger creatures.
But green has a higher as fan of large creatures. As you get to higher rarities, other colors will get bigger creatures. But green has a higher
as-fan of large creatures. They show up at lower rarities.
They show up in greater volume. There's just a larger amount of
big green creatures. Also,
green has the best creature curve. What that means is
every creature has a cost to play creatures,
and green has the most aggressive cost.
That if you want to play a certain size creature, green...
White is the most efficient, actually.
You get to really small creatures, white's the most efficient.
But as soon as you get to medium to large creatures,
green is the most efficient as far as how much mana for,
how much you get in power
and toughness and other elements.
Also, green and white,
partially based on the fact that they have the most creature
cards, also the two colors that have the most
creature abilities.
So green and white are clearly
like one of the things we were making the guilds
that we had to do is we wanted to look
and say, okay, what
are the
what game attributes,
mechanical attributes do these two share? And sometimes it's about having a certain
zone, like Ogari cares about the graveyard. Sometimes it's about, um, the different things.
And car type is one of them. Um, creatures are a big important part of the game. Green and white are the two big creature colors.
So the idea of being this collective where numbers matter
and being creature-centric was important.
Now, one of the things we had to differentiate is
if you look at all three of the red, white, and or green guilds,
meaning Boros, Gruul, and Selesnya,
all of them are very creature-centric.
And we wanted to make sure that each
one of them had an identity that was
sort of uniquely their own.
So Boros, we ended up making the more
aggressive guild, that they attack
with creatures, but it's to quickly beat you.
And they back up their
aggressive creatures with
direct damage and stuff, so there's ways to beat you
or to damage you beyond just the creatures.
Then Gruul is more of a mid-range ramping deck,
where it is being aggressive with its creatures,
but it's ramping into larger creatures.
Boros is never getting that big,
where Gruul does get into much bigger creatures.
Then, the Selesnya part,
we made Selesnya a little more control-ish in that
the way Selesnya works is it's going to overrun you with creatures.
It has the most creatures.
It's going to play the most creatures.
It both has go-wide strategies and go-tall strategies.
What I mean by that is go-wide is playing a lot of unique different creatures.
And then I attack and you can't block all my creatures because I have more creatures than you.
And going tall is just making a creature that's
so big that your creatures can't deal with
my big creature. I have a giant trampler.
How are you going to deal with that?
So either I'm going around you by having so many
creatures or going through you by having big creatures
usually with trample or some sort of
evasion making it hard to block it.
And so Celestia, we
decided was, okay, you're going to be
creature-centric, you're going to be the number one guild
about caring about creatures,
and you're going to overrun me,
or overrun your opponent with creatures.
That is how you're going to win.
And it was a pretty clean and simple,
like, some guilds, it took us a little while
to sort of figure out mechanically exactly what we wanted,
but Celestia was not one of the problem guilds. It was very clear what it wanted
to be. We knew it wanted to be a creature guild. We knew we wanted to overwhelm.
So the big question was, okay, we need a mechanic that plays into that.
We need a mechanic that says, okay, creatures matter.
So interestingly, Richard Garfield first came up with Convoke and pitched it as a
Boros mechanic.
His idea was, oh, Boros is the army, and this represents the army working together.
Creature as resource is something the army has available to it.
But when I saw it, I really liked the mechanic, but I said to Richard, I go,
I just think green and white is more creature-centric than Boros.
Boros is about winning quickly, and sort of taking off the turn to play the larger creature isn't quite as Boros.
Boros wants to constantly be attacking.
But Selesnya is slower, it's building up.
Actually, it plays exactly into what Selesnya wants to be doing
because it wants to sort of stall and stall
until it has the advantage of creatures.
And Convoke is perfect in that
if I'm leaving my creatures back, if I'm trying to sort of be defensive with them, until it has the advantage in creatures. And Convoke is perfect in that, you know,
if I'm leaving my creatures back,
if I'm trying to sort of be defensive with them,
I can use them as a resource to try to get out bigger creatures
that I can use to be defensive.
And then eventually those bigger creatures
will help me be offensive.
So Convoke was one of the earliest mechanics
that we came up with.
In fact, it might be the very first mechanic
that we came up with.
That or Transmute, I think, was the earliest one.
Anyway, so we figured that out.
And then the other big thing that we realized
when we were building original Ravnica is
when you draft Ravnica,
you tend to draft any of the guilds that are in the set.
Well, I mean, when you draft Ravnica,
it's not the second or third set in.
That's sort of a shame.
But in Ravnica itself, the original Ravnica,
you were either going to draft one of the guilds,
and there were four guilds in the original Ravnica.
There was Dimir.
It's actually very similar to guilds.
It's all the ones in guilds in Ravnica, minus Izzet.
So it is Dimir, Selesnya, Golgari, and Boros.
And then there were extra red and blue cards
so we had a color balance.
So you could draft blue-red.
It wasn't exactly Izzet, but it was a blue-red strategy.
Then the other thing that you tended to do
is you could draft two guilds that overlapped in a color.
And so what that meant for Selesnya is we had to be aware that Selesnya could be drafted with Golgari
if you went white, green, black, or it could be drafted with Boros if you went white, green, red.
And so one of the things I did in all the Mono colors is made sure that there was a theme in each Mono color
that played into what the overlapping guilds did.
So, for example, Mono Green in original Ravnica
had a token-producing theme.
Why?
Well, when you pair them in Selesnya,
the token theme lets you go wide,
lets you build up your creatures,
and lets you do stuff like Convoke,
lets you use your creatures as a resource.
When you mix it with Golgari, Golgari has a lot of...
The way it interacts with the graveyard is it puts things in the graveyard and takes things out of the graveyard.
But one of the ways to put things in the graveyard is sacrifice.
So Golgari had a lot of sacrifice effects.
Uh-oh, well, tokens work pretty well for sacrifice effects.
They're usually pretty small, and they're a good resource.
Once again, they're a resource you can use, and you can use them to sacrifice.
So that's what we did in Mono Green.
Mono White, we ended up putting a lot of...
One of White's themes is boosting the team.
Like plus one, plus one to the team.
Or putting a plus one, plus one counter on.
Or there's things that White can do to boost the team.
And Selesnya was all about building up a giant army and then attacking.
That liked to be boosted.
Boris was about being aggressive and constantly attacking with all your creatures.
And that liked boosting.
So sort of boosting the team and thinking team-oriented was very good for both the white guild.
So the key to sort of making it work in original Ravnica was being very centric in what the guild was doing,
playing up the creatures, giving a lot of
resources, and then making sure that each of the
colors had stuff that went to
the side and overlapped for drafting purposes.
As you will see,
how we do
Ravnica sets evolves over time as we get more
as we learn more and more
about how to do sets.
Okay. So, we had Convoke.
It went over very well.
In fact, I think of the whole block,
I think it was the second most popular mechanic,
the first one I believe was Dredge,
only because really powerful mechanics tend to be,
people rate high very powerful mechanics,
and Dredge was, to use an R&D term, barroken.
But anyway, we'll get to Gilgaria.
It's one of our upcoming podcasts, and we'll talk all about Dredge.
Okay, so...
Selesnya, first time out at the gate, was pretty well.
It was pretty well received. People liked it.
People liked the theme. It was a very popular guild.
Okay, now we get to Return
to Ravnica. So in Return to Ravnica,
Selesnya is
back. So Selesnya was in the very first set,
along with Azorius
and Golgari,
which are the two that matter, I guess, and also
Izzet and
the fifth
guild. What was it? That's a good
question.
The reason Azorius and Golgari matter is because in green-white,
the overlap in white was with Azorius' time,
and the overlap with black was again with Golgari.
Who was the fifth one? I'm blanking here.
It wasn't Boros. It wasn't Orzhov. It wasn't Simic.
It wasn't... Was it Dimir?
No, Dimir was in Gatecrash.
I'm blanking. Was it Gruul? No, Dimir was in Gatecrash. Blinkin', was it Gruul? No, Gruul was in Gatecrash.
That's the other one, so...
Okay, sorry, I wrote a quick figure of that.
So it had Zorius and Selesnya, that's the white.
And the other green was Golgari.
And the other black was Raktos. Raktos was in.
Okay, so Raktos was the fifth girl. Sorry about that.
and the other black was... Raktos. Raktos was in.
Okay, so Raktos was the fifth guild.
Sorry about that.
Okay, so we were trying to figure out
what to do with Selesnya.
I mean, once again,
the first time we were doing the original Ravnica,
it was like, what exactly do the guilds represent?
When we came back for the second time,
it was like, okay, we had to find the guilds.
One or two of the guilds,
like both Azorius and
Simic, we tweaked a little bit
for some reason. There's some
things that when we did original Ravnica for
different reasons, we had to
push them in certain directions that we
decided that were a little bit from where we wanted them to be.
But Selesnya, that wasn't the
case. We liked Selesnya, we liked how Selesnya was.
Really, all we needed to do in Return of Ravnica
was find another mechanic. You know, find another, like, we liked the
general gameplay of Selesnya, so we needed a new mechanic. So the idea that I had was,
and we had tried a whole bunch of different, like, creature-centric things. Really, what
we wanted is either a mechanic that went on creatures and really interacted with creatures,
or something that just cared about creatures. It didn't necessarily have to go
on creatures. So the idea I was really interested in
was in Scars of Mirrodin, we'd made a mechanic
called proliferate. So proliferate is a mechanic that says
whenever I proliferate, it's a keyword action, I take every player
and or permanent that has a counter on it,
and I can add one more counter for each thing.
I can pick and choose.
So I might want to give negative counters, like poison counters, to my opponent.
I might want to give positive counters, like energy, to myself.
I might want to give negative counters to my opponent's creatures,
like minus one, minus one, or not give, but give more of, like minus one, minus one.
Or maybe I want to give more positive counters,
like charge counters to me,
that whatever is proliferated
is something that allows you to sort of
interact with counters.
So the idea that I was really intrigued by
was I know that last time when we played with... with...
with Selesnya, sorry.
Last time we played with Selesnya,
I knew that we had made a bunch of tokens.
And so I was intrigued by the idea of,
could we interact with tokens?
And so I came up with the idea of Populate.
And the original idea of Populate was,
literally, it was like proliferate for tokens.
That's what it came up with. So the first version I of populate was, literally, it was like proliferate for tokens. That's what it came up with.
So the first version I think I made was, for every unique token in play, you may copy it.
And I think the earlier version, it just affected everybody.
Like, I mean, you chose whether it got copied, but you looked at everything in play and said,
okay, all the tokens in play, do I want to copy that?
Do I want to copy this?
Do I want to copy that?
And first off, it turned out that copying,
the reason I copied everybody is because I was trying to be like proliferate, but there's a lot more negative counters out there that you would care. Not often I wanted to give my
opponent another token creature. Now, in multiplayer play,
yeah, I get maybe you'd want to copy something somebody else's. But anyway, so the first thing
we do is said, okay, how about just your tokens?
And then it was like, oh, you know, the idea I liked is it made you want to diversify in tokens.
It had a lot of different kinds of tokens.
But it ended up being just too powerful.
That if I can have, you know, even just like three different tokens out and I can populate,
and now I get three new creatures, it just was really hard to come back from that.
So we ended up doing what we said,
okay, instead of getting all the creatures,
what if you choose one?
And that way, if you had multiple,
the reason that it still encouraged some variety is,
let's say, for example, I have a 3-3 in play
and a 1-1 flying token in play.
So like a green 3-3 creature and a white 1-1 flying token.
So now I populate.
Okay, which one do I want?
If I think I'm winning the ground game and it's more about me aggressive attacking, I want the 3-3.
But if, oh, we're kind of a log jam and I'm kind of stuck, well, maybe I want the evasive creature.
I want the 1-1.
And the idea that you had a choice was kind of cool.
And it did make you want to have some sense of variety.
was kind of cool, and it did make you want to have some sense of variety.
So the one thing,
the tricky thing about
Populate is, so mechanics tend
to fall in two categories.
So, for those
Harry Met Sally fans out there,
I will use a Harry Met
Sally quote for this, which
is,
there's two types of mechanics.
There is,
what was the last quote?
It was,
there's high maintenance and low maintenance.
And what a high maintenance,
what low maintenance mechanic means
is you put it in the set
and it just,
it does the thing it needs to do.
There's no work you need to do
to make it work in the set. It just, it's just, it needs to do. There's no work you need to do to make it work in the set.
It just, it's just, it cares about things that the game naturally does.
And so it just works just fine.
So if I, Convoke's a good example of a pretty low maintenance.
Like, okay, I need creatures.
Well, I'm going to have creatures.
It's a game of magic.
You know, especially in limited, even in constructed.
It's not hard to get a deck full of creatures.
In limited, you're almost required to get creatures.
So that's pretty low maintenance.
Like, well, you need creatures, but why wouldn't your deck have creatures?
So it's pretty easy to meet that requirement.
Populate is a high-maintenance mechanic.
And what I mean by that is it needs a lot of help to work.
That if you, for example, had a set that had no token creatures, Populate doesn help to work. That if you, for example,
had a set that had no token creatures,
populate doesn't even work.
And what I was saying is we wanted to have some variety of tokens.
We have choices.
That was more interesting.
So we wanted to go our way to say,
oh, there's a 3-3 and a 2-2
and a 1-1 flyer
and maybe a 5-5 and an 8-8
and just having different sizes and things
to encourage you to want to play populate.
Also, one of the tricks we did with populate, which is the same trick we did with proliferate,
is we would make some of, I make a token and then populate.
So, well, at bare minimum, I'm making two of the token, but if I have other things in
play that are better, then I have the option to do that.
So we had to make sure that we had more token-making cards than normal.
We wanted a little bit more variety of normal
we had to sort of make sure that some of the popular cards
themselves had token
making on them to make them
more sort of not need to have
extra cards to play with
and finally it also
required us like for example there's
I don't remember the name but in the set
in the original Ravnica there was Watchwolf
which was green and a white for 3-3.
So we made a card
in
Return of Ravnica that was green and a white to make
a 3-3, I think it was a Centaur token.
And it really is kind of
like a Watchwolf.
It's a little bit different in that it's a token
and normally we would just make it
a creature. Like, we wouldn't normally in a vacuum
make that a token
because, well, why?
Look, you have a card represented as a singular creature.
You know, sometimes you use tokens
because I'm going to make multiple creatures.
Well, one card can't represent that.
But it's not often we make a spell
that makes a token, the spell just goes away.
You could just make it a creature.
There are reasons, though, occasionally to do it, and Populate is one of
them. Also,
I will point out that being a token makes it a little bit
different. If you unsummon it, it's gone.
A token does have a little bit
difference from a normal creature, but
Populate
did require us to do some extra stuff
to make that work.
Okay, so let's look at the guilds
on each side. Okay, so Celest look at the guilds on each side.
Okay, so Selesnya overlaps in white with Azorius.
So Azorius is very controlling,
very much about rule setting,
and sort of, it is the slowest control deck
of all the color combinations.
So we knew that Selesnya had the ability
to be a little controller.
Sometimes, like in some ways, there's a couple ways to win Selesnya.
One way is build up, build up, build up, build up, build up, until I can just defeat you in one giant sweep.
Um, you know, I have so many creatures that either you can't block them all, or they're big enough with Tramp or something that you can't, you know.
That I, I, I have 20 plus, or, plus, or whatever damage level you're at.
I, in one swing, can do all the damage I need to beat you.
And, you know, if you're pairing that with Azorius,
it is a way to sort of play a control game and then use that.
And so, Detain, which was the mechanic in Azorius,
did a good job of stalling.
And since Selesnya has some needs to stall,
there was some synergy between the Detain mechanic and Populate.
The other thing about it in general is
we made sure to give the white Detain cards,
we made sure that you could use them defensively in Selesnya,, the white to tank cards, we made sure that you could use them defensively
in Slesnia, and the white populate
cards, we made sure played into a
blue-white control deck.
You know, having tokens
for example,
sometimes, you know, having an instant token maker
is good because blue can sort of hold up its mana
and then end of turn, if you can't play
something, and then can do it at a time when
you can't react to it easily.
Or you get evasive bishop,
or sometimes blue-white will win the evasion,
in a way, as such.
When green interacted with black,
the Golgari mechanic this time around was scavenge,
where you were taking creature cards out of the graveyard,
and that you were being able to build up with them.
And so the white scavenge cards we made,
no, sorry, the green scavenge cards,
we made sure that also played into what Celestia wanted to do,
which was building up creatures.
So, you know, Golgari is all about sort of getting things in the graveyard
and using the graveyard as a resource.
Scavenge did that.
And then Populate was a little trickier
for Golgari. It played
nicely in the sacrifice effect,
which it normally does.
But as far as, I mean,
the thing is, you could scavenge creatures
and make the token creatures bigger. Just the
token creatures themselves don't go to the graveyard.
But the interaction of
having a lot of creatures and then all your
non-token creatures get to go to the graveyard, and then you get to build up the creatures
that are in play.
Some of which could be the token creatures, um, played synergistically.
Um, so that is sort of how we did Return to Ravnica.
Um, we didn't really, Selesnya, like I said, there's certain guilds, and when I, when I
get to the guilds that we tweaked, I'll talk a little bit about how some of the guilds
did go through some through some tweaking.
Selesnya didn't. Selesnya really knew what it was
doing. And
Populate, again, very popular.
Selesnya probably is the guild
that, over the years
of all the different visits to Ravnica,
has the highest, like, if you took all its
mechanics and
rated them and then averaged them,
I believe Selesnya has the highest
overall. And part of that I think is
making creatures
matter is a pretty broad theme. There's a lot of ways to do that and there's a lot of
fun interactions with that.
Where some of the other guilds are a much smaller target.
Like I talked about Dimir last time.
Dimir's a lot smaller target.
It's a lot trickier to sort of make something that plays well,
that really feels Dimir, that fits in that space,
and it's just a lot harder.
Okay, so let's move on to Guilds of Ravnica.
Okay, so...
We walked in pretty optimistic into Guilds of Ravnica for Selesnya
just because, like I said, Selesnya had
the best track record.
Another thing that we did different in Guilds of Ravnica
is both original Ravnica and Return
to Ravnica, we had made the decision
not to reprint any mechanics.
That every Guild mechanic would be a brand
new mechanic. But now we are
moving in a world where
we now try to do
reprint mechanics in every set.
We had been to Ravnica
numerous times.
And
we also were in a world where we didn't tend to do
five mechanics per set anymore.
We tend to average three and a half.
And so, for different
reasons, we're like, you know what? Okay.
We're going to change the rule
it's not off limits to bring back a mechanic
now we didn't necessarily mean a guild mechanic
not that we couldn't bring back a guild mechanic
but the idea was you could bring back any mechanic
any mechanic was fair game
so one of the first things we did, so remember
Guilds of Ravnica and Ravnica Allegiance had a shared
vision
it had a six month vision
because at the time we were still in the
block model and they were considered to be one block. Now, we were
always going to have them be large sets. They were always going to be drafted apart. In some
ways, they were us moving toward the new system but still
thinking in terms of the old system. But anyway, it meant that we didn't
work together. So one of the first system. But anyway, it meant that we did them together.
So one of the first exercises I did is I asked the team, I said,
okay, let's make a list of every mechanic we've ever done
that would be appropriate in each of the guilds.
Obviously, we had their old guild mechanic,
which all were appropriate.
And we listed a lot more things,
a lot more things that made sense.
And Selesnya is
the kind of thing where, hey,
do you have things that care about creatures?
You know, like Conspire allows you to tap creatures
to copy the spell. That's very creature
centric.
We had stuff like Rally or
Support or, you know, there's
a bunch of different mechanics that are very reinforced
or things that are just very creature centric. I go, okay, well, anything that's a bunch of different mechanics that are very reinforced, or things that are just very creature-centric. Okay, well, anything
that's creature-centric, that cares about creatures, works for Celestia. And so we
made a long list of different things. The other thing to keep in mind,
one of the rules we did on Return to Ravnica that we brought back for Guilds of Ravnica
was, if you took all the cards with
the guild symbol,
the guild watermark, and mixed them together,
meaning whatever set you brought them from,
and mixed them together and played them,
we wanted it to feel cohesive.
We wanted the canvas to go together.
We want the deck...
Like, the guild has a singular feel to it.
And part of the way to do that is
if you played old guild cards with the new guild cards,
even if the new guild cards do some new things,
it's all synergistic with what
the guild does.
And so we're always sort of thinking,
okay, this is
what Celestia... Now, Celestia is not a giant
deal. I think Celestia is one
of the easier guilds, if not the easiest guild
to design for on some level.
So anyway, what happened was...
So there's a mechanic that we've
been playing. So in Zendikar, we made landfall.
So landfall says, whenever you play a land, it's a trigger, and then something happens.
Landfall went over very well, very popular.
We would later do constellation, which is an enchantment fall.
So one of the ideas we had is, at some point, we should do a creature fall.
It's very straightforward. It's one of those mechanics had is at some point, we should do a creature fall. It's very straightforward. It's like one of those
it's one of those mechanics where like,
okay, one day we should do this. It's just an obvious
mechanic. We know it plays well.
It's pretty deep. Anyway, we know we should do it.
So,
it came up, okay, we keep talking about doing creature fall.
Who better to do creature fall
than Selesnya, the guild that
cares about creatures. It's a mechanic that can go
on creatures, that can care about creatures. It just seemed to slam dunk for Selesnya, the guild that cares about creatures. It's a mechanic that can go on creatures, that can care about creatures.
It just seemed to slam dunk for Selesnya.
So we playtested it. It played really well. It was fun.
So okay, in the bag, we got a Selesnya mechanic.
Now you'll notice that we did not print this mechanic.
So here's what happened. I turned it over to Eric.
Eric Lauer ran the set design team.
Let me talk about the Naya problem.
Naya was the shard in Shards of Lara.
It was the green-centered shard that its allies, white and red.
So green, white, red.
The problem we have is green, white, and red are very synergistic with one another.
Like I said before, that the three
sort of creature-centric guilds
are in white, green, and red.
And whenever any two
of them are in the same draft experience,
remember, now that we're drafting,
now we've moved out of, original Ravnica had
four guilds, now we're in the era of
five guilds. So, Return to Ravnica,
Gatecrash all had five guilds, Guilds of Ravnica, Ravnica Legions all had five guilds. Now we're in the era of five guilds. So Return to Ravnica, Gatecrash all had five guilds.
Guilds of Ravnica, Ravnica of Allegiance all had five guilds.
In that structure,
basically there's five two-color
strategies, the five guilds you're drafting,
and then five three-color
strategies, which is every overlap
of the guilds.
There's just the five combinations you can make
by overlapping the guilds.
And so the idea is you want to make sure that each two-color combination works
and each three-color combination works.
The Naya problem is that green, white, and white, red, in this particular case,
or whatever the combination is.
We've had different combinations in the past.
But right now, for this set, green-white and red-white,
so Boros and Celestia,
were so synergistic
that if you were playing red-white
and you wanted to go to third color,
you just almost all the time went to green.
And if you were playing Celestia
and wanted to go to another color,
you almost all the time went to red.
And the problem is,
Celestia needs half the time to go to black
to play Golgari,
and Boros half the time wants to go to Izzet,
to do Jeskai with red and blue.
And that wasn't happening,
and that was warping the draft environment.
So what Eric realized was,
is there was too much synergy.
The problem with Creature Fall
is it played too well not just with Selesnya,
but with Boros.
Boros also is pretty creature-centric.
It likes having boosts.
It's constantly playing its creatures.
It just was a little bit too synergistic.
Meanwhile, Selesnya already had the problem of
Boros and Mentor, which is
when you attack, put a plus and plus
on a creature that's also
attacking with power less than yours.
Now, Mentor
worked better in Boros because Boros
is an attack-based
guild.
The way Selesnya works is
I like to say that
the way we structure the guilds
is usually there's a plan A and a plan B.
Usually the plan
A is the more aggressive plan and a plan B. Usually the plan A is the more aggressive plan,
and the plan B is the backup plan.
So Selesnya's plan A is,
I just attack with creatures,
my creatures keep getting bigger,
because I'm ramping into bigger creatures,
and I try, you know,
it can play kind of the mid-range game.
But, it's plan B,
which is the one that it often does
is it goes okay
ground stall things have built up
I have a little bit of evasion but the other route
other than sort of winning through evasion
is just build up my creatures
get more creatures, get bigger creatures
and eventually I will overwhelm you in number
I attack you with more creatures you can block
or I attack you with big things big enough that
I'm going to slowly trick your creature you I mean, you're going to chump block
until I can then just attack for the win. Or maybe I have a giant trample
creature that just by itself can get through for enough damage.
That you want to have sort of the various plans.
And so when it's on the aggressive plan, a mentor can work with it.
Now, one of the things we were careful with is
because white is just generally a smaller color,
that we made sure that some of the bigger Mentor things
were in red, not in white,
so that white's Mentor was a little bit smaller.
So it could work with Celestia,
but not quite as efficiently.
In fact, like I said, this is kind of funny.
Normally, we're trying to increase
to make it more synergistic.
But, you know, making a token creature
and attacking with it is really strong with Mentor.
So we had to be careful as to how we built that.
So anyway, it turned out
that Creature Fall was just
too good.
As a secondary issue,
one of the things about making guild mechanics is guilds...
Usually you make about 8 to 12 cards with a guild mechanic on it.
It can go a little higher sometimes, but...
And the idea is, usually the best guild mechanics are ones in which,
look, the mechanic isn't that much bigger than what you're building,
so you're sort of making a mechanic out of something
that you would have trouble making a larger mechanic out of.
Those are some of the best field mechanics.
It's like, you're kind of,
oh, you have to make a smaller mechanic,
and so you're making something that fits the role
of a smaller mechanic.
Now, we occasionally do things,
I mean, Convoke's a perfect example of,
look, it can support a lot more cards.
We put it in a thing.
We later brought it back.
Convoke was in,
I forget which
core set. Like, core 2013.
One of the earlier
core sets.
After we started bringing back mechanics.
In the
core set.
Anyway, we brought it back.
Obviously, there's more space there. So, I mean, it's not that
we can't introduce something and then later have more space.
But Creaturefall is pretty exciting. We really could do a set where we could
blow it out a little bit more. This is one of the things that we're just going to do one day.
I mean, it's not reinventing the wheel. Once you see Landfall, you can get to
other falls. It's not particularly tricky to do. But,
trying to find a place and a space that it just makes a lot of sense.
Okay. So
Eric, so one of the things that Eric, so what Eric did is we handed over the file
Mentor and Undergrowth, which were the Golgari and Boris mechanics, didn't
get changed. Eric needed to, Eric
felt he needed new mechanics for Dimir and Izzet and Celestia. So one of the
things that Eric likes to do is
he likes to go and figure out what tools exist in magic to solve the problem
so that he can sort of get a scope of how to solve it.
And what that means is he usually goes and says,
okay, what's the closest in existing magic?
What's the closest we have so that I can understand how to make it work.
And so for Izzet and Dimir and Selesnya,
he went and figured, like, okay, using existing technology,
how would I solve this problem?
And so the thing he came up with for Selesnya was Convoke.
Convoke kind of did what he wanted.
Convoke is nice in that it's not useless to Boros.
Boros can make use of it.
And, by the way, Convoke has two different styles of cards.
One is the ramping card, in which it's a larger card.
Because of creatures, I get to play it earlier than I would normally.
It's a giant worm that I can, by tapping creatures,
get it out many turns faster than I normally would
or it could be
smaller spells that by having creatures
as a resource I can cast them
like there was a giant growth that was in
original Ravnica
where it allowed you to be tapped out
but as long as you had a green creature untapped
you had the ability to giant growth
but still you had the ability to make something bigger that the like plus two plus two, I think. But still, you had the ability to make something bigger
that the opponent might not realize.
It allowed you to do some tricks and things.
And it made you, when you had creatures up,
you could threaten that you had an answer
because your creatures could, you know, you had extra
mana, essentially.
But
Convoke was the kind of thing where it definitely
had some synergy with Boros,
especially the second kind.
But the giant ramp-up creature is not really Boros' style.
Boros is not taking off a turn to put a bigger creature in most of the time.
There are exceptions, but most of the time.
So Convoke did this thing where it worked with Boros.
It wasn't non-synergistic, but it was kind of the right level synergistic
and not too synergistic because of the Nigh issue.
So one of the things that Eric will do is if he's going to make new mechanics, sometimes
he'll fill in old mechanics so that he can try out a new mechanic so he can sort of,
you know, like the nice thing about Convoke is he understood Convoke.
And so if we were trying a new Demir mechanic or a new Izzet mechanic, he could try that,
let Selesnya have something that he understands, and it would fill the role, and he could sort of
sense how the new mechanic is working.
So eventually, he realized that Convoke
was doing a good job, and so he said to his team,
okay, let's find a Convoke-like
mechanic. And so the team spent
a lot of time trying to come up with things
that, you know, played in a similar space, that
used creatures as resource,
maybe that could allow ramping in some way.
And in the end, what Eric realized was
that Convoke really did a great job
of playing in the space that Selesnya wanted to be.
And so there was a little debate.
When we had originally talked about bringing back a mechanic, not that we had a little debate, you know, um, when we had originally talked about
bringing back a mechanic, um, not that we had guild mechanics off limits, but we really,
I think the thing we were thinking about was, oh, well, here's a mechanic.
Like when we get to Izzet, I'll talk a little bit about how we try to do splice, for example,
we'll try to bring splice back, um, and make it is a mechanic.
Um, and one of the things we thought was it was kind of fun to take a mechanic people
already knew and bring it back and go, ha-ha, here's a mechanic you know,
but not through the lens of being a guild mechanic.
And Convoke wasn't quite that.
Convoke was more like, hey, you know this, hey, remember this guild?
They did this, well, they're doing it again.
But it really, one of the things that's so hard in building Ravnica sets
is the balance you need behind each guild working in conjunction, working
by itself and then working in conjunction with the guilds on each side of it.
It's just very tricky to do and there's a lot of moving pieces.
I always talk about the metaphor I use
is building a house of cards. One of the things you have to do when
building a Ravnica set is everybody has to kind of lean on everything else.
And, you know, all it takes is for one thing to fall,
for one thing not to work,
and every, you know, just the domino effect of the synergy.
It's such a high synergy environment
that, you know, just getting the synergies
to be a bit off really causes significant problems
in trying to make it work.
So,
I mean, there's a little bit
of debate about whether or not to bring back.
I don't want to say it was like,
oh, it's Convoke, done. It was like,
okay, Convoke's doing a really good
job. Is there something kind of like it?
Nothing that's quite as good as Convoke.
Okay, can we bring Convoke back?
Oh, should we do that? And there's some debate.
In the end, they decided, look, gameplay
trumps all.
You know, we knew there'd be a little bit like, why does Celestia get
a new mechanic? And obviously we got a little of that.
But it really just
does good things. So we decided that if we're going to bring Convoke
back, what we needed to do was a couple things.
One was make some more really
cool Convoke spells. You know, just make sure that we're you know, we're One was make some more really cool Convoke spells,
you know, just make sure that we're, you know, we're not just reprinting all the Convoke cards.
So I think we were pretty, we made a conscious effort since Convoke was coming back not to reprint a lot of Convoke cards. We wanted to make a lot of new Convoke cards. So yes,
Selesnya has a mechanic you've seen before, but it's, you know, doing a lot of new design space.
Second thing that Eric really cared about
was making sure that there was some interaction with Convoke
that was a little bit new.
That you were doing some stuff with Convoke you hadn't done before.
So one of the areas I know they played around with,
like, there's a creature in the set,
once again, horrible names,
where if you Convoke this creature,
or every creature that Con convokes this creature into play
gets a plus one, plus one counter.
So that's a card that, like, not only do I want to,
not only can I be convoked, I want to be convoked.
That if you're going to cast me,
you want to use every possible creature you can
to get me into play.
That I'm not just, you know,
that being convoked is a positive thing.
The other thing that he did is he made a bunch of cards.
I'll use Amara as my example.
So Amara, the real quick story on Amara is,
in Return to Ravnica, Doug Byer wrote the story,
which was in a novella called The Secretist.
And Amara played a pretty big role in the story.
I mean, the main character was Jace, but Amara played a big role.
But due to, so basically, if you mean, the main character was Jace, but Amara played a big role. But due to...
So basically, if you guys know the card Voice of Resurgence,
that was supposed to be Amara.
It was a mythic rare.
And at the time, there were ten maze runners.
Part of the story of Dragon's Maze was...
Azor, the founder of Azorius, had made the Implicit Maze, I think it was called.
And in order...
Like, the person who won this got to be the Living Guild Pact.
Jace ends up winning it, for those who don't know. Spoilers.
And anyway, each guild had a representative that was in the race.
And so we...
Dragon's Maze, which was the third
set in the Return of Ravnica block, the idea
was that we'd have a new legendary creature
for every guild, and then represent
the guild runner, the maze runner. And
originally we had five of them at Mythic Rare
and five of them at Rare.
And, I don't know, later in the process we realized
that
it was kind of weird that
um, some of the legendary creatures were uncommon,
were rare, and some were mythic rare.
It was flavorfully a cycle.
I mean, I understand that mechanically
they were very disconnected,
but they were flavorfully a cycle.
So we made the decision to move down the mythics,
probably also because
we like to have a lot of rare legends.
There's a lot of popularity with Commander and such.
Anyway, we decided to move them down.
But it was late enough
that the cards that were constructed,
mythic cards,
we didn't want to move.
So the behind the scenes is
at every rarity,
we try to make sure there's cards that are going to be something we think
have a shot at being a tournament. And so we had done enough work
that we didn't want to move around rarities of cards that were positioned as
positioned as
tournament shots, I guess is what we would call them.
So we ended up
swapping...
There was a green-white mythic rare creature
and a green-white rare
creature. And so we ended up
swapping, meaning we took the name
Amara that was sitting on Voice of Resurgence
and put it on the rare creature.
Now, the rare creature,
I mean, it wasn't a great Amara.
She was too big to be Amara,
and it ended up being a card that just was...
I mean, voice research went on to be a really big player,
and so we originally hadn't lined it up,
so major character in the story
and major card we thought we'd see a lot of play were together.
We tried to do that where we can.
And so Amara ended up getting kind of a much weaker card, and we felt bad. a lot of play, we're together. We try to do that where we can. And so Amara ended up getting
kind of a much weaker card. And we felt
bad. A lot of people loved Amara and her card was
to be honest, not the greatest card.
So we brought her back. We're like, okay, this
time, let's show Amara
some love. So one of the themes that Eric was
playing around with is he loved the idea that
one of the ways to sort of make, convoke
matter is having creatures that, when tapped, did something. And the idea that one of the ways to sort of make convoke matter is having creatures
that when tapped did something and the idea is look you can attack with the creatures there's
ways to tap them in the game but a safer way to tap them is with convoke because if i attack with
them my opponent now can block and kill them but if i convoke with them i get the reward from it
um without having any of the danger of having to be in combat. So basically what happened was
we had come up with the idea of a Convoke card
that made a token. And Amara, it was a really powerful card.
And we're like, okay, we owe Amara. And Amara wanted to be a
small creature. I forget the card in Dragon's Maze. It was like a 5-7 or something
that didn't make a lot of sense for Amara.
So anyway, the idea of a smaller creature that when you tap it makes a token.
Mechanically, it was very synergistic for Convoke
because not only did you want to Convoke Amara,
but now she's made a token which can now be used for Evoke.
Not Evoke. Convoke. Sorry.
Evoke is a different mechanic.
Also a good mechanic, but a different mechanic.
So Convoke, it was a very synergistic Convoke, sorry. Evoke is a different mechanic. Also a good mechanic, but a different mechanic. Convoke, it was a very
synergistic Convoke card, so Mara gotta be
very playing into her guild
and its theme.
I'm trying to think of other
things.
Okay, this time the overlap.
So
Selesnya overlapped white
with Boros and overlapped black with Golgari
oh, real quickly by the way
just because this comes up, I'll address it here
we were aware
when we made
Guilds of Ravnica that
the four guilds in original Ravnica
plus Izzet were
that there was an overlap, that original Ravnica and Guilds of Ravnica
have basically the same four guilds in it.
There was a whole bunch of criteria we were working under.
There were different combinations we needed.
Certain characters had to be in a certain place for the set.
We wanted two bolus guilds leading
into three bolus guilds.
This ended up being the only one that worked.
And the downside was it was similar
to original Ravnica.
Izzet is there. Even though you could draft
blue, red, and original Ravnica, you couldn't. Izzet is there, even though you could draft blue, red in original Ravnica,
you couldn't draft Izzet,
and Izzet as a themed guild is here
makes it a little bit different.
Also, in the way we built
the sets,
we knew that you could draft
three colors in Ravnica, but we really improved
upon those themes and how we built them.
Anyway, we decided that
there was enough changes from original Ravnica
that it would play out differently in that.
But anyway, we were aware of that.
Okay, so
I talked a bit
about Boros. Boros was pretty synergistic.
Celeste cares about creatures. Boros cares
about creatures.
Mentor and
Convoke were both in a
nice place where the other guild can use it.
It's not non-synergistic with the other guild.
But it was something that was...
It was something that was not too synergistic because of the Naya issue.
So we definitely made it, you know, like...
It's not hard to want to play them together.
In fact, if anything, our plans were not to make you play them together,
but make you not play them together too much.
Golgari was a little bit trickier.
So Golgari had undergrowth.
Undergrowth is all about caring about creatures in your graveyard.
Now, normally, pretty synergistic in the sense that
Selesnya is a creature-caller deck.
Well, what happens to your creatures?
At some point they die, where do
they go? They go to the graveyard.
So there was definitely some
synergy with the way that
you know, with
the way that we had built Golgari.
There was one big
exception, though, which was
Undergrowth does not play particularly
well with tokens.
In previous combinations, like an original Ravnica,
one of the ways to make Selesnya play well with Golgari
was specifically to make token creatures.
This one, because Undergrowth, I mean, there still are sacrifices.
It's not, once again, token creatures are not completely antithetical,
but not as clean as you want.
So one of the things we did is we lowered
the amount of token
making, especially in green, the overlap
with Golgari. There's some,
but not as much. Obviously, Populate, for example,
which was the last time we were there, you know, Golgari,
I mean, Celestia was,
tokens were a big part of its theme.
So we had to temper that down a little bit.
There's still some tokens that are more white
than green, or more green-white than mono-green.
But we were a little more careful about how to mix and match those.
See how we're doing.
So we had some traffic here, so that's why we have some extra time.
But anyway, I am almost to work.
So I just want to wrap this up.
So the...
Oh, so,
it's hard for me to say
as I'm recording this, the pre-release
just happened, so
for the other sets, I can talk about, oh, they graded mechanics
and here's the thing with mechanics and
there's a lot of ways to...
There's a lot of ways
to sort of get a sense of what people thought.
I don't have that data yet, so...
But I have faith that people will get like Selesnya.
Like I said, Selesnya is...
Oh, the one thing I have to really quickly talk about is
each of the guilds falls into a psychographic...
Not that you have to get that psychographic to play,
but like I talked about Dimir and that,
if you sort of looked at all Dimir players
and said, okay, what Psychographic
do the majority of them belong to?
It was Spike.
When you do Selesnya,
the majority of them tend to belong to Timmy Tammy.
That one of the things about Selesnya
and about creatures in general is
you definitely have the fun of,
you know, playing creatures is definitely,
like, a lot of the visceral thrill of magic is being able to, you know,
play big creatures and overrun lots of creatures,
and there's a lot of kind of fun, exciting moments that tend to be creature-based.
And so, Selesia plays in that space.
We want to make sure when we build Selesia that we do that.
So, one of the reasons I think Selesnya tends to be, make people pretty happy,
is basically this idea that it's just playing in some fun, general happy magic playing space.
You know, playing big creatures and, anyway.
So I have every belief to believe that Selesnya will be yet another popular guild.
So anyway, I hope you guys enjoyed my peek at Selesnya will be yet another popular guild. So anyway, I hope you guys enjoyed
my peek at Selesnya.
It is definitely one of the...
Like I said, it is a fun guild to build.
It is one of the easier guilds to build
as far as mechanically of the themes it plays.
But I hope you guys enjoyed our jaunt today
through everything Selesnya. But I'm now guys enjoyed our jaunt today through everything
Celestia.
But I'm now at work
so we all know what that means.
And 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.