Magic: The Gathering Drive to Work Podcast - #598: Golgari
Episode Date: December 21, 2018This podcast is part of my guild series where I walk through the history of each guild through all three visits to Ravnica. In this podcast, I talk all about the black-green guild, the Golgar...i Swarm.
Transcript
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I'm pulling in my driveway. We all know what that means. It's time for the drive to work.
Okay, so I've been talking about the guilds. So I've talked about Dimir. I've talked about Selesnya.
It's now time to talk... I've talked about Izzet as well. Now it's time to talk about Golgari.
Okay, so let's go back to the beginning, back to original Ravnica.
let's go back to the beginning, back to original Ravnica.
So as I start for each one,
we talked about wanting to find the common ground philosophically and the common ground mechanically.
So let's start philosophically.
Okay, so black is very much about wanting power,
and it will get its power through the willingness to do whatever it takes.
power through the willingness to do whatever it takes.
And that black believes that the key to life is just
those that are willing to take the steps and do what is necessary are able to
succeed above those that aren't willing to sort of step up and do
what it takes. Black is very self-motivated.
And it do what it takes. Black is very self-motivated, and it looks out after itself. It believes in the good of the individual versus the good of the group. And so black is very much about
sort of wanting to help itself in the best way it can. Green, oh, and an important part of that is
one of the things, black wants to use whatever resources it can.
Well, one of those resources is the power of death.
Black recognizes that death is a very
potent ability, very potent force, and that most people are afraid of it.
Most people want nothing to do with it. But black in its willingness to do what it takes
will harness death.
And death is a big part of how black functions.
Okay, green, in contrast.
Green is very much about wanting to accept the world as it is.
It believes that nature is the perfect force.
It really wants to sort of...
It believes in interconnectivity between all things.
And it's very life-affirming.
It is very...
You know, it believes in the importance of nature.
So, obviously, these are enemies, green and black. You know, green is very much about life, while black is about death.
You know, green is about sort of interconnectivity,
where black is about parasitism. But, where's the overlap?
And the overlap is that green and black
are the two colors that are the most,
or at least they each believe that they are
the one that is the most realistic in its outlook. Black believes that, like, it treats
the world as it is rather than it wants the world to be. Black is like, you know, don't,
you know, black is like, people are inherently selfish. Take advantage of that. And black
really looks at things and says,
look, I'm going to try to function in the world the way it is.
And green is all about acceptance of,
hey, the world as it is is a great thing.
So when you get black and green together,
you really start to look at sort of the cycle of life.
That it plays into the idea of life and death as a larger piece of what's going on. And that
Gogari is about the idea that, hey, you know,
life's important, death's important, the whole larger cycle of
things is important. And
so when you get black and green together philosophically, it is very
much about the idea of, you know of every piece of the cycle of life is important.
Not just life itself, but death as well.
And it's very much the idea of things are cyclical and that there is...
It believes that the barrier between life and death is sort of meaningless.
That to Golgari, death is just another part of life, another extension of life.
Okay, mechanically, black and green, one of the things we try to do when we look for mechanics is
we try to figure out, is there something unique to these two colors
that they can sort of lay claim on? And one of the things we realize pretty easily is black and
green are the two colors that care the most about the graveyard. For example, black reanimates
creatures out of the graveyard. It raises dead to get creatures back to its hand from the graveyard.
It casts spells out of the graveyard. It's
the card that most often removes things from the graveyard. Green, meanwhile, is the number
one card at regrowing not just creatures, blackish creatures, but anything out of the
graveyard. Green also has creatures that return themselves from the graveyard, that does black.
And green also has a bunch of cards
that use graveyard as a resource,
or cards that care about what's in the graveyard.
So like, you know, a Lurgoy,
if there's a green creature.
So black and green,
the overlap we found,
which is the obvious overlap,
is they're both graveyard-centric.
So we're like, okay,
that seems like a pretty cool thing.
And they also play on the idea of using the graveyard as a resource.
That once things die, you're not done with them.
You still get to use them.
And so we thought that was a very exciting place.
So we started with a really clean, interesting idea for Black Marine.
The idea of recycling, of it being centered in the graveyard. Like it had a really strong identity.
So the interesting thing in Original Ravnica was
Selesnya, Dimir, Boros,
and Golgari. And we had a hard time with Golgari.
Golgari has actually been been Golgari and Dimir are the two guilds
we tend to have the most problem with. And the interesting thing in original Ravnica is we
figured out Dimir. Transmute was actually one of the earlier mechanics we did. But we
had a hard time. And we tried mechanic
after mechanic after mechanic. I know I've said this before, but
I think we tried over 40 mechanics for Golgari.
And I know a lot of people are like,
okay, Mark just must be exaggerating
because he's just using a little bit of hyperbole.
And I'm like, no, I'm not.
We tried a huge amount of mechanics.
So in the end, we used a mechanic called Dredge. Now, let me
explain what the mechanic was when I turned it over. Because what
design turned over is a little bit different than what ended up in the set. So what design
turned over was a mechanic that said
instead of drawing a card, you may
draw this card from the graveyard instead.
That was it. There's no self-milling.
And the idea was, these cards are weaker than normal.
So you are playing a creature and
you're playing a spell. The spell is a little weak for whatever the mana cost is.
But the reason
it drags means if you ever
need that again, you can just choose to
draw it. So the idea
was, I think the first card we ever made
was like a 5-mana 3-3.
Well, 5-mana 3-3
in green, that's not particularly good.
Green normally gets a...
Well, these days green can get a 3-mana
3-3. I think back then it got a four mana 3-3 with upside.
You know, it could have trample and whatever other stuff.
So the idea was, essentially, it was about a mana,
mana and a half over what it would normally be.
But the idea was, okay, the 3-3 is not the greatest creature in the world,
but if you really need a 3, if you just need a body, you know, okay, you 3-3 is not the greatest creature in the world, but if you really need a 3-3, if you just need a body,
you know, okay, you can get it back.
And what we did is we tried to make spells that, you know,
the idea was they were weaker, but they could be something where
they could help you set something up, or by recycling it,
it could let you sort of combo something.
And anyway, that is what we turned over to development.
So in development, they decided to change it up a little bit.
So the big thing they did in development is they added the rider of there's a number,
and then you milled that many cards if you wanted to get it back.
So dredge three meant first mill three cards from your deck, and then you can get this back.
The idea being that it put a limit on how many times you could dredge.
This is why they added in the milling,
is that there's a resource of your deck,
and you only have so much space in your deck to do that.
So it sort of limited how often,
because one of the concerns in general about dredging might be,
oh, you just never draw anything, and you're always just sort of limited how often because one of the concerns in general about dredging might be oh you just never draw anything
and you're always just sort of getting things back
and it might be repetitive
repetitive play obviously was an issue
and so the self milling
was a way to restrict it
and it was kind of cutesy in the
thing of oh well I'm milling away
things to get this one
card back I'll put other things in my graveyard.
And Golgari is, you know, the king of caring about the graveyard.
It has spells that want things in the graveyard or spells that are active in the graveyard.
And so self-milling was kind of something that Golgari kind of wanted to do.
So the idea was it sort of was a way to restrict the amount of times you used it in a way that
was kind of flavorful.
And to be honest, it was very clever.
I was very, when I first saw it, I'm like, oh, that's very clever.
I liked it.
It was a neat, it was synergistic.
Now, the funny thing is, I think that they underestimated the value of putting more cards in your graveyard.
Meaning, yes, it did, on some level,
restrict how many times you could do it,
but it also did a lot of enabling
of what was going on.
So it ended up being...
I think what I turned over was powerful,
and what development ended up printing
was even more powerful.
That the self-milling was so synergistic
with what the guild was doing
that I think it made it more powerful.
Okay, so let's talk about Golgari. So Golgari was the one guild in which both sides of the
guild, both colors, had another guild in the pack. You know, Selesnya, for example, didn't say the pack. Selesnya was white-green.
Selesnya and
Golgari both did, because Selesnya was white-green,
Golgari was green-black. So they both
had another color.
Demir
had blue that wasn't in the pack, and
Boris had red, which wasn't, I mean,
there wasn't another guild in that color. There was only
one blue guild and one red guild. So,
Selesnya and Golgari, I'm sorry,
both were the two that only had.
So, Golgari shared with black and shared with green.
I mentioned this in previous podcasts,
but just in case you're listening to these in isolation.
The thing that black, green,
every monocolor, we had a theme we played into.
And green's theme was that we produced tokens. And it worked nicely with Selesnya, because it was
a gold-wide strategy, it liked having tokens,
and it played well with Convoke, which was Green's mechanic.
And Black liked having tokens,
because Black was big on sacrificing
creatures, and it was just good
fodder to sacrifice.
The thing we played with
in Black was
we played with sacrifice. That was the thing we played with in Black was we played with Sacrifice.
That was the thing we played up in Black.
And Black did a bunch of sacrificing.
And a lot of the sacrificing were control-ish things.
So the idea was Demir could use it because it won the control features.
And Black was interested in sort of cycling things into the graveyard
and access to tokens with green.
So it just worked cleanly,
and it did something that was very played nicely.
So the set came out.
Dredge was very popular,
probably because it was really powerful.
Players traditionally, historically,
have enjoyed mechanics that are very powerful.
So Dredge, I think, was the highest-rated mechanic in the block,
if I remember correctly. But anyway, players liked it. Okay, so now we get to Return to Ravnica.
So Return to Ravnica, Golgari was again in the first set. So the first set had Selesnya
and Golgari and Izzet and Zorius and Rektos. Okay, so this time,
well, we knew going in
that we wanted to do a graveyard mechanic.
The interesting thing in general
with Ravnica sets is,
you know, the first time
that we were building them,
there's a lot of definition
of trying to sort of define
what exactly they were.
But coming back,
okay, you know,
when I get to Simic and I get to Azorius,
those are the two that changed a little bit.
But most of the other guilds pretty much
were how we had done them the first time around.
It just was a matter of finding a new mechanic,
a new identity for them.
So the thing that we were very interested in
was the graveyard.
And I think the idea that we played around
with is
is there some sort of resource in the
graveyard? I think we decided this time
to put it on creatures. I mean,
Dredge could go on creatures, but Dredge
didn't just go on creatures. And we were interested in something that was more
creature-centric, I believe.
So
we tried a bunch of mechanics.
Once again, Golgari proved to be the, the interesting thing about graveyard mechanics
in general is that, um, and we learned this with Dredge, is they're kind of dangerous.
Um, the ability to use your graveyard as a resource can be very potent.
Um, and you just got to be careful of how you do it.
It's not that it's impossible to do,
but it does require a lot of balancing.
I mean, graveyard as a resource
is a really powerful tool.
Someone recently wrote an article
all about things that make
limited environments great.
And one of the things they really liked
was having graveyard play a role in the set.
Not every set has graveyard playing a big role,
but it is a fun thing to play around with.
And obviously, Gogari,
that's the space Golgari plays in.
So we tried a bunch of different things.
The thing we ended up with was called Scavenge.
Scavenge was
when on creatures,
and the idea was
you could pay mana to exile the creature
from the graveyard, and then you put a number
of plus one, plus one counters
on another creature, the ones on the battlefield.
And then some of them
could also grant additional abilities, I believe,
if I remember correctly. I think
the earliest version of it,
it granted
everything the creature was, was the earliest version.
So if you had keywords, it granted
the keywords. If you had other
texts, it granted the other texts. And I think
we simplified it because it was proving to be a little bit much. Once again, guild mechanics.
You kind of want guild mechanics not to be super complicated just because there's a lot going on.
The other thing that we liked
is we were playing around with plus and plus one counters.
That's something that has been an ongoing...
One of the things in general
you're sort of playing around with Golgari is
you want the graveyard to have an impact,
not just unto itself,
but you kind of want it to affect the battlefield in some way.
Like, one of the big things about what Golgari is all about
is the idea of that it is using the dead as a resource.
And so usually that means you're gaining some advantage
through using the graveyard in some way.
In Dredge, it wasn't card advantage per se
since you were not drawing, but card utility.
That you were sort of getting the things you needed
because of it.
With Scavenge...
Scavenge or salvage?
Scavenge, I think. No, salvage.
Or salvage. Sorry. We changed names
during the designing of it. I think it's salvage.
The
idea behind it was that
once your creatures died,
that the other creatures could make use of them.
And so, you know,
the utility of the creature wasn't gone
once it went to the graveyard.
And that played out pretty well.
So let's look at the guilds on the sides.
So this one, Golgari is green and black,
so on the black side you had Rakdos, red-black,
and on the green side you had Selesnya, white-green.
So Selesnya and Golgari,
especially when Golgari is more creature-centric,
like it was in Return of Ravnica,
you already have, you know,
basically what was going on was
Selesnya was populate,
Golgari definitely has things.
So the token creatures weren't great necessarily for putting into the graveyard
because they disappeared.
They didn't go to the graveyard.
But if you wanted to stick counters on something,
and there still was a little bit of sacrificing going on.
So anyway, the counter theme and the general creature theme of Selesnya
tends to work with Golgari because Golgari, I mean, the one thing that they have in common is both of them are about sort of overrunning your opponent with resources.
Green tends to do that by producing it from the hand, you know, and using its resources.
It makes creatures have value unto themselves and makes it easier to get out more creatures.
Where with Golgari, a lot of times that extra value is coming from the graveyard, not from your hand. But
in both cases, both Selesnya and Golgari want to overrun you. That's a very green strategy.
And so green wants to overrun you by just infinite creatures. Black wants to overrun
you by using resources from the graveyard. And sometimes it's creatures, sometimes it's
other things. Like an example
of Return of Ravnica, your creatures
are getting bigger. It's not that you're getting more creatures,
like in Selesnya, you're just getting fewer but bigger
creatures. Scavenger allows you
to grow.
I'm blanking. Okay. You guys know
the name of the mechanic. One was
the design name, one was the final name. I think
Salvage was the...
I'm blanking now. Which was the design name, which was the release name. One was Salvage was the... I'm blanking now. Which was
the design name and which was the release name.
One was called Salvage, one was called Scavage.
Maybe Scavage was the
actual name. Anyway.
I'm not going to worry about it.
Okay, the other side was
playing with Raktos.
So Raktos
had this mechanic called Unleash
where it had creatures. it also had a creature mechanic
and then you could choose whether or not
they came with plus one plus one counters
and if so, then they couldn't block
so the interesting thing when you played
there's actually a teeny tiny bit of anti-synergy
which was if you choose to not put counters on your creature
so that it doesn't block
you now don't want to put plus and plus counters
on them using scavenge
because it makes them not be able to block
but if you're already putting a counter
on them and they can't block anyway
well the extra counters don't matter
but you know
it did want to have creatures
both the
strategy of Golgari and of Rakdos was very creature-centric.
And so they actually sort of worked together well.
The nice thing about Rakdos is it gives you access to red and direct damage and can help clear the way.
So if you're playing red, black, green, you can kind of keep building up, play for a mid-game,
and then use your red as control to get your stuff through.
And if you're playing with white,
then it becomes more of a go-wide strategy,
and you're overwhelming them,
but through volume more so than just size.
Okay, that was Return to Ravnica.
So now we get to Guilds of Ravnica.
So Guilds of Ravnica,
Golgari was again.
So Golgari and Selesnya have been
in the first set and
together all three times.
So Selesnya was, so it's
Golgari, Selesnya, Izzet,
Boros, and Dimir. So
it is the same guilds as original Ravnica
plus Izzet.
Which meant that Golgari is interacting with the same things it interacted with the first time.
On the green side, it's Selesnya. On the black side, it is
Dimir. Okay, so
we, once again, we struggled
a bit with Golgari. We tried a bunch of different things.
You know, we really played around with different graveyard
mechanics and different...
We actually looked at some old
mechanics. There's a mechanic
called Unearth, which was
the Grixis mechanic in Shards of Alara
where dead things... It's kind of
like flashback for creatures, where if you
unearth something, the creature comes
out of the graveyard for the turn, but then goes away at end of turn, so you sort of get the
creature back before a turn.
We played around with unearth, we played around with a bunch of different things.
The problem we were running into was, we were trying to play nicely with the stuff around
us, and that was proving a little problematic.
So Eric had made a suggestion for a mechanic that he called the Necrobloom.
We ended up calling it Undergrowth.
And the idea was it's a mechanic that cared about dead things.
So what that meant is it would count creature cards in your graveyard.
So the idea is
one of the things that Eric felt
was important was he didn't want to be constantly
checking. Like one of the problems was something like Lurgoyf,
which is a creature that's star, star,
or star,
star plus one,
equal to the number of creature cards in your graveyard,
or I think Lurgoy goes to all graveyards,
but anyway, is you're constantly checking,
how many now, how many now, how many now?
So the idea that Eric had,
that we like and followed through on,
was all these cards just check once.
That they care, they're scalable effects,
but they only check once,
and they care about creature cards in your graveyard.
So for example, you know,
there's a couple creatures that come into play.
One of them is base 2-2, one of them is base 0-0, but has haste.
And the idea is, you get plus and plus encounters when it comes into play.
There are other cards that, you know, can boost creatures,
or do different scalable effects in black and green,
that count your dead creatures.
This mechanic proved to be pretty good,
and because it is used in the graveyard
as more barometer than resource,
so real quickly,
graveyard as resource means
that I'm using up my graveyard to do something.
Scavenge, for example,
hey, I had to remove the card from my graveyard to use it.
So I was limited how many times I could use it
because I had to literally use up my graveyard.
Delve, for example.
Oh, Delve was another mechanic we looked at,
but Delve proved to be a little bit too strong.
Delve was a mechanic originally in Future Sight
that we did as the Sol-Ti mechanic in Concepts Arc here.
Ended up proving to be a little too strong. We didn't think we could do it, but we did look at it.
But Delve is another thing where
you're using up the graveyard to make your spells
cheaper. So graveyard barometer
means I just look at the graveyard.
That I care about the graveyard
and the contents of the graveyard, but I'm not
using up the graveyard. I'm not, you know,
for example,
let's say I'm playing Delve. I don't want you know, for example, let's say
I'm playing Delve. I don't want to buy too many
Delves in the same deck because they use
the same resource.
Whereas Undergrowth,
I kind of encourage to play
Undergrowth cards together because it wants
me to get a lot of creatures in my graveyard
and that, you know, having
multiple in my deck just encourages me to
have cards in my deck that are making that happen more. And so, you know, once you in my deck just encourages me to have cards in my deck that are making that happen more.
And so, you know, once you kind of commit to making a few undergrowth cards work, eh, you might as well throw in more undergrowth cards.
So anyway, Eric gave us undergrowth, and we did a lot of fun stuff building around it.
So the tricky thing was making it work with the ones around it.
So Demir was on the blue side and Celestia was on the white side.
So Demir, the mechanic that we ended up making Demir, which is a set design made, was Surveil.
Surveil is a scribe variant where you look at the top end cards of your library.
You may put any back in any order. And then the cards you choose not to put back go to your at the top end cards of your library, you may put any back in any order,
and then the cards you choose not to put back go to your graveyard
rather than the bottom of your library.
And what that means is it allows you to put things in your graveyard
that you want in your graveyard.
Well, why is that important?
Well, if you're playing Golgari,
you want to put creature cards in your graveyard.
And so it is a means in a way to sort of fuel your spells
by getting stuff into your graveyard. So Surveil, for example, can start helping you find the
cards you want and fill up your graveyard with creatures. So when you play Dimir with
Golgari, you know, Golgari has some aggressive elements and it has some control-ish elements.
Golgari has some aggressive elements and it has some control-ish elements.
Essentially, when it plays with Dimir,
it's leaning into its control-ish elements.
And when it's playing with Selesnya,
it's leaning into its more aggressive elements.
Or its more creature-focused elements, let's say.
So with Dimir, if you're going to go into...
You're going to play black, black, green, blue,
soul tie, essentially,
then it's going to be a little
bit more controlly, it's a little
bit more of a card advantage, you're going to be
trading stuff off, and then you're going to be using
the Golgari part of it to sort of
bring back resources,
and or take advantage
of the fact that you have stuff in your graveyard,
like with Undercrown.
And it allows you to play a little more grindy control game.
Because the one nice thing about general, about, you know, Golgari tends to strengthen over time.
You know, as more things end up in its graveyard, it has more power.
Well, one of the things Demir likes is to play a little bit slower of a game. So a slower controlling game, actually, Golgari has that control aspect
because in general what control is about is stalling the game until you have the advantage.
And that Golgari definitely has this edge about,
hey, the longer the game goes, the more the graveyard gets filled up, the more power I have.
So a lot of Golgari's strength tends to come in playing a little bit slower and playing
almost a literally grindy game to sort of have the advantage.
So if you mix it with blue, it just sort of leans into that
side of the equation. Now if you mix it with white
and with Selesnya, now you're playing a
more creature-oriented thing.
Now, the one thing to remember is
Golgari likes creatures.
The one thing about creatures is
if you play creatures, some of them will end up dead.
If you play creatures that are all aggressive about attacking,
some will end up dead.
So when you play Golgari with Selesnya,
it tends to be a little more aggressive
because what you want to do is
Selesnya's going to be good at getting out creatures
and getting out bigger creatures, and if
you're sort of aggressive with those creatures, if
they die, then Golgari can take
advantage of that fact and it just gets more
powerful. So adding black
to
Selesnya allows Selesnya to be a little
bit more aggressive in what it's doing with its creatures. Selesnya, allows Selesnya to be a little bit more aggressive in what it's doing with its creatures.
Selesnya, kind of in a vacuum,
usually has to build up so it can
overwhelm. But when it's
playing with Golgari, it can be a little
bit more aggressive because creatures dying
fuels up the Golgari side of things.
Now, as I
said, after each
set, Dredge was very, very
popular. Scavenge, oh, I was very, very popular. Scavenge,
oh, I didn't mention Scavenge. Scavenge
was,
my memory was, it was
in the second tier, so
it was
the second tier is 50 to 75%
approval, which means it wasn't one of
the most loved mechanics, but
it was liked. I mean, I think the issue with Scavenge
was,
it was one of those things where, like,
people recognized that there was advantage to be gained from it,
but it wasn't particularly... It just wasn't as exciting as some other mechanics.
I think a lot of times mechanics that excite people
are ones where you kind of get to do something
you feel you don't normally get to do.
And this was a little bit more about making use of resources,
and it helps you win games, but it was a little less splashy. I do. And this was a little bit more about making use of resources and it helps you win games,
but it was a little splashy. I think Dredge was a little
splashier. The other thing
that Scavage had to live with is
it was living in the shadow
of Dredge. So when the previous time
we were at the block and the block had like the
be-all end-all, super powerful
mechanic, when you had to come back
and had a merely fair mechanic,
I think a lot of the Golgariari folk were sort of expecting Dredge
2.0 or something, which we couldn't do
because Dredge was too good.
But when we do returns,
one of the things to be aware of is
a lot of how people treat things
is in relation to what they know
from before, assuming they were playing when the first
one came out.
But Ravnica decks,
we tend to return on,
like, our cycle's
a little bit shorter.
So most people,
or the majority of people,
I should say,
who played Return of Ravnica
at the time
hadn't played Ravnica.
Not all of them.
I think it was
Six Year Gap, I think.
Anyway, the interesting thing it was a six year gap I think um anyway um
the interesting thing
about this talk
about uh
Guild of Ravnica
was um
we
I mean
one of the things
we like to do
with the
with the um
guild
I mentioned before
that if you mix together
all the
um
sort of the
watermarked cards
of the guild
they should play
nicely together
um and the reason I say the watermarked is to sort guild, they should play nicely together.
And the reason I say the watermarked is definitively things that are clearly, clearly Golgari.
If you mix Golgari from original Ravnica
and Golgari from Return of Ravnica
and Golgari from Guilds of Ravnica,
they should feel like a unified guild.
But at the same time,
we do like sort of tweaking things a little bit
so that if I'm playing Golgari in one set,
it's not that it doesn't feel like Golgari,
it's not that it doesn't have a lot of overlap with Golgari from previous sets,
but we do want to have a little bit of a unique feel,
like there's some things that's a little bit different.
You know, for example, this Golgari plays a little bit more
with Barometer of the Graveyard than some of the past Golgaris.
And that just makes it play like a little bit different, Barometer of the Graveyard than some of Pascal Gari's. And that just makes it play
a little bit different, not that much different.
It still cares about the things Gari cares about.
And when you mix and match it with
things from other sets,
it still works together. It still has its general theme.
But it does make playing it just a little
bit different. I mean, one of the things
that our average players play
up to about 10 years now,
meaning our Ravnica sets are less than 10 years apart.
So we now know if you're playing a Ravnica set,
odds are the majority of people who play with a Ravnica set
have played with the previous Ravnica set,
and are not insignificant and have played with all Ravnica sets.
And so we do like having things be a little flavorful different.
Not enough that you can't mix the cards and play together,
but enough that just, you know, there's
a little bit of a sense of what's going on.
The one thing, by the way,
to address one of the issues
with overgrowth is
people who are like, that's not a mechanic.
You've done that before.
And the answer is, well,
we named something we've done before
and made a mechanic out of it.
It's not as if we've never encountered creatures before.
Obviously, their boyfriends and stuff have existed.
But my answer to that is, we have now made over 18,000 cards.
A lot of finding mechanics, like this idea that everything we ever do must be a unique thing
that you've never seen us do before in cards, you know, with 18,000 cards.
Not that it's impossible to do that, but it's not easy to do that.
And in fact, one of the things we often do is say, oh, is there anything we did in small number that might be fleshed out and be more fun in larger number?
You know, it's not as if we've never made cards to count creatures in graveyards before.
We've never made it the theme.
We've never made it something that you build your deck
around. And one of the neat things about
you know, undergrowth is, you can
especially in draft, for example, or in
constructed, you can build around that.
You can say, okay, I'm going all in
on this, and I'm going to, like,
one of the cool things in general about draft is
if you want to do the undergrowth strategy,
well, guess what? We've made cards that work well with undergrowth so that if you draft those cards,
you can really make an undergraph-themed deck.
You can draft an undergrowth deck, which is kind of fun to do.
Or not just draft.
You can build one and construct it as well.
Generally, the thought process is anything you can draft, you can build.
Because if the components are there to draft it,
clearly the components are there to build a deck.
Now, there are things you can draft that are just not strong enough
to be tournament things.
So I'm not saying everything you can draft is a tournament viable thing.
That's for sure true.
But it definitely is something you can build for at least casual constructed,
at bare minimum.
Because if there's enough things...
I do understand that draft's 40 cards
and constructed's 60 cards,
but in draft, you're not necessarily getting everything you need.
Where in constructed, you can exactly pick what you need.
So if it's a draftable theme,
it's almost always a buildable,
at least casual constructed theme,
if not a tournament theme.
And that's why...
One of the things I know in general is...
People like... And that's why I wouldn't be, like, one of the things I know in general is people like,
whenever we're bringing, reminiscing something before, people are like, hey, that's that. And like, yeah, you know, Surveil's kind of like Scry, and Jumpstart's kind of like Flashback.
Yeah, that is true.
You know, as Magic gets older and older, one of the reasons, you know,
the reason we're bringing back more mechanics, you know,
is that, look, there's only so many resources we have available
and we don't need to reinvent the wheel.
Sometimes we will because, you know, like Surveil is a good example
where the slight tweak actually is important.
And Undergrowth is a good example where it's just something where,
yeah, we've done
in isolation, but it's nice to do it as a, you know, a unified theme.
Okay.
Anyway, I'm driving up to Wizards right now.
So that, my friends, was Golgari.
There's a lot of, um, I think Golgari is a lot of fun to play.
And, um, while it is definitely one of the more challenging ones to design, um, it is
a fun, it's a fun guild to design.
Um, hold on one second.
Sorry, trying not to hit a truck.
Safety first.
Anyway, I know that Golgari has lots of fans,
and so I hope you guys have enjoyed Golgari through the ages.
But anyway, I'm now parking
so we all know what that means
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