Magic: The Gathering Drive to Work Podcast - #604: Designing Counterspells
Episode Date: January 18, 2019This is the first in my "Designing [Blank]" series where I talk about how to design basic Magic effects. ...
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I'm pulling out of the parking lot. We all know what that means. It's time for another drive to work.
And I dropped my daughter off at school.
Okay, so today we're going to start a new series.
The series is called Designing Blink.
Where what I'm going to do is take basic things that we do,
just basic effects that magic has, and talk about how we design for them.
So our first foray into this will be designing counterspells.
So I'm going to talk all about what we need to do to make counterspells.
So first thing we need to do is we need to do some definitional stuff
and talk a little bit about how we define counterspells.
So the first distinction I want to bring up is what we call a soft counter spell and a hard counter spell.
This is a term that R&D uses.
Okay, so a hard counter spell is a counter spell where it just says counter target spell.
What that means is it counters anything.
It doesn't matter what the spell is.
It doesn't matter what the opponent does.
It's just going to counter the spell is. It doesn't matter what the opponent does. It's just going to counter the spell.
You have 100% certainty
that you are going to be countering the spell
with the spell.
A soft counter
means that there's some condition
to it that means
it won't necessarily
counter everything.
It could only counter a certain subset
of spells. It could only counter a certain subset of spells.
It could only counter the, you know,
sometimes it could counter them unless the opponent does something.
A soft counter means that there might be means
in which I can't counter everything.
Like a hard counter is, if I have a hard,
here's the way to think of it is,
if I have a hard counter in my hand,
no matter what you do, you know,
I can stop anything you can do. This allows me to stop anything. A soft counter
means, oh, well, I conditionally can stop you, but not necessarily everything. Or you
might be able to take steps to keep me from stopping you. So why do we differentiate between
these two? One, it has to do with how many we make.
For example, we try to put a hard counterspell and a soft counterspell at common in most large sets.
Sometimes we'll have a second soft counterspell at common, depending on the set.
But usually, there's two counterspells at common, one hard, one soft.
Uncommon, we will usually have another hard and another soft counterspell.
Uncommon, sometimes we'll have
one or the other.
Not necessarily always both. Where at common, we tend
to have both. And then at
rare,
we don't always have counterspells at rare.
I mean, we do have them at rare, but
it's not every set necessarily won't have
rare counterspells. It is something we do,
and it is something we will do, but it's like, for example, you will always see at common a hard and a soft
counter. Like I said, sometimes two, but you will always see that at common. That is something we
normally do. Another difference between a hard and a soft counter spell is the mana required to cast
it. One of our requirements for a hard counter spell
is, well originally it was you had to have two blue mana. Counter spells are in blue.
We've over the years relaxed that. Now what we say is if it's a hard counter, you need at least
two colored mana. So what does that mean? So in mono blue, it still means you need blue blue if
you're going to have a hard counter but in multicolor
it allows us to have hard counters
in which just blue is
there's just one single blue mana
so something like
like absorb for example
is one blue white
maybe absorb is a bad example
there's some more modern ones
where it's a hard counter but it just
has two, it's blue hard counter, but it just has two. It's, you know,
blue and some other color, and then uses some generic mana, and it's a hard counter. But the
reason we did that is a lot of times in multicolor play, we like, we've been getting out of the habit
of doing too much of dedicated, where there's multiple. I mean, we do some, but we've been
lessening it, and it allows us to make counter spells that are multicolored in a way that is just a little cleaner.
Okay, the next thing we have to differentiate between is what I will call a vanilla counter spell
versus an added effect or an added cost.
And what that means is a vanilla counterspell is counter
target spell.
I will get into the types of counterspells.
There's some
other things I would consider vanilla where
you're countering a subset
but that's all you're doing is just countering
a spell. Usually vanilla means
all I'm doing is I counter
something. Whatever I counter, that's all I'm countering.
That's what the spell does. Counter target spell or target subset spell, and that's all it does. That's a
vanilla counter spell. Added effect means that in addition to countering the spell, you're doing
something else. And you will notice that there's a lot of spells that do that, where I counter a
spell, then I have a rider on the spell, then I do something else.
Added cost means that usually it's a cheaper counter spell,
but there's some additional cost I need to do it for it.
Meaning, oh, in order to do this, I need to spend some additional cost,
usually over and above mana, usually is how it works.
I have to return something to my hand, or I have to sacrifice something, or
there's some payment I am making.
We don't do a lot of this last
category of the added cost, just
usually when we look at
spells, vanilla means that I'm
going to do the basic effect and I'll pay accordingly.
Added effect means it's going to cost a little more
than normal, but I get some other ability.
Added cost means it's a little bit cheaper
but there's something I have to do that is usually a negative
sometimes the added cost by the way
is not a cost per se
sometimes it's an effect
but an effect that is negative
but usually if your
counter spell is cheaper than average
there has to be downside to it
and that downside usually by you paying additional costs
or the effect being something
that you generally don't want to have happen.
The last category that we look into
when making a counterspell
is whether or not it's an instant,
so all counterspells are instants
because they're reactionary,
or it's another card type.
And because they're reactive, usually if it's a permanent, it needs to have flash on it.
So a common thing we'll do is creatures that haven't entered the battlefield,
in fact, that counters a spell or some subset of that,
and it has flash so that you can play it at a time in which you can react.
The vast majority of our counter spells are, in fact, instants.
Like, when we talk about common, most of the time it's common.
But we do occasionally do permanents.
And usually when we do permanents, there's a couple ways to do it.
One is you can do an enter the battlefield effect, and then it'll have flash, usually, you know, permanent.
Or another common thing is it can have a cost to counter a spell.
Sometimes that cost requires you sacrificing the creature.
That's more common these days.
You know, originally, once upon a time we'd made more, like we would make like Urtai,
the original Urtai for example, where it's a permanent that can continually counter things.
We don't really do repeatable countering
anymore where a single permanent
can continually counter things. That is not
something we do a lot of.
But, we do
do a more common
thing you'll see, and we even do occasionally a common,
is
a counter spell sitting on a permanent
that usually requires mana and sacking.
So it has the ability to counter a spell
and the opponent...
Now that's an open...
Another distinction here.
Open versus closed.
Open means my opponent knows I have the counter spell
so that they have the ability to play around it.
Closed or secret means that
my opponent doesn't definitively know I have the counterspell,
but they can try to read what I'm doing to figure out whether I have a counterspell.
A real common example there would be where, oh, I'm leaving mana open at a time.
I didn't cast a spell on my turn. I'm leaving mana open.
That kind of hints at a counterspell.
Now you can be bluffing or something.
kind of hints at a counterspell.
Now you can be bluffing or something.
But the difference is when it's open information,
that's considered a weaker counterspell
because the opponent, one of
the big powers of a counterspell
in general is the opponent doesn't definitively
know it's there. There are clues,
you know, open man stuff, but
they don't necessarily know. And the
fact that you can bluff, the fact that I can pretend
that I have something that I don't have,
means that sometimes even though I'm showing that I have a counterspell,
it doesn't even mean that I have a counterspell.
So there's a lot of give and take on counterspells.
And we like, one of the things that's fun about counterspells is that there's a big bluffing aspect of counterspells.
So we like to build that in.
One of the things I'll be talking about is a lot of how
we make counter spells has to do with costing.
One of the things
to remember in general is
counter spells are
mostly reactive. Like I said,
there is the permanent type to sacrifices
where while it's reactive, at least it's
open reactive.
So because things that are
closed or secret, we want to make sure
that you have the ability to play them.
We don't tend to make counterspells that get
all that expensive.
Pretty much, I will
put counterspells in three categories.
What I'll say are cheap counterspells, or counterspells
that cost one or two mana.
Usually those are things that don't
aren't, normally they're not hard counters.
You know, the original counter spell
caused blue-blue,
but the default now is cancel,
which is one blue-blue.
Oh, let me explain this real quickly.
Just as a...
When magic first came out in alpha,
in...
I think counter spell was originally uncommon,
and then we moved it down to common
in later sets.
So it was two blue mana,
so blue-blue,
counter target spell, Instant, or originally
it was interrupt, back when we had interrupts, but
later it would become instant.
Counter-target spell. We then
realized that that was just a little bit too
aggressive. It was a little bit too strong. That two
mana was too much. So we
made cancel. So cancel is one
blue-blue. So cancel is counter-spell,
but one more mana.
One with an additional
generic mana. What we've discovered. So cancel is counter spell, but one more mana, with an additional generic mana.
What we've discovered is that
cancel is a little under.
From a constructed standpoint, it's kind of
fringe, meaning it sees play every
once in a while, but mostly
out of kind of desperation. It is a little
bit weak. Really,
if we cost it counter spells correctly, it wants
to cost about half a generic
mana and two blue.
But we don't do, other than unhinge, we don't
do that. So
what we do now
is we'll do counter spells that cost
two mana, provided there's
an additional cost to them, or they only
hit a subset of things.
And
if we're talking hard counters, if it
costs one or two mana, there's additional costs that go along with it.
It's not just mana.
Or, if it's, often now we will make three mana counter spells that are hard counters, but they have an extra rider on them.
Because you get a little extra bonus on cancel.
There's space for us to do extra things.
So if we're trying to push a counter spell for a constructed,
often we'll do cancel plus something.
And that's how we make a lot of our constructed counter spells.
Okay. Sorry.
Back to...
So there's three, what I call three categories of counter spells from a side.
There's small, cheap counter spells,
which cost one or two mana.
Those are seldom hard counter spells,
although everyone's in a blue moon.
Might be a hard counter with an additional cost.
They tend to be things that are...
Usually they're things that hit only a subset
or are things your opponent can work around.
Then you have the medium counter spells,
which are 3 and 4 mana.
Those tend to be where most of the hard counters end up.
And a lot of our constructed shots
tend to be around 3 and 4 mana. I mean. And a lot of our constructed shots tend to
be around 3 and 4 mana.
I mean, 1 and 2 can be constructed shots,
but they're usually not hard counters, they're soft
counters. Then we have
what I would call the expensive counter spells, tend to be
about 5 or 6.
We don't do much more than
6. I'm not going to say never,
we've made a few, but normally in counter spells,
once you start getting to five and six
it's, you know,
it's a lot of mana to leave open
as a reaction.
And even the five and six ones
have to have a pretty big net effect
that you
would be willing to sort of do them.
So that we don't even make tons of the expensive ones.
We made some.
Usually there are counterlls that have a strong
rider where
the idea is they go in a
deck that counters
and there are things that help
you sort of advance a lot
in the game. Oh, another
important thing before I get into the subsets of counterspells.
When we first...
So long ago, in Magic's early days,
we were much more
aggressive on our counterspells.
And
so much so,
that there was a popular deck type called
a permission deck. So what a permission
deck was,
was a... sometimes they called it
draw-go.
What it meant was, it was a deck in which it was mostly counterspells. In fact, the traditional Drago deck was almost nothing but counterspells.
And the idea being that what I'm going to do is just prevent you from playing every single card
I can, that it all matters. I mean, I might let you play things that are supporting, but themselves
are not threats.
But then I will just counter every threat that you
produce so that
you have no way to win.
And then eventually,
the way
that the decks win is
they use some small incremental advantage to beat
you. So like,
CMU Blue, Eric Lauer, back in the day,
he was part of Team CMU,
and he made a deck called CMU Blue
that Randy, I think, played in one of the worlds
and was made into a world deck, for example.
And it was, the whole shtick of the deck is
that it counters every single spell,
and then it has a card drawing
that allows it to draw X cards.
And then when it wants to win,
it just makes you, your opponent, draw X cards.
And the rule of card drawing is
if I have to draw a card and I can't, I lose.
So the idea is early in the game,
it's drawing cards as a means to get to the counter spells and stuff.
Late in the game, it can be its win condition. So the idea was it was a card that fit early in the game, it's drawing cards as a means to get to the counter spells and stuff. Late in the game, it can be its win condition.
So the idea was it was a card that fit perfectly in the deck that did what the deck wanted to,
to allow it to gain control, and then later in the game could double as a win condition.
Another common thing sometimes you'll see in these kind of decks were lands that tap for colorless,
but had the ability to turn into creatures, so that early in the game
I'm just using them for mana, but later on they become the creatures that can start winning the
game, because my opponent has no, you know, I counter all his threats and answers, so that
my little guy can win the game for me. What happened was, those decks are not particularly
fun to play against. Like, one of the things that over...
One of the things that we try to do
is figure out
where are things fun and not fun,
and, like, where are the pinch points?
Like, where...
Like, what mechanic makes more people unhappy than happy?
Like, we want people to have access to things.
It's not, for example, we don't want people
to be able to counter spells.
Counter spells is a very interesting
and dynamic
component of the game.
But what we found was, there were certain
kind of decks that the way the deck
worked is, I'm just never going to let
you do anything. And so the whole game
is, you don't do anything.
And the three
worst sort of versions of this
were the counter spell deck, where I just counter every
single thing you do. The land destruction deck, where I destroy all your single thing you do, the land-destruction deck, where I destroy all your
land so you can never play anything, and the hand-destruction
deck, the card-discard deck,
where I just make you lose all the cards out of your hand
so you never have a card that you can cast.
And what these three decks have in common is
when the decks are doing what they're supposed to be doing,
the opponent doesn't even get to play.
One of the
things that's very intimidating about these decks when they were
powerful was
I would early on do something and then
you literally would have games where I can't
do literally nothing. I can do
nothing the whole game. And that is very
frustrating. So while we continue to have
discard and land destruction and
counter spells,
one of the things we do right now is make sure that
they don't exist in a large
enough volume from a strength-wise
that you can make decks
in which your opponent
just doesn't do anything.
That that general gameplay
is not particularly fun.
And so that's something
we have to be very careful about.
So we do do counter spells.
We like counter spells.
We want people playing
counter spells in Constructed.
It's just a matter of
how...
how... how often and how powerful in general the things are.
Now, limited counterspells are an important part of any limited play, and, you know, we, like I said,
we make sure common has counterspells at common in every set we make. Okay, so let me talk a little bit about the kinds
of counter spells. There are categories of counter spells. So let me talk about that.
Okay, so first is what I would call the subset counter spell. And what that means is it's a
soft counter spell because it doesn't counter everything. It counters something. Usually a subset will counter
just a kind of thing or a grouping of things. So let's walk through the kinds of subsets that we
can have. Number one is card types. So a very common thing to do, for example, remove soul
is a very common one of these subset spell. Counter target creature. We'll have spells that counter target non-creature.
Sometimes we'll counter target
instant or sorcery.
Now,
when we have spells that counter
normally in normal magic
we will counter creatures, we will counter
non-creatures, we will counter instant sorceries.
The reason for it is
in limited there's enough creatures being played
that that's always relevant.
And because removal is so important in Limited,
countering non-creature spells and or instants and sorceries is very valuable in protecting your creatures.
So those are all spells that any Limited deck can play.
So those are stuff we do all the time.
We will do stuff, for example, like counter an enchantment or counter an artifact in a set
that has a theme that's playing into that
space. But we
tend not to do the card type
subsets unless there's a theme
that runs in.
Like, for example,
in Mirrodin, oh, it has an artifact
theme. Well, we ended up putting
the funny thing there is, I originally
made a card I called Malfunction, which
was a single blue mana to counter-target artifact.
But that got turned into a
null, which is a card that already existed,
which is for a single blue mana to counter-target
artifact or enchantment.
At the time, the reason I made Malfunction
was the set had enough artifacts in it
that you would play, especially
limited and sometimes in standard,
a counter-spell to Countered Artifacts.
We didn't need the Ore Enchantment Rider.
But it was decided that, I don't know, for various reasons,
not to make the Strictly Worse a null, so we just made it null in Mirrodin.
But the one thing you'll notice is,
when we have themes where the card type matters for the theme,
we are very conscious of making sure that we have counterspells for that subset.
Okay.
That is card type.
Next is color.
In another subset, you will see things that care about color.
Normally the most common thing you'll see—oh, whoa, sorry.
Okay.
Somebody just cut me off so anyway
I'm okay
but one of the drives to work
you get the real
me driving to work experience
somebody just
okay
oh it's good
the
sorry
safety first
sometimes throws my concentration
my rule of thumb is
always make sure that I'm driving safely first.
So that is...
Okay.
Collected again.
Back to counterspells.
Okay.
So...
Oh, subsets.
When we do color, the most common thing, because blue is the counterspell in color,
is to counter green or black spells, because those are green's enemies.
Not blue's enemies, green and black.
We've had blue counter...
Hasn't blue countered other colors?
It's for sure countered green and black.
Sometimes it's green, sometimes it's black, sometimes it's green and black.
In multicolored sets, we will have it counter multicolored spells.
We will have it counter monocolored spells.
Sometimes there are different groupings of things.
But, you know, one of the stuff
that we'll do sometimes is color.
Another one we'll do is convert a mana cost.
Sometimes blue will counter cheap spells.
I think it's counter expensive spells, but normally it's more blue will counter cheap spells. I think it's counter expensive spells,
but normally it's more likely to counter cheap spells.
But it can care about the size of the spell.
And then there are a lot of subsets
that just sort of depend upon
the theme that we're going on,
the theme that we're playing around with.
Sometimes, for example,
we let blue counter not just spells,
but sometimes abilities.
Usually when it counters abilities,
it counters spells and abilities.
Countering abilities in the early days was green,
like rust and stuff.
But we've shifted it over to blue.
Blue mostly is the countering countering abilities
and additional countering spells
as far as other subsets
I mean blue can
anything
blue is allowed to counter
any kind of spell
that we want to say
sometimes in the past
we've had to counter
certain mechanics
sometimes it counters
certain types of creatures.
If the creatures are a big enough theme,
like often we'll do remove silver just counters a creature,
but sometimes we'll get even narrower.
But a lot of it, a lot of the subsets for counterspells is
what is the theme you're playing around with?
What might people want within this theme?
So let me, one of the challenges in general, by the way, what is the theme you're playing around with? What might people want within this theme?
So let me, one of the challenges in general, by the way,
of designing counter spells is that there's not a lot of space for elegance.
You know, there's not a lot of design-wise,
there's only so many different things that you can do.
I mean, blue, because it's, blue's a reactionary
color, counterspell's a reactionary, and what that means is that there's a subset of things
you can do. So one of the things that we're very conscious of on counterspells is that we are much
more willing to reprint counterspells than most effects, and the reason for that is there's just
a limited number of counterspells that are nice and clean and
simple, and we've made a lot of them. Not all
of them, but we've made a lot of them.
And so,
counterspells are one of the things you'll
most often see us reprint.
More so than almost any other effect.
Because of the limitations
of counterspells,
it just fences
you in a little bit and gives you less space
to play around.
Okay, that is the subset
counterspell.
Let's talk about the mana leak.
So the mana leak
is a spell that says
I'm going to counter your spell
unless you pay some cost.
The vast, vast majority
of the time that cost is mana.
Usually when we make
mana leaks, we don't, with rare exceptions, usually it's three or us mana. Usually when we make mana leaks, we don't,
with rare exceptions,
usually it's three or less mana.
Usually it's one, two, or three.
And the idea being,
the reason we don't do mana leaks
for much more than three is,
there just comes a point
where for all intents and purposes,
it's a counter spell.
It's a hard counter.
Like if I say,
counter your spell unless you pay six,
well how often do you cast a spell
you have the mana
and cast a spell
and then have enough
leftover mana
that if we did that
you could pay that
so
mana leaks tend to be
a little bit smaller
sometimes we'll do
X spells in mana leaks
that is
the only place
where we let you do
larger stuff
is where it's X
so
it scales along
with the mana.
So,
earlier in the game,
I don't have the ability
to make you
spend a lot of mana
when you don't have it.
And then in the late game,
when you do have more mana,
then I can try to
use that.
So,
the X mana leak
is the one example
where we'll let you
force your opponent
to pay more mana.
But it scales
because it's X.
Now,
most of Counterspelllls are in blue.
This is one space, because taxing is primarily a white thing,
we have let white dabble just a little tiny bit in the mana leak space.
Mostly, the ones we've done, you just have to pay a little tiny bit.
We don't do...
Blue has mana leaks and stuff, just have to pay a little tiny bit. We don't do... Blue has, you know, mana leaks and stuff,
we have to pay like three. White, normal,
when we've done them, we've made you pay a little less than that.
But,
one of the things, I guess,
I'll talk about this since we're talking about counterspells, is
people complain
sometimes that counterspells are so locked
in blue that really nobody else
has regular
access to counterspells. I mean, we give white a little bit, and
I'll get to some stuff in a second that red can do. But
why is that?
And usually what people say is, hey, there's no other spell effect
that's like that. And then my answer is, well, yes, there is.
For example, discard is a good example where primarily black does discard.
There's some fuzzy areas where blue and red will play in the space.
But not often. You know, blue does a little bit of straight-up discard and
more of, like, filtering that you can target your opponent if you need to.
And red does wheel fortune effects and
stuff where you discard your hand and draw cards,
but none of them do straight up sort of, you know,
or very frequently do normal just discard effects.
So, I mean, there are effects that we do that.
The one major reason we haven't really pushed it out to other colors is
it is not a fact that in volume is something that we like,
as I explained earlier.
So the problem with putting
something in the second color is
it just increases the amount people can play
in a deck. Because right
now, if you want to play a heavier counterspell
deck, you're very heavy on
blue. And if counterspells were
spread evenly in the second color, it would make
it much easier to make a
concentration of
spells.
That is why it's in blue.
Anyway, Man of the League,
occasionally in white.
We have toyed over
the years of trying different
things of
where
to put counter spells, and
we've definitely bled in a couple different
places. Like I said, I'll get to some stuff in a second.
But blue is our primary place for doing it.
And I think white is where we've most recently been dabbling just a little bit.
Okay.
Next, delaying counter spells.
So what a delaying counter spell is,
is I counter your spell, but I give it back to you.
I might put it back in your hand. I might have put it on top of your library, like Memory
Lapse is a very famous one that I put on top of the library.
So delaying spell means that I stop you, but I haven't permanently stopped you, I've temporarily
stopped you.
We don't do a lot of delaying counterspells. Um, they, uh, I think when we sort of cut down on the number of counterspells we do,
like, people sort of prefer the more traditional counterspells, so we don't do as much delaying.
We've talked a little bit about moving delaying stuff into white.
Um, we did make a white memory lapse at one point.
Um, because white is the color of delay.
Um, and, you know delay and the interesting thing about
delay and counter spell
sorry, is that it's
it's kind of temporarily
stopping it
and it's situational
like
delay and counter spell
is a counter spell because I might
have resources and if you stop me
I have to then build up the resources meaning that there can be long term repercussions A delaying counterspell is a counterspell because I might have resources, and if you stop me,
I have to then build up the resources, meaning that there can be long-term repercussions,
even though if I get the spell back that it's being countered.
The perfect example could be, there's a giant combat in which my... There's a big combat going on in which my giant growth will turn the tides,
and turn it such that what would be a horrible thing for me
becomes a good thing for me.
Well, if I counter that giant growth,
even though you get it back,
if it stops the momentum in that moment of me,
I might lose all these creatures that I would have won
or lose a creature, but maybe an important creature,
that I would have kept.
And situationally, it really can matter.
So one of the things
about the delaying ones
is sort of playing in that
it can be very strong
against situational things
where stopping it now
is not replicated later.
Like I said,
we don't do tons of these,
but it is a category
that we do.
Okay, let me get
into a category
we do a lot of.
It's what I'll call
the set mechanic.
And what that is, is because counterspells are so...
You know, I talked about how there's a limited amount of space to do counterspells.
There's only so many different ways to do nice, clean, elegant spells.
It is very attractive when we have a new mechanic
to want to try to use a new mechanic when we can for counter spells.
And when we can, we do.
The reasons we might not is a couple.
One is counter spells need to be reactionary.
Some spell effects don't work really well with reaction and so we have to be sort of careful
some things are more proactive
oh very quickly another differentiation
when I say reactive what I mean by that is
if I can't stop your spell until you play the spell
I have to sit and wait for you to do something
before I have my answer to it
I can only answer your thing
once you've done it. Proactive
means I answer it ahead of time.
Like Meddling Mage is
kind of a classic proactive spell, where
I name a spell, and then
I get to counter it. I, essentially,
you can't play the spell,
because it essentially will be countered if you played it.
Proactive spells is a little more in white space than blue.
One of blue's weaknesses is its need to be reactive,
where white gets to be more proactive.
So when we do...
I don't know if people necessarily think of them as counter spells
because you think counter spells as being reactive,
but there are proactive stuff we make,
like memory...
Meddling Mage, sorry, Meddling Mage type spells.
We tend to put those in white.
Okay, so blue, we like to do set mechanics.
Sometimes we can't do them because they can't be reactive.
Some times we have problems with them because some mechanics are very open information.
And we do not like having too many counter spells that are open information.
We'll do a little bit on creatures,
but we tend not to do hard counters anymore that are open information.
We do it once in a blue moon, but we don't do it very often.
Usually we do soft counters.
Mana leaks are a very common thing that we'll put on a creature.
You can sack the creature.
But we tend to put things that are open information
so the opponent knows about them and can
play around them, and it's more like,
oh, it's a restriction you have to play around.
That, like, if I have a creature
that lets me sack it to mana leak for
one, more what that creature
does, rather than actually counter the spells,
is it says to you, your spell's loss
costs one extra.
Unless you want to sort of try to goad
me into sacrificing my creature.
But anyway, where we can, we like doing the set mechanics on things. That's something that's
important to us, and we like doing that. And wherever we can, we will. Other things that I
will call counterspell adjacent,
which are things that are kind of like counterspells,
but not technically counterspells.
For example, spell redirection.
That is when I change the targets of the spell.
I don't stop the spell, but I change the targets.
And in a lot of ways, it's kind of like, Spell Redirection
is kind of like, I copied your version
and then got my own version.
So it functions in a lot of ways like a counterspell,
even though it technically isn't a counterspell.
And
the ability is not just in blue, but also in red.
Although, we do
Spell Redirection usually at rare
and above. There also is
Spell Copying, which not, once again, not exactly a counter spell.
But in counter magic, when you're fighting a counter spell war,
you can use copy spells to copy the copy spells that are copying you.
So you can, I play a spell, you counter it.
I then use my copy spell to copy your countering spell,
and then use it to counter your counter spell.
So in certain circumstances, copy spells can function like counter spells.
And once again, spell copying is also something that red can do.
Both blue and red do that.
So there are a bunch of things, a bunch of, like, tension.
Oh, another thing that we do sometimes is hexproof granting.
Both blue and green have hexproof, and
if you have a spell that grants
a creature hexproof, it is a lot like
countering a spell that targets a creature.
We do that more than
green. Like, in blue, a lot of times, we'll just
counterspell that targets a creature.
But we can grant hexproof. We can
do that in blue. Once again, it's done a little more in green than
in blue, but it can be done in blue.
So there are a lot of tangential things.
Okay.
So now, early on I talked about how there's vanilla,
there's added effect, and there's added cost.
Added cost I don't need to talk too much about.
Normally the added cost is sacrificing something,
bouncing something,
or paying something like life,
which is just extra.
And the idea there is,
normally what we like to do,
like one of the common tricks we like to do is,
because Counterspell is so iconic for so long,
that the idea you can Counterspell for two blue mana,
we often will make spells in which there's an extra cost to it,
but the bare mana requirement is two blue mana.
So it's like, ha-ha, it's like counterspell.
For two blue mana, you can counterspell.
Yeah, there's another cost. It's not quite counterspell.
But it has a lot of the vibe of counterspell, which people tend to like.
Okay, but the last area, which is the bigger area,
which is the added effects.
And this is how a lot of counter spells are made.
Once again, sometimes it's a hard counter add effect,
sometimes a soft counter add effect.
But the idea here is I counter target spell or subset of spell,
and then I get something extra.
Now, the tricky thing about it is that because it's reactionary,
you can't do effects that only want to be used at a particular time.
So, for example, let's say I said target attacking creature gets a bonus.
Well, that's a really weird counterspell.
When can I use it?
Well, I can only use it when I have an attacking creature.
So that's a really narrow window.
Counterspells are already narrow.
The counterspell already is you have to wait for them to cast a spell,
and then you have to have the mana to cast the spell to stop it.
That's a lot of hoops to already jump through.
So, one of the things about the
additive abilities that we've got to be careful about
is
you
need to pick things
that sort of work at any time
they're done. And that cuts a lot out.
There's actually not, and most
counter spells are mono blue. So, one of the reasons we reprint a lot out. There's actually not, and most counter spells are mono blue.
So one of the reasons we
reprint a lot of spells is there's not
an endless number of effects that you can do.
Now what I will say is there are
two categories. What I will put generic
which is, look the game always does it.
Okay, draw a card
or loot or scry
or mill your opponent or
do things that blue does
that can be done at any time that have relevance.
The other thing is set-specific things,
where it's like, oh, well, this set is doing something.
I can do that thing.
Oh, are you making a treasure?
Are you making a clue?
Are you doing something in which there's extra...
The set has a thematic theme
that's doing something and hey
here's an action I can take that I normally
can't do but in this set I can do.
The other thing in making is when you're
doing multicolor cards
where it's blue plus a second ability
sorry, second color
the added abilities are almost always
done on the second color
for two reasons.
One is, in order to make it a multicolor card,
we like when the colors get represented.
Sometimes we make multicolor cards
where there's a focused effect that both colors can do
or where the combined elements of it feel like it's two colors.
But a lot of times we're doing a counterspell.
It's like, look, the counterspell feels like the blue part of the card.
Well, let's do something that the other part does.
The other reason we like to do it is, you know,
counterspells with added abilities that are blue things we do all the time.
So it is hard to find a blue ability that we haven't made a counterspell out of
that works on a reactor spell that is something evergreen.
And so when you mix with a multicolored card, you just get the added value of doing some
stuff you don't normally get to do.
And that's a lot of the fun of making multicolored counterspells is the fact that you can make
decks that are a little bit different.
You know, the control decks, the most common control decks are either mono blue
or blue white, just because white has a lot of tools that work well in sort of preventing the
opponent from doing things, which is what a control deck wants to do. As far, by the way,
as power level, it is not that we don't make counter spells that are good counter spells. We do.
We definitely push counter spells. If you go look at any standard,
you know, provided that blue is viable,
you know, usually you see some counter spells being played.
But what gets played and how can be very variable.
Cancel is a perfect example where
there's environments where you would never think to play cancel.
And there's environments where cancel is actually
a pretty important card in the metagame.
So it can vary quite a bit.
Oh, another thing
to talk about is
another valuable resource.
So what is probably the most valuable resource
of Counterspells?
Is it different effects that you can do?
No, although there is
definitely a limit there.
Probably one of the biggest issues of resource we have with Counterspells is the name.
So what we have found is, Magic is 25 years old.
There are certain effects we do all the time.
And the two biggest would be Direct Damage Spells and Counterspells.
And the problem is, now that we do them,
direct damage is very centered in red,
and counter spells is very centered in blue,
so much so that at common, there are multiples in every set at common,
and uncommon, and often at rare,
that there are a lot of counter spells every set.
So over the years, if every set has four to eight counter spells,
and we make four sets a year, and plus
there's supplemental sets that also have other counterspells, we quickly sort of, we just make
a lot of spells that require you to say, oh, well, the idea is I'm stopping their spell. Hey, give me
a name that means I'm stopping their spell. And what we discovered is we are just running out of nice, clean, simple names.
In fact, if you see a counterspell
and it has a relatively clean name,
one of the things that should tell you is
we're planning to bring this back.
We think this is a simple and elegant enough version
of a counterspell that we're going to reprint it.
And we think about that now.
When we make a counterspell,
if we think of the counterspell,
like when you name cards, you either can name it generically and we think about that now. When we make a counterspell, if we think of the counterspell,
like, when you name cards,
you either can name it generically so that any set can use it,
or you can name it specifically
so that set can use it.
And often with counterspells,
if we make something nice and elegant,
we will give it the simple name.
Now, because a lot of words have been used up,
we don't have infinite number
of single- word names anymore especially
for counterspellings so even
then
a generic name might mean
this name and the name can even be
flavorful in the world
as long as the flavor is
a little more open ended
like for example if I have a proper
name of a character that lives on that world
okay that's very narrow.
You know, other than revisiting that world,
we're probably not going to see that counter spell on other sets,
maybe core sets.
But if it's something that's sort of open-ended or an expression
or something that isn't as tied to a world,
a common thing we'll do is where the world has a theme,
so we'll word it tied to that theme,
but generically, so like, well,
okay, it counters artifacts,
it's referencing, like,
malfunction is a good example where
malfunction doesn't
work on just anything, you know, it could
work on something that might refer
to artifacts, it has implication that
it's stopping in some way,
although, have we actually called the card malfunction? It also could be an artifact destruction card, but anyway, to artifacts. It has implication that it's stopping in some way. Although,
have we actually called the card malfunction?
It also could be
an artifact destruction card.
But anyway,
the idea that
it's a little bit narrow,
but that it's
helping you
sort of
point toward the theme,
but, hey,
most sets have
artifacts in them.
You could put this
in a set that would
want to have artifacts.
And, if it's a smaller
sub-theme,
like, we only want to put a card that counters artifacts
in a set that cares enough about it.
Meaning, if the name sort of hints toward artifacts,
well, as long as it's a generic name,
we could use that somewhere else.
Um, I say this as important, just as you're aware,
like, one of the things we're always thinking about
when we make counterspells is
all the accoutrements that go with the counterspell and the names.
It's just another resource you have to
be cautious of.
One of the things we think about, like I said,
we reprint counterspells more than just
about any type of spell
because of the narrowness of
counterspells and because
once you do something nice and clean, as long as you get
it in a clean name, it's just something we can
use.
once you do something nice and clean,
as long as you get it in a clean name,
it's just something we can use.
And what's very common early on in playtesting is we almost always start by using reprints
unless we can have a very clean, simple way,
maybe using a mechanic from the set.
Okay, so I'm almost to work.
I had a bunch of traffic today.
So let me finish up here.
Let me
talk about philosophy of sort of what
counterspells want to be. So let me talk about that and then
I will be at work shortly.
Counterspells in
the right volume are very
interesting spells. In fact, one of the most
interesting spells in Magic.
And one of the things we find is
the more enfranchised you get as a
player, the more likely you are drawn to
blue, and the more likely you are drawn to counter spells.
And the reason is
counter battles are
very interesting at a high
level version of play. And the reason is
reading the signs to understand
when your opponent has a counter spell
and understanding when and what to counter
are all very interesting things.
You know, the bluffing part of it's interesting,
the properly, like,
part of being good at counterspelling
is understanding what of your opponent's deck
is the threat you need to worry about.
Like, there was a classic example many years ago
at U.S. Nationals.
Mike Long and Matt Place
and a bunch of people turned up with a deck called
Turbo Stasis.
It originally had been made, I think, in Finland.
And it won the Finnish Nationals.
So they brought it to the U.S. for the U.S. Nationals.
And very few people had seen it.
And one of the things about the deck was it used Howling Mines.
And if you understood the importance of the Howling
Minds in the deck, the way to fight the deck with a control deck was to counter
the Howling Minds, which was counterintuitive. Usually when you
counter things, you counter things that help your opponent. Like normally a
Howling Mind helps everybody and so you're like, okay because it helps everybody
I'll counter the threats but this can help me so i'll take the benefit of it um but turbo stasis the way the deck worked
like the howling mines were just important part of it the way turbo stasis was uh this card stasis
from alpha you would get out it kept people from untapping and then you would use um the howling
mine to draw a lot of extra islands so you always had an island or a land in Tap for Blue that could
pay for the upkeep of stasis.
And that without
the Hauling Mind, you weren't able to keep the
stasis going. The whole point of Turbo Stasis is to keep the
stasis going for a long time.
And so that's a good example where
understanding how the deck works
allows you to use your
counter spells very effectively, but it requires
knowledge.
So, we understand
that the advanced players, the more
enfranchised players, and the more
serious-minded players really enjoy counterspells.
Counterspells are quite fun.
But, there's a balance that too many
counterspells are going to be counting everything you do
not particularly fun. And so, one of the
things we try to do is make sure that we
make interesting counter spells
such that there always are some counter spells for limited and for constructed,
but at a volume that it's not hitting too high.
The other thing we tend to do in constructed is
we are extra careful with the hard counter spells.
Those are the ones that are a little bit more dangerous.
The soft counter spells are situational,
meaning that they don't answer every single problem.
Like, if I have a hard counter in my hand,
I can really take control
of the game because I can stop anything.
If I have a soft counter,
if my opponent can work around the soft counter,
they might be able to find answers.
We tend to more push soft counters
for Constructed just because
it leads to more dynamic gameplay.
Like, my opponent has things to do to stop me,
but not infinite things,
and there's ways to work around it,
where hard counters are a little harder to work around.
Usually the way you work around a hard counter
is getting underneath it,
meaning, you know, pushing things through
and trying to get the opponent to play their counter spells,
which, once again, also interesting gameplay.
Okay, so I'm now coming up to work.
So hopefully today, like I said,
this is an...
I'm trying something a little bit new,
sort of breaking down how we make a particular kind of spell.
I'm curious if you guys like this.
It's something I'll do more of if you do.
So definitely let me know.
Like I said, I can call it the Designing Series.
So this is Designing Counterspells.
So I would love
to have some feedback.
Hopefully this gives you
some insight.
Actually, a lot of insight today
because I had extra traffic.
But it gives you some idea
of what it takes
to make Counterspells
and how we think about Counterspells
and how we craft Counterspells
and all the different kinds
of Counterspells
that we can make
that we have access to.
So anyway,
I am now parked.
So we all know
what that means.
It means it's the end of my drive to work. So instead of talking magic and
counterspells, it's time for me to make magic
and counterspells. So I'll see you guys next time.
Bye-bye.