Magic: The Gathering Drive to Work Podcast - #616: Rakdos
Episode Date: March 1, 2019This podcast is the seventh in my Ravnica guild series. In this podcast, I talk about the Cult of Rakdos, the black-red guild. ...
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I'm pulling up my driveway. We all know what that means. It's time for another drive to work.
Okay, so I'm back doing some podcasts about the guilds, now that Ravnica Allegiance has come out.
And so last time I talked about Azorius, so now I'm talking about Rakdos, Black and Red.
So I'm going to talk a little bit about what Black and Red represent, how we ended up making Rakdos, and then I'll walk through
what we did for each of the three visits to Ravnica. Okay, so let's start
with Black and Red. So Black is all about wanting power.
That Black is willing to do whatever it needs to do
to be able to have the power that it craves.
And where Black sort of steps out from everybody else is,
Black really believes that the key to sort of succeeding in life
is being willing to do what others are unwilling to do.
That there's a lot of limitations that people put on themselves
that are self-limitations.
And Black is like, look, if you want to get things done,
you just have to be willing to do what it takes to get them done. Um, you know, black is very big
on the idea, um, that, you know, somebody needs to look out for you and why not have that be you?
Who is more invested in your own, uh, well-being than you? And so black is just, you know,
the white-black conflict very much is about the good of the group versus the good of the individual.
Black's the good of the individual. Black is like,
I, you know, black believes
in systems where
merit, you know,
if I try really hard and I succeed,
you know, I can succeed because
I put in the time and energy and the effort.
Black is big on merit,
you know, black is big on sort of, you know,
rewarding those that are willing to do what it takes to get the job done.
Red, red is all about following one's heart.
Red's about, you know, red really believes that, like, you know,
the key to being happiness is sort of listening internally and following what your emotions say and what your body says.
And like, you know, red feels like, look, you want to live a life fulfilled.
And living a life fulfilled is not having regrets.
It's not, you know, it's seizing the moment and listening to what your emotions say.
seizing the moment and listening to what your emotions say.
So red is very in the moment and very wants to sort of live life,
you know, wants a sense of living life fully.
Okay, so what happens when you take sort of the willing to do whatever it takes mentality block
along with the live in the moment red.
You get Rakdos.
So Rakdos is very much about the idea
of, so when black and red get
together, you start to get
hedonism.
And what hedonism means is
I'm going to do what I want to do
for the betterment of me.
I want, you know, and that
black and red come at hedonism in a slightly
different aspect. Black is a little
more about the selfish part of it, and red's a little
bit more about, you know, living in the
moment part of it. But yeah, get them together.
And black-red's very hedonistic.
It's very like, I'm going to do
what I want to do now. I'm going
to live in the moment. I'm going to, you know,
and
we knew that when we wanted to get black and red together, we wanted
to capture the sense of
I, so like for example, to me, the perfect
example of a character that is the marrying
of black and red is the Joker from Batman's
Nemesis. Because the Joker
very much wants
to sort of
make things happen and do
what he wants to do, but there's a chaotic
element to him. And
red's chaotic element also gets
played up quite a bit when black and red get together.
Because you see a little bit
of black sort of
what red does is makes black
play into the things
that black enjoys a little more
that black naturally
has a state of being a bit disruptive
and doing things that
are on the more violent side
and black by itself
has a little bit more restraint
you sometimes see
the side that leans toward
blue that shows some sense of restraint. But
when black gets against this red,
there's no restraint.
So the idea that we really liked for Rakdos
was it was the guild
that's about doing what you want
to do in the moment
and doing whatever it takes
to get rid of things in your way. So one of the things mechanically, like one of the
things we always have to keep in mind is not just sort of philosophically where do they overlap
but where do the mechanics overlap. So when black and red get together, black
and red are the two colors with the most removal or the most efficient
removal. Actually, the highest amount of removal and the most efficient removal.
Black is number one in creature killing. Black is number one in creature
killing. Red's number one in direct damage.
You know, a lot of
black and red is sort of like, I'm going to play my
creatures and then I'm just going to blow up everything in their
way, you know.
If you look at something like red-white, Boros,
that's a little more like, I'm just going to have so many
creatures spilling out so fast that you're
going to have trouble dealing with them.
Where something like Gruul is a little more like, I'm going to ramp up and make bigger and bigger creatures
and you're going to have trouble dealing with them. Black-Red is more like, well, I'm not going to have as
many threats as Boros, or as big a threat as Gruul, but I'm
going to have more answers, meaning I'm going to make it harder for you to deal with the creatures I do have.
Now, one of the tricky things about Rakdos
is some of the guilds have a very
clean definitive
part of the game state
for example the Golgari revolves around
the graveyard so there's an
area of play
Boros revolves around
the attacking you know the combat
so you know
Simic very much plays around with plus one, plus one counters.
There's different guilds that have different areas and spaces that they've carved out
where there's a real mechanical space it's latched onto.
The problem with Rakdos is, Rakdos doesn't have a clean and clear part of the game that it's playing around with.
You know, it's more an attitude.
game that it's playing around with, you know.
It's more an attitude,
and that's why Rakdos has been a little bit tricky, in that
part of what
we want with Rakdos is
there's a feeling when you play
that we like.
That there is a recklessness and
a willing to do what it takes
sort of quality to Rakdos.
One of the things we always joked is that
Rakdos throws the best parties.
If you want to get invited to a pretty
exciting party, you want to go to the Rakdos parties.
Now, not everyone survives
every Rakdos party.
You can get injured there, but it's
fun.
They pull out of the stops.
The thing with Rakdos we really played up is the idea that
they are
willing to
take big risks. That's another thing that with Rakdos we really played up is the idea that they are willing to, you know, take big risks.
And that's another thing that we played around with Rakdos,
is the idea that of all the guilds, they're the most willing to take the risks.
Because black is the color that is willing to sort of do what it takes to get the job done,
and red's the color willing to sort of play a little bit into chaos. And so you get them together, and you
really have this, this, this skill that, like, okay, I'm
willing to, I understand that by taking risks, there's
a huge gain to be had, and we wanted to capture that as well. So,
it's tricky, there's no particular games, there's no, like, part of the game
that Black Red is
making theirs.
It's more of an attitude.
So, Dissension was the first set
that had the Rakdos in it.
So,
I talked about last time in my Azorius podcast
that Rakdos and Azorius have
actually always been together. They were together
in Dissension. They were together in Return to Ravnica,
and they're together
in Ravnica Allegiances.
And they're the three colors
of sight. The two guilds
that have shown up
in the first, second, and third
guild set of sights that
didn't have all the colors. Obviously, dragons made it all the colors.
So,
what happened was, we actually figured out both Azorius
and Simic, which were the other two colors in Descention first.
Rakdos was actually the last guild, because it was the last guild in the
last set for us to figure out. And the stumbling
block we really had for a while was, how do you in gameplay
capture the flavor I've
been talking about? We like the flavor.
We like the idea
that, you know,
they're kind of the wild bunch that are
just sort of, um,
that have this kind of
chaotic energy to them. But how
do you get that in gameplay? How do you
make that something that...
And the other question, and this is something we always ask,
is the player that enjoys red and black,
what exactly do they want to do in play?
And eventually what we came to is,
what if we could inspire in gameplay
that same attitude of kind of live in the moment,
do what needs to take, take risks, and go big.
And so what we decided was, what if we made Black and Red, we encouraged them to play
in a game style that made them sort of use their resources, that they didn't wait to
do things, they sort of acted in the moment.
And so we came up with Hellbent.
That they didn't wait to do things.
They sort of acted in the moment.
And so we came up with Hellbent.
So Hellbent was an ability word that said,
as long as you have no cards in hand, dot, dot, dot, something is true.
And so Hellbent could go on spells.
It could go on creatures.
Basically, it said, okay, look, if you've been playing all your cards when you can play them, we'll reward you.
And the idea was, okay, well, if we sort of say to the Rakdos player,
look, just play all your cards.
Don't wait. Don't hold back.
Just play all your cards.
You know, that got some of the sense of what we wanted.
That we wanted that Rakdos was the color combination
that wasn't holding back.
And so we liked that Helbent was
this interesting way to sort of encourage Black Red
to do something a little bit different.
So we made it now,
that one interesting thing about Rakdos in Descension was
there was no overlap within that expansion.
That the two other guilds were Azorius, white-blue,
and Simic, blue-green.
In fact, the only overlap in the small set in Descension
was in blue, obviously, between Azorius and Simic.
But you did not play the set by itself.
Current guild sets you play by themselves.
This you drafted with
original Ravnica and
Guild Pact.
So that meant that
Rakdos' overlap was
with three other guilds, which is every guild
that plays Ragn.
So with Boros, with
Izzet, and with Gruul.
So one of
the things that we sort of played into
was the idea that, you know,
no matter what spells you have,
you know, you can play them.
I mean, Raptors kind of encourage you
not to play too many big things
just because you wanted to get to the Hellbound State
as big as you could.
And all the other colors did have cheap spells,
and, you know, there's a certain amount of
aggression to red-black. Plus, red-black,
like I said, has the best removal.
So it plays pretty well.
Both Boros and Gruul
are also on the more aggressive side.
Red, in general, tends to be more
aggressive. So with the exception of Izzet,
and even Izzet is
tempo-based, all the red,
there's no red deck that says just sit back and wait
all of them are pretty aggressive
like I said, even Izzet has a tempo strategy
where it's trying to keep you off kilter
and part of tempo means you're
constantly playing things
so Raktos did blend in
with the other red guilds
when you were drafting them all together.
But it was, it's not like
sort of modern sets where they were drafted specifically
with the other ones. Once we come back to
Ravnica, that starts happening, but in this first
set, they did not.
So when the dust settled,
Hellbent was,
my memory was, it didn't do great
in our poem,
but it didn't do badly.
Kind of the middle.
I think there were a lot of BlackRock players that did enjoy the idea of having the license to play a little bit recklessly.
Normally, sort of, you're taught strategically in Magic that you don't want to empty your hand.
And it's kind of neat sometimes to take something that people
kind of want to do
and then mechanically encourage them so it's the
right thing to do.
That's one of the cool things I
think about Magic is
when you say, hey, I know you like doing this,
now I'm going to give you a reason to do it.
I talk a lot about back in Onslaught,
the way I sold
Bill on doing Tribal was, look, back in Onslaught, the way I sold Bill on doing tribal was,
look, players want to do this anyway.
They're doing it.
They're doing it, and it's not good.
Let's make them want to do it.
Let's encourage them to do it.
And the idea of being reckless and playing all the cards in your hand, it's kind of fun.
You know, it's kind of fun to not have to hold back.
When the dust settled, I think that R&D's take on it is that if we had to do it all over again
we would have made what R&D now calls
heck-bent as opposed to hell-bent
which is all but one card
black and red do have a lot of
destructive cards and things that are
actually, it's interesting to be able to
hold some of it back, so I think in retrospect
when we revisit these themes, we now
do Heckbent in that
it plays better to say, well, get rid of
most of your cards, but
let's keep one.
That's kind of looking back at Hellbent, saying
oh, yeah, if we had to do it again,
I think we would do Heckbent. I mean, we'd probably call it
Hellbent, but we would do what was, we now
call Heckbent. But anyway,
so Rakdos show up.
One of the interesting things about the Rakdos, the first time we saw them,
was there was a lot of discussion from the creative team of how to show them up and sort of play into what they were.
There's always been this little bit of sense of, not just that they're sort of always partying,
but a little bit of a showmanship to them.
You'll see it come out later,
but you even can see in the early one,
there's a little bit of the idea of
that they're performers,
and that they like kind of impressing other people,
and doing things to make people go,
wow, that's crazy, what are you doing?
And so that flavor was there.
It was a little bit lower down.
You'll see it comes up more as Retros goes along.
Okay, which brings us to Return to Ravnica.
Okay, so we had done Hellbent.
And like I said, it wasn't,
we liked the general sense of the tone we
were going for, but we felt the gameplay wasn't quite where we wanted it. And, you know, we
knew there was some room for improvement. So, we spent some time trying to figure out how do we...
We liked the idea that you took risks,
but this time we said,
okay, well, what if
we make a mechanic that
there's a risk built into the mechanic,
but you opt into making choices,
and that way
you have the option of being risky,
but you have the option of not being risky.
And we thought it was kind of cool where we thought the idea that giving you a chance where you opt into being risky felt rectos.
So what we tried with Hellbent was sort of like we kind of forced you to be risky.
And we're like, okay, let's try a mechanic this time where you can be risky,
but you opt into being risky.
And that way, it's sort of like you're choosing to be risky.
That felt righteous to us.
So the mechanic we came up with was Unleash.
So Unleash is you may have this creature enter the battlefield with a plus one, plus one counter on it.
It can't block as long as it has a plus one, plus one counter on it.
So the idea here was creature with unleash could be
bigger, but if you made them bigger
you were committing to aggression.
Because if they had a plus one plus one counter on them
they couldn't block.
And this was
I mean it was a different take, like I said.
One of the things about some of the
guilds is some of them are so tied
to mechanical component that it's much
easier to structure
because Rattus is based on a feel
it's more of
we want to sort of capture this
and Unleashed was a
definitely interesting experiment where we sort of said
okay
look you can opt in
the mechanic was kind of like
there's an upside that comes with a downside.
You choose whether you want both the upside and the downside.
The other thing it did is, we liked the idea that Rakdos is more offensive than defensive.
But this allowed you to be defensive if you wanted.
this allowed you to be defensive if you wanted.
Hellbent at times, really, it was so forcing you to empty your hand that it made it harder for you to play defensive,
one of the reasons we kind of like the idea of heckbent.
But this time, it's like, okay, if you're behind,
if you need your creatures to block, you can.
We're not forcing you to do this.
But it does say, hey, if you have any opportunity to be aggressive,
this mechanic sort of pushes you toward aggression.
So it lets you be defensive if you need it to be, but it definitely encouraged aggression, and we liked that.
We thought that was kind of fun.
So Unleashed did not do—my memory from it is it did worse than Hellbent did. And the reason was that opting in to
a negative ability, even if it comes with a positive ability, because usually if you're
opting in, there's some reason to do it. Sort of giving drawbacks to yourself. Not super
popular. We've learned this over the years,
that players in general like more upside and less downside.
I don't know.
I mean, there's a couple interesting questions here.
One is, I mean, I think if you look, for example, at Riot,
which is the gruel mechanic for,
I mean, I'll talk about that when I get to gruel.
But the interesting thing about it is you can see us using Unleashed technology,
but in a slightly different way, which is rather than upside and downside or nothing,
it's upside, upside.
Which upside do you want?
Now, the downside of one choice
is you don't get the upside of the other,
but it's just psychological.
It's like, oh, you get an upside.
You choose which one.
It's just a little happier for people
than you can choose if you want an upside,
but if you choose an upside,
you must take a downside.
That side is not quite as compelling.
Okay, so Rakdos in Return to Ravnica had Izzet on one side, so that was the red overlap,
and had Golgarian on the other side, that was the black overlap.
and the other side. That was a black overlap.
So one of the things we had to do is
the
Izzet
Izzet was very, Izzet
had overload.
So overload was a mechanic where
you could hit one target
or you could pay an additional cost and hit
all legal targets.
And the stuff we put in red
we just made sure that it had a more aggressive
quality to it. It definitely had a bunch
of, like, do damage to one thing, or
everything, or, you know, like, one of my
opponent's creatures, or all of my opponent's creatures.
You know, it definitely had a little bit of, uh,
we made sure that the red
overload cards were the kind of things that
Rakdos might want to play.
Um, and then,
uh, Scavenge was very much, was about taking creatures out of the graveyard
and putting plus one, plus one counters on them.
There's a little bit of anti-synergy going on in that
plus one, plus one counters on these creatures kept you from blocking with them.
So if you had put out a creature and didn't put a counter on it
because you wanted to block with it,
it then meant you couldn't scavenge onto that creature.
Now, if you're going to put a plus one on the creature anyway, it doesn't matter.
Scavenge, put more on. But the mechanic did play
well in the more aggressive. One of the things about Raktors is Raktors tend to be aggressive.
Raktors creatures die. So the idea that it's black creatures
if you had scavenge just meant the creatures that die then come back to beef up
the creatures that are there.
So, there was some synergy between that.
So, Golgaria and Raptors actually did play well in Return to Ravnica.
Okay.
So, we made Unleash.
Didn't do particularly great, poll-wise.
But, I mean, I do like Unleash.
I do like the...
I did enjoy the sort of
do-you-want-to-be-risky sort of feel.
But anyway, the lesson there is
is there a way to get risk that isn't inherently...
that there's occasionally upside to the risk?
I don't know.
That's a tricky one in general.
Something Rackdress is always struggling with is
we want a little bit of risk-taking,
but risk-taking usually means there's some potential downside
because that's why it's risk-taking.
And trying to find that balance has always been tricky.
Okay, so, now
we get to
Ravnica Allegiances.
Okay, so,
and like I said,
the interesting thing about
some guilds,
one of the things we did, the very first thing we did
in the very first meeting is, and remember,
both guilds of Ravnica and Ravnica Allegiance
had vision design together. It was one single team for both sets.
The first thing we did was we said, okay, let's go look
at everything they've already done. What are the mechanics that they've done?
I had an article, I showed a whiteboard, and this was the whiteboard that I showed.
And it was us saying, okay, let's show all the mechanics they've done.
And so what we did is
we graded them on how likely they were to return um and i think the idea was it was one two and
three and i think one was it's not returning two was maybe could return and three was we like it
we think it's a really good like two meant meant that it filled its purpose as a guild mechanic,
but it didn't have a lot of use beyond just being a guild mechanic.
Where three was like, oh, this is a really,
this is the kind of mechanic that we might bring back
as a non-guild mechanic.
This is just a sweet mechanic.
For example, both Bloodthirst and Convoke
got brought back into the core set, right?
So those are things that have been an original Ravnica block
and were good enough.
We're like, you know what? It doesn't even need to be guild affiliated.
These are just cool, solid mechanics. Where other mechanics might be like, oh,
this is a neat mechanic. It's really tied to the guild, and it's not something we might
do lots of, but it's a good, solid mechanic.
So what we realized was, when we looked back
at Rakdos, neither, like, some other guilds were like, oh, they're mechanics we could bring back.
We liked them.
Rakdos was kind of like, oh, we wouldn't do Hellbent again.
If we did Hellbent, we would do Heckbent.
And Unleashed got low enough scores in the markets, you know, our market research that probably we wouldn't bring back Unleashed.
Um, so we're like, okay, we need to do a new mechanic.
We need to get the tone and sense right.
So the idea that we came up with Envision,
I mean, we went through a lot of different things in Envision Design.
We talked about, you know,
are there existing mechanics we want to bring back?
And in the end, the mechanic that we handed over
to set design was called
Finale. So here's how Finale
works. You paid some cost
and it said card name gets
plus N plus O. N just means
some number.
Different cards would have different numbers.
And we're doing something. N just tells us
there's a number there.
It will change.
And it can grant an ability.
So card name gets plus N plus O and sometimes gets an ability
until end of turn. Sacrifice
it at the beginning of the next end step.
Activate this ability only once.
The idea of Finale, it was kind
of inspired by a card
called Berserk in Alpha.
So for those who don't know Berserk,
Berserk costs a single green mana,
target creature,
its power is doubled for the turn,
and then you have to sacrifice it at the end of turn.
The idea being that like,
oh, my creature goes all out in the end,
but it cost me my creature.
And the thing we were playing around with
on Finale is, imagine
having creatures that could sort of, um, become something really
awesome, but just for a turn, and that the cost of becoming really awesome means they
go away. Um, and I thought at the time, because one of the things to keep in mind is, I just
got through saying that, um, one of the marks against Unleashed was that the upside came with a downside.
Well, losing your creature is a big downside.
But the idea we liked was that there are a lot of times in Magic
where I'm going to lose the creature anyway.
I'm getting in a combat, or I can't attack.
You know, my creature right now is not big enough to attack,
so it's kind of sitting here doing nothing. But there's enough times in magic where your creature
for all purposes, even though it's alive, really is not being
very useful to you. And so the idea of losing it but getting
some utility out it. Like, let's say I have a small creature that just can't attack.
Yeah, I guess I could chump block something maybe with it. But I mean, there's not a lot of utility
out of it. But if I can make it into a big threat and get through,
okay, now it's doing something.
And maybe it's okay that I lose that 1-1.
I'm giving up a random chump block for being able to get through
and doing something really cool.
Or maybe I'm giving it up because I want to grow my creature
and then win a combat and kill a creature.
And so, look, my creature was going to die in combat anyway.
If I have a 1-1 and you're attacking with a 3-3,
if I give my creature plus 2 plus 0,
hey, I'm going to kill your creature.
I was going to die anyway.
So we thought there was a lot of times in which,
yeah, the creature's going to die,
but there's plenty of times where the trade-off wasn't that big a deal.
Either the creature was already going to die,
or your creature didn't have enough utility anyway.
Getting some utility with it might be worth
losing the creature.
And the idea we liked
was, it really had this big sense
of go big or go home, that we
like about the Rakdos. It has sort of this,
it had a little bit of a
you know,
doing risky thing feel, and
it had, you know, anyway,
we thought it was kind of a cool take on Rakdos.
So we handed that over to Set Design.
Now, Set Design,
there's some things they liked about Finale,
and I think they saw where it kind of shined
and did cool things.
But the one thing they were thinking is
we had handed over mechanical for Gruul
and the way the mechanic in Gruul worked was
at end of turn
it triggered at end of turn
if you dealt combat damage to the opponent this turn
or maybe if they
actually take it back, I think if they had been damaged this turn
because it lets you use direct damage on your opponent
and then it triggered
and a few of the cards
if you did that, the
reward was, in your second main phase, you could cast things cheaper. And they really
liked that. They liked the idea that, hey, how do I encourage you to sort of be more
aggressive, but what if I make it easier for you to play other threats if you are? And
so they took the Gruul mechanic
and sort of made a condensed version of it,
which they ended up calling Spectacle.
So Spectacle is you pay a cost.
It says you may cast a spell for a Spectacle cost
rather than its mana cost
if any opponent lost life this turn.
Note that when creatures do damage to the opponent,
they do lose life.
A result of being damaged by a creature is life loss.
So this did care about combat damage.
It wasn't ignoring combat damage.
So anyway, the idea is if the opponent loses life for any reason,
whether you damage them with creatures, you hit them with threat damage,
they pay life for an effect, any reason they lose life,
you now can cast
the thing cheaper.
And the idea was,
I don't think there was another,
there was no other
damage reduction
spells,
and it felt like
one of the things we really like to do
is help you cast your spells
in Rakdos.
And it felt kind of neat.
One of the things we always do is
one of our rules is
if we take all the cards
that have the guild symbol on it
so like all the Rakdos cards with the Rakdos symbol
meaning the Rakdosian of Rakdos cards
because they have the symbol on it,
meaning they're using the mechanic,
or they're multicolored,
or you optimize the two colors.
If you put them all on a deck,
then the deck would feel cohesive.
And what that meant is,
look, if you were playing with Hellbent cards
and with Unleashed cards,
would this new mechanic feel right?
Not that this new mechanic needs to be
what those mechanics were,
but it has to sort of play in the style of Dekto's work. And so one of the things
that we liked was Spectral just helped let you capture stuff.
You know, help it let you capture stuff. And so
it just played nicely with what we were doing. It captured the general sense of Rakdos.
It captured the feel of Rakdos. And it
just sort of, while it wasn't doing mechanically
exactly what the previous Rakdos mechanics were doing, it was fitting the feel and hitting
a larger strategy that, you know, that you could play them together and it would work.
Okay, speaking of playing together.
So, in Rodney Collegiances, the red guild is Gruul, and that's the red overlap.
And the black overlap is Orzhov.
So Gruul has a mechanic called Riot.
Riot allows you to either make your creature bigger or make your creature have haste.
You choose which one you want.
So that overlaps nicely with what's going on in Rakdos.
Rakdos wants the ability to upgrade for threats,
and having a choice between haste or being bigger is interesting.
It's the kind of decision that Rakdos likes.
And both Rakdos and Gruul tend to have more aggro-type strategies.
Like I said, the biggest difference between the two is having access to green
means that Gruul has a little bit of
access to mana, or more access to
mana ramp, and more access to larger
efficiently costed
creatures.
When you go to Rakdos,
what black adds to the mix is you
have more control-oriented stuff,
more removal,
and your creatures just come with some different abilities,
like flight and stuff that red and green don't have, or not much of.
So we like the idea that, you know, gruul and ractors overlap.
Then we get to Orzhov.
So Orzhov has a mechanic called Afterlife.
It is creatures that when they die,
they come back with some number of spirit tokens.
So, for example, if you had Afterlife 1,
it means when you die, you come back with a flyer.
So one of the things that Rakdos likes about that is
Rakdos already is being pretty aggressive with his creatures.
It is very willing to trade its creatures.
So things dying happens in Rakdos.
So if you're black creatures, then trade into another resource.
That's just another resource that Rakdos can take advantage of.
Orzhov tends to play a little bit slower, sort of what we call a bleeder deck,
where it's slowly nibbling you away.
And the 1-1 creatures are good in that deck for doing the slow nibbling.
In a deck like Rakdos, where you're being a little bit more aggressive,
it's just more attack for you.
It's evasive attack that allows you to
help get in. One of the things about Rakdos
is Rakdos can do a lot of damage
pretty quickly
and then it wants to have some
spells and stuff to finish them off.
And so
having fly, having evasion
also can fill that role.
Black-red in tradition has
a little bit less evasion.
Black has some flying.
Red and black have some menace.
But it doesn't quite have as much evasion as blue, for example.
So the orange-yellow mechanic works nicely
so that it comes together.
The other thing to talk about
that went on in...
Let's talk a little bit about flavor.
So the Rakdos is run by the demon Rakdos.
That's where Rakdos got its name.
Rakdos is named the guild after him.
It's the cult of Rakdos.
And Rakdos, what we call the original ten...
I don't know what to call them, the characters, that made the guild pack, one for each guild, ten characters
that made the guild pack.
One for each guild.
A few of them
are still around.
Rakdos is the only one
that has led the
Rakdos all three times we've met him.
We have met
Niv-Mizzet, who
for two of the three times led met Izzet, Niv-Mizzet, who, for two of the three times, led the Izzet.
He is off doing other things right now. He's aware that
Bolas is coming, or Bolas is here, and so Ral is
currently running the Izzet, but he's still around. A lot of the other
parents have died along the way.
Some, like Azor, are off track
running Salon.
But,
anyway, so Rakdos,
one of the things
that Rakdos does is he likes
to make, he wants people
in his guild because it's exciting to be in his guild.
And so,
as I said earlier,
they throw the best parties. So one of the things we've
always been trying to capture is a sense of
Rakdos has a showier sense to them
and we want to play that up. So the idea of
performers or circus does show up in both
earlier versions of Rakdos. Um,
the idea of a little sense of, of that performer sense or the, the dark circus sort of feel,
that is there. I think what happened this time was when they brought in the people to do the
world building, um, they sort of mentioned in passing this idea of the dark circus. Um,
and I think that they really took it to heart and just pushed it a little more.
Like, one of the big challenges of doing a guild set is you want to both capture what the guild was
and make sure that you're delivering what the guild was so that you're making something that feels right.
But at the same time, you want to have something a little bit new.
You want to make sure that, you know,
I want these new cards in my guild deck
because it's giving me some utility that, while in flavor
and matching what I've done before, is something a little bit new.
And we want that not just in mechanics,
but we also want it in flavor
and that we want to build on the flavor.
So the idea of
playing up the circus theme a little bit, like I said, it was there, but
really they went to town with it this time. And so you're seeing a bit more
of it. And
the other thing that was going on is I think
the creative team is spending a lot of time sort of re-evaluating humor.
And one of the conclusions they came to not that long ago is trying to find more opportunities for humor in sets.
And the Ractos, for example, has a very masochistic sense of humor, but a funny sense of humor.
has a very masochistic sense of humor, but a funny sense of humor.
One of the things that's fun about the Rakdos is that they embrace who they are,
and they embrace the way they live.
It is not as if they don't understand that what they're doing is dangerous and risky.
They fully embrace that.
And that part of the humor of them, it's a very dark, twisted humor.
And so it has become popular with the player base.
Our player base, some of them,
very much approve of dark,
twisted humor. So that was
a neat thing to see, is sort of
I like the idea that
Rakdos has definitely added in
some new components. I think
Spectacle, while flavorful to what the guild does,
is new and different, and, you know,
it's making you care about something a little bit different.
I mean, Rakdos always wanted you to be aggressive,
but this particular says, you know what?
Hey, if you can get in some damage, we can do things.
And so one of the things that I really like about what Spectacle does
is something that Raid also did,
which is when you are encouraged to attack,
your opponent has less sense when you're bluffing.
Because if you don't have an external reason to attack
other than just doing damage,
if I attack with a 1-1 creature and you have a 2-2,
well, I have to be...
I'm implying that I have some way, you know, to deal with it.
Like, I have a giant growth of something.
Well, not black and red.
I am drug damage.
I have some means by which, if you block my creature,
it won't be good for you.
But in a world in which there's an external reason to do it,
it makes it a little bit more fun.
I'm attacking.
Do I have something?
Or maybe I'm just trying to, you know,
I want to play a spectacle card.
And you're like, oh, well, they,
it just makes bluffing easier to do,
is what I'm trying to say.
And that, and one of the things I enjoy
with a
gameplay style of something like Rakdos is
you want to let people bluff
more. You want to let people attack
a little more recklessly,
but in a way where the opponent is
has to make some conscious decisions about what's
going on. That leads to fun gameplay.
And I really like
the thing about Spectacle that is
fun, I'd rate it something like I said very similar
is it makes an interesting
gameplay during combat
of you trying to figure out what you think they're up to
and then for the
Rakdos player
there's a lot of joy
in knowing what you know
but knowing the opponent doesn't know
and that there's a little bit of what I'll call
delicious pain in having fun of, you know, your opponent's ignorance
is somewhat hard for them, and you enjoying that.
So there's a little bit of a masochistic streak, I think, in Spectacle that makes playing it
sort of, from a mindset,
have a little bit of a Rakdos feel.
And then, once again, one of the things, like I said,
that is very unique about Rakdos versus some other guilds is that all the guilds have an emotion.
Like, I'm big on emotional response.
Okay, I'm playing the guild. How do I want to feel?
But Rakdos is one of the few guilds
that its sort of mechanical identity
is shaped around
it's emotional resonance
in the game choices it makes
you know what I'm saying
it is not doing the same thing every time
if you look at it's mechanics at Hellbent, Elysian, Spectacle
they play together well
they have a similar
sort of mindset to them
but they're not the same thing.
Hellbent says, I want to play spells out of my hand.
Unleashed says, you know, I want to commit to aggression.
And Spectacle says, I kind of want to get in there and do damage.
Now, those aren't isolated things.
They click together.
They actually play well together by design.
But they are making you do slightly different things.
And the combination of all of them is a very delicious sense of...
One of the fun things about playing Rakdos should be
you, the player playing it, should be having fun.
For example, it's not that you can't have fun playing any guild.
But for example, the Azorius is a lot more serious
that when you're playing Azorius
we kind of want you to be more
quiet and harder to read
that part of Azorius is
that you know Azorius is very much
I know what's going on but no one else does it
I don't want to reveal anything
and so the Azorius play style
which tends to be more slow and controlling
plays into that mental mindset that you want for the Azorius play style, which tends to be more slow and controlling, plays into that
mental mindset that you want for the
Azorius. But that is a
little less openly fun,
if you will. There's people who love control
and like Azorius, and they have fun playing it.
I'm not talking about enjoying it.
What I mean is that
there's an attitude
that when you play Rakdos, that
it encourages you to be a little more out there,
a little bit in your face,
you kind of want to trash talk.
It's definitely a guild where it encourages you
to be a little more bold in your choices
and have fun with it.
And that's one of the things that, like I said,
I really enjoy that we can do with the guilds correctly
is I want you, in the act of playing
the guild of making mechanical choices, um, feel the way the guild feels. And while Rakdos has
definitely been all over the map as far as, you know, it's probably the guild or one of the guilds
that's had the most stretch on the kindest of mechanics we've made. The one thing that I do
like that unifies them is the general sense of how you play
and what you're doing is a fun
um
you know, like when I
play Rakdos, I
one of the things I want you to do as a player, I do
is I want you to get in the mindset
of the guild when you're playing the guild
and I want you to sort of say
like there's a little bit of role playing that can go in there
that I think is kind of fun, that you know when you're playing of say, like there's a little bit of role playing that can go in there that I think is kind of fun.
That you know when you're playing Rakdos
that the cards all sort of hint at
and the flavor text and the names and the art
all hint at the nature,
the showmanship of the Rakdos.
And on some level, when you play,
you are putting on a show
and that you are kind of encouraged as a player
to really get into it and have fun
and play on the fact that you know things your opponent doesn't know, you know what I'm saying? And I really
enjoyed that. I think Rakdos is a lot of fun to play, especially if you're more inclined
to have that sort of play. So anyway, I'm driving up to work right now. So I hope, like
one of the things I want you to get when I'm doing these different guild podcasts is that each guild has its own challenge.
You know, no guild is easy.
I mean, each guild has elements that are easier and harder.
And the true challenge of the Raptors Guild is that it is the guild most sort of held together by attitude.
And that is very tricky when designing.
It's fun. It's cool.
When it works out, it's a neat thing.
But it's a lot easier to say,
oh, well, I know it revolves around this mechanical thing.
At least I know where I'm looking.
Rattras makes you look a little wider and harder to find mechanics.
And, you know, I mean,
obviously I enjoy the challenge of doing this.
That's why I'm a designer.
But it's a different kind of challenge.
And part of me doing the podcast
is making you understand, you know,
what exactly those challenges are.
But anyway, I am now at work.
So we all know what that means.
It means it's the end of my drive to work.
So instead of talking magic,
it's time for me to be making magic.
I'll see you guys all next time.
Bye-bye.