Magic: The Gathering Drive to Work Podcast - #617: Gruul
Episode Date: March 8, 2019This podcast is the eighth in my Ravnica guild series. In this podcast, I talk about the red-green guild, the Gruul Clans. ...
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I'm pulling up in my driveway. We all know what that means. It's time for another drive to work.
Okay, so I've been talking all about the Ravnica Allegiance Guilds.
So today we're up to Gruul, the Gruul clans.
So this podcast, I'm going to talk all about all the incarnations of Gruul on our three different visits.
Talk through the mechanics and just talk through the general philosophy of making
Gruul, the Guild of Gruul.
Okay, so Gruul is red and green.
So let's start by talking a little bit about what red and green mean.
So red is the color that follows its heart, that sort of wants to, you know, it seeks
freedom because it wants to do what it wants to do, and it wants to follow its heart and
its emotions and its impulses, that it wants to do what just wants to do. And it wants to follow its heart and its emotions and its impulses.
It wants to do what just feels like the thing to be doing.
You know, Red is pretty emotional.
At times can be very destructive.
But at times can be very loving.
I mean, one of the things about Red is
because it gets framed in a game about fighting with magic,
you tend to see the more aggressive, angry sides of Red.
But Red is all about following your heart.
It doesn't necessarily mean hitting somebody.
It can, but it also could mean following passion
or following sadness.
Like, whatever you're feeling,
Red is very big on acting in the moment
and doing what comes to you.
Red believes that your body is kind of telling you, your body and your emotions,
they're telling you what it needs.
And what you need to do is not resist it, but go with the flow and do what comes naturally.
Do what you feel like.
Okay, green.
Green is very much about growth.
Green ultimately wants growth.
And it does that through acceptance of it.
Green believes that the world is perfect the way it is and that it's made up of all these natural systems that are
amazing. Now, Green believes that most people don't recognize the value of what they have.
That a lot of what Green wants is people to look around and realize the cool, accept the world around them.
And, you know, they want the world to sort of be the way it is.
And as such, they very much tend to be into accepting one's nature
and that what role do you play?
You know, there's a big web in which every creature plays part of this giant web of life.
And green is very much about you have a role to play,
and your role is predetermined, and you need to understand your role
and fulfill your role, because everybody's serving a purpose in the greater thing,
in the greater scheme of the world.
Now green also, because it is, you know, nature,
while nature has a serene, calm side, it also has a wild side.
And the serene side kind of leans toward white,
and the wild side kind of leans toward red.
So when you get red and green together, red is the color that acts on impulse.
Green is the color that acts on instinct.
And so when you get them together, you is the color that acts on impulse. Green is the color that acts on instinct. And so you get them together, you get a color combination that very much is about sort of
doing what, you know, just doing what comes naturally. It tends to have a rougher side.
Like of all the guilds, it's the guild that's the least tied to any sort of civilization.
Like, the fact that we'll even have a guild
was more like others said,
well, you're in this guild,
more so than them go, let's make a guild.
They're not the group that would make anything
other than a mess.
Or make it chaos.
But the idea
is that they have banded together.
The clans are
for example their leader
it's whoever is the strongest
they follow whoever is the strongest
and there's a lot of change up in the gruel leadership
because it just sort of
mostly what they want is they embrace chaos
they embrace anarchy
they're looking to tear down systems
not to build systems up.
That's why the fact that they're part of the
guild pack, you know, they're the most
unlikely guild in the guild pack, in the sense
that the very idea of
grouping or
structure is not their thing.
So the thing we really
want is, oh, the other thing is, when you look at the gameplay
of Red and Green,
Red and Green are the two cow colors that have access to mana.
Green does long-term mana.
Green does search all land from your library,
or like a land-aware elf that'll tap for green every turn,
or bird of paradise taps for any color every turn,
or furrow ground where you enchant your land.
It's very much about permanent long-term mana gain.
Red is about short-term
mana gain. Red is about rituals
or things that sacrifice themselves
for a one-time
injection of mana.
So red and green have the mana, and
red and green, if you go look
at common,
barring like the one serpent blue has,
red and green tend to have the biggest things
in common.
They definitely tend to have
the slightly larger
things. I mean, green is a bit larger than
red, naturally, but red is
second after green as far as the number
of larger things it'll have.
So the idea is, it's the color
combination that has mana,
access to extra mana, and the color combination that has mana, access to extra mana,
and the color combination that tends to have larger creatures.
So really what Gruul wants to be is sort of this mid-range attack deck.
That's the essence of Gruul.
That I just keep playing out creatures, I play them out a little faster than other colors,
and I play, especially because of green, my curve is a little bit better.
And so,
you know,
it is just sort of a non-stop,
like Boros, for example,
is more of an aggro attack deck.
And Selesnya is
kind of build up, build up, build up,
and then at the end I attack
for usually one big
sort of explosive attack.
Gruul is kind of in the middle.
You know, Gruul is
definitely the color that's sort of like,
I'm going to keep
playing creatures and I'm going to keep attacking,
but I'm going to ramp up. I'm not going to be quite as fast
as Boros.
You know, white
is the fastest color as far
as small creatures.
Green is, I guess, number two,
but red is probably number four. So it has some small creatures that can fill
out your curve. I mean, red is number two at small creatures, but it's more
about sort of, you know, it's not just attacking with lots of small creatures. It's just
attacking with a one drop, then a two drop, then a three drop. It just keeps
building up. That's how red-green gr Gruul plays the best. Okay, so we knew that we had this attack-oriented group. They're
very much about sort of just building up and attacking. So we needed to find them a mechanic.
So in the first Ravnica block, Gruul showed up in the middle set in Guild Pact along with Izzet and Orzhov.
The interesting thing about the small sets is because there were
three guilds and six colors there's only ever one overlap in color. That overlap
in Gruul was red so there was an overlap. The overlap of Izzet and Gruul did overlap.
But we'll get to that in a second. Okay, so let's talk about the mechanic we chose for Gruul.
Bloodthirst.
So Bloodthirst says,
if an opponent was dealt damage this turn,
this permanent enters the battlefield with N,
N meaning a number that is picked,
plus one plus one counters on it.
So the idea essentially was,
I want to be attacking.
If I get through and I deal combat damage to my opponent,
now it doesn't need to be combat damage,
it doesn't need to be creatures. You can actually also
hit them with direct damage. You know, red's
in this guild, so you just got to hit
them some way.
And the idea is, if I've damaged my opponent,
my new things just get to be
a little bit bigger. And so what this
mechanic was nice is,
Gruul's all about sort of attacking mid-range
with big
fatties, if you will.
And so one of the things that this does
is it allows you to get out creatures
that are slightly bigger for their cost
provided that you've been playing an
aggressive game.
And one of the things that are built in is
not only does it have to be a creature, but
red has direct damage and stuff, so sometimes
it's red doing direct damage that will do this.
So Bloodthirst was
a very fun mechanic, very
popular, so much so
that it's one of the guild mechanics we brought
back. Actually, we brought it back in Magic
2012, and it was
centered not in red or in green, but in black.
It was tied to the vampires
in that set.
And so the idea is...
I mean...
It's a nice...
It's a pretty straightforward mechanic in that
one of the things I like about
mechanics, especially with guild mechanics, is they
have a very clear flavor message and a very clear play message.
And this is, hey, I'm going to make bigger creatures if you're being aggressive.
So hey, attack with creatures, deal direct damage to your opponent.
Do that, play aggressively, and I'm going to then make it easier for you to continue to play aggressively.
I'm just going to give you bigger creatures.
So anyway,
Bloodthirst was one of the most
popular mechanics in the
original. Not just
Guildfax, but the whole block.
Convoke was very popular.
Bloodthirst was very popular.
I mean, obviously, both
of those, for example, we brought back later.
They were both players like them. They were simple and they made good, both of those, for example, we brought back later. They're both players like them.
They were simple, and they made good.
Both of those got brought back for the core set.
So the thing to remember in Guild Fact was the one overlap was with Izzet.
So Izzet had a more tempo-y deck, cared about instants and sorceries,
and it had a mechanic called Replicate that made its spells,
that you could cast the spells multiple times.
The major way we overlapped with Replicate is
Red made sure that the stuff it was doing in Replicate
was more combat-oriented or damage-oriented,
more something that if you were playing Gruul,
you might consider wanting to play those cards.
Once again, green had the mana.
It had the mana acceleration.
So,
replicate was allowed to do that.
We also made sure
that the red creatures...
One of the things
that could happen
if you're playing Izzet is if you're playing some of the
bloodthirst red creatures,
we made sure
that there were some,
you know,
that you could occasionally
play Bloodthirst
and Izzet as well.
The Overlap of Izzet
and Gruul
is always a bit challenging
because Gruul
is so creature-based
and Izzet is so spell-based
that, you know, we need to, I mean, usually the way we do it is so spell based that you know we need to
usually the way we do it is
when we make individual spells
we look at what the mono red cards
are since it overlaps in red
and make sure that the red spells
can have some ability
to go in either deck
not all of them some of the red spells go in one
some go in the other usually when you're making
a guild set,
you are trying to make sure that your mono-color cards
usually have some function in both the guilds they overlap.
Sometimes not as much as that.
Sometimes the best ones are ones that really make sense in both worlds, in both guilds.
There are some that lean, like I'm better in one guild, but you can play in the other guild. And then there's a few that that lean, like, I'm better in one guild, but you can't play me in the other guild.
And then there's a few that are like,
well, I'm really for the one guild. I don't
expect the other guild to play me.
We try to minimize that last group just because
the more overlap there is
in the mono-color cards, the more
flexibility and the more variety
when you play it that comes up.
The more things will just work a little
bit differently each time you draft.
Okay, that was Guild Pack.
Okay, so then...
The Gruul return, this time in Gatecrash.
Oh, I just realized something.
So the Gruul...
I realize this thing as I'm just talking.
The Gruul has the distinction,
and I'm not sure if it's the only one that did this,
is that it came out in the second set,
each of the, it came out,
it was in Guildpact,
then it was in Gatecrash,
then now it's in Ravnica Allegiances.
So it was always second.
Real quickly, is that true of all of them?
Well, it could only be true,
so the first set that had two was Izzet and Orzhov and...
Oh, it is also true of Orzhov.
So, now that I think about it, Orzhov and Gruul have always appeared together.
They were together in Guildpack.
They were together in Gatecrash.
And they are together in Ravnica Allegiances.
So, just like Azorius and Rakdos have always come together,
maybe next time we do it, we'll try to separate
these up. Anyway, let's get
on to Gatecrash.
Okay, so Gatecrash,
the way we had done original
Ravnica was 4-3-3,
meaning four
guilds in the first set, three in the second, three in the
third, it was large, small, small.
And the idea was you drafted all of them together.
So one of the downsides, for example, of Gruul is
there was never an opportunity in original Ravnica
where you could just draft Gruul.
I mean, you could try drafting mono-red and mono-green cards in the first pack
and then draft Gruul in the second.
It's back in the day where we did, I think we did 1-2-2.
We later...
This is before we used to draft the first set earliest.
Well, now we just draft the set you're playing.
But back then, it's the first time...
In the early days, you would go...
So if you were playing the first, second, third set,
you draft the first set, then the second set, then the third set.
And then we'd change it so you draft the third set, the second set, the first set.
You drafted the most recent thing first,
which allowed you to build around it easier than the way we did it here.
Okay, so in Gatecrash, what we changed up was,
instead of a 4-3-3 model, we did a 5-5-10 model,
where it was a large set drafted by itself,
a large set, first large set is five guilds, second large set is the other five large set drafted by itself, a large set, first large set is
five guilds, second large set is five, the other five guilds drafted by itself.
And then, um, Dragon's Maze, the third set was a small set and then you drafted it with
all the whole block.
Um, so it was us experimenting a little bit.
So this set was made to be drafted by itself.
It was also made to be drafted with Dragon's Maze as part of a three block set, but it
was primarily made to be drafted with Dragon's Maze as part of a three block set, but it was primarily made to be drafted by itself.
Okay, so
Blood Rush
is a ability word.
It has a cost.
You then discard the
card. Blood Rush always
went on creatures, and then
target attacking creature got something.
And what that something was is
it was always on a creature,
so it always got a power toughness boost
equal to the power and toughness of this creature.
So if it was a 2-2 creature that had blood rush,
when you discarded it,
target creature would get plus 2, plus 2.
Then, any ability that creature naturally had,
so let's say it was a 2-2 First Striker.
When you use Blood Rush, the target creature will get plus 2, plus 2.
Sorry for the hang-ups.
Will get plus 2, plus 2 and gain First Strike.
So essentially what you were doing was, by discarding the creature,
you were temporarily kind of imbuing what the creature was into another creature.
Imbuing its power and toughness as sort of a temporary giant growth
and imbuing its effects as,
you know, until the end of turn,
granting the effects.
Now, this was a different,
I mean, one of the things
that's interesting about
doing guild mechanics is
you're trying to find ways
to stay true to the guild,
but, you know,
just working in different directions,
trying different things.
The thing that Blood Rush did,
which is a very different take on how Bloodthirst was,
is Blood Rush sort of said,
you never know when I'm going to, like,
it really made, grew a lot more dangerous
because as the other player,
if they have a little bit of mana open
and some cards in their hand,
it's like the ability to giant growth
was so much easier.
You know, in a normal Gruul deck, let's say,
you know, green has a common giant growth effect.
What are you doing?
Green has a giant...
Sorry.
Some traffic.
So normally green will have a giant growth effect in common
and red will have
one, like usually a power pumping spell.
Sorry about that.
Safety first is always my thing.
So I was maneuvering some there.
I'm now safely on the part I was maneuvering.
Okay, so green normally has a common giant growth effect.
Red will have a common power pumping effect.
And that's usually it.
There's maybe two spells in common that, you know,
I mean, red sometimes will also have a combat trick
that's not power boosting.
It may be like grant first strike or something,
although that often grants power.
So anyway, you went from a thing
where you're as fan of giant growth effects
was way smaller.
So all of a sudden with Blood Rush,
look, there's a number of creatures
that can turn into giant growth effects.
So it just made every attack a little bit scarier.
And the reason it played nicely,
one of the things we like to do
is we like our mechanics to,
our guild mechanics in the same guild
to play nicely together. So one of the things that like to do is we like our mechanics, our guild mechanics in the same guild to play nicely together.
So one of the things that's nice when you put Bloodthirst
and Bloodrush together is
Bloodthirst you want to get
through, right? You want to be able to do the damage so your
creatures get bigger.
And normally when you're playing
just Bloodthirst, your opponent's kind
of aware that
you're trying to get the bonus, so
they're a little more apt to block you
because they want to stop the bloodthirst. But with Blood Rush in the mix, they don't
know when you can make your thing bigger. So it allows you to much more easily either
actually have an answer or bluff an answer and get your creatures through. Now, Blood
Rush, one of the things with Blood Rush that we talked a little bit about is
we like to build mechanics for the style of player who plays.
And one of the things about the Gruul player is the Gruul player leans a little more Timmy.
It's a little more about just playing bigger and bigger creatures and attacking.
It has a bit of a Timmy-Tammy sensibility.
But one thing we've learned about the Timmies and the Tammies of the world is
they don't particularly like discarding their cards.
The one reason this was a little bit different is most of the time when you're discarding,
either you're killing a creature or you're getting an extra damage that's really important to get into.
Sometimes even winning the game with it.
So we're like, okay, the guru player is
not the one that willy-nilly wants to discard his cards,
but it seems like the situation where you're
going to discard your cards would have
some sort of attractiveness to
that player, and so we
left Blood Rush. We need to talk a bit about it.
But anyway, Blood Rush
stayed. So now, let's get
to Ravnica Allegiances.
Okay, so the mechanic that Vision Design made was called Turmoil.
So the way Turmoil worked was it went on permanence.
It was an ability word.
It said, at the beginning of your end step, if opponent was dealt damage this turn, effect.
And the idea was, okay, it kind of was like a bloodthirsty turn effect. And the idea was okay,
it kind of was like a bloodthirsty
type effect, except
rather than you getting plus one plus one counters
on your creatures, other things would
happen. And it always happened at end
of turn. So maybe it did damage, or maybe it
made a token, or maybe it
you know, it would do something
that was of value to you, something that was valuable
at end of turn. something that was of value to you, something that was valuable at end of turn.
And that was what we turned over.
We thought it kind of played a bit into Bloodthirst,
but did something a little bit different.
And it would play nicely with the mechanics that were there before,
but we hadn't quite seen this before.
Originally, by the way, we had Enrage,
which is the mechanic on the dinosaurs,
if you take damage, if you're a damage trigger,
we had made that for Gruul, and it found out at the same time,
in completely parallel design,
the Ixalan team had designed Enrage for the dinosaurs,
and the rule is the earlier team, if they need it, gets it, because the later team has more time
to work on it. And so Ixalan was way before us, a year before us, so
they took Enrage, and we had to get another mechanic.
So when Turmula got turned over to set design,
they liked it. In fact, there were a couple of them that
at the end of turn,
what they would do is they would put mana in your mana pool.
I'm not sure whether it didn't clear or whether it was a delayed effect when you got the mana.
But the idea was it gave you mana to spend next turn.
Or maybe it gave you... I forget exactly how it worked.
But we had a version that gave you mana so that you could use your mana on the next turn.
And they really liked that, and they ended up giving it not to Gruul, but they gave it to Rakdos and then tweaked it to make Spectacle.
They liked the idea of something that cared about you doing damage, and Gruul had already done Bloodthirst and gotten bigger.
They liked the idea of damage prevention.
You know, the
raptors really have this thing about enjoying pain,
enjoying inflicting pain, and so
it made it kind of cool to put it there.
And so they did cost reduction.
Gruul doesn't...
Gruul's... Instead of getting cost
reduction, Gruul tend to like going bigger, which is
why we have blood thirst, where raptors
is a little more about trying to get your threats out. Like pain is kind of
a thing that helps you. So anyway, that went to Ractos.
So what that meant was that they needed
to come up with a different mechanic for Gruul because they had given
the Gruul mechanic away to Ractos.
And I know there's a lot, like one of the
guidelines we have is
if you mix all the
cards with the guild symbol together
that it would play together
there would be a
cohesiveness to the play.
So one of the things they were looking at is
okay, what exactly
can
gruel do?
And interestingly, the inspiration for the solution to the problem
came from the Rakdos mechanic.
So, like, Rakdos taketh away and giveth.
So, Rakdos had a mechanical unleash in Return of Ravnica
where creatures could come into play with a plus one, plus one counter,
and if they did, then
they couldn't block. So it's sort of
like you could choose to have an upside,
but if you chose the upside, you got a downside.
Or you could choose neither.
And that got kind of
mixed reviews, because
even though you were getting a bonus, it came with a
negative.
So the idea was, what if you did the same kind of thing,
but rather than add a negative
to the plus one, plus one counter side, just added a different positive to the other side.
So the idea is, okay, you get plus one, plus one counter, or what?
They tried a lot of different things, but the thing that played the best was haste.
But there was one small problem.
And that is, at the time, red is primary in haste, black was secondary in haste, and green was tertiary in haste.
And what that meant was green didn't do haste a lot.
It got it on special occasions, especially for constructed.
especially for constructed a long time back
Eric and I came to a happy understanding
where we really needed
black needed it for
as fan and for limited and for just
having an effect
that overlapped black and red
but green needed
for constructed but it didn't need it a lot
so the deal with structures okay look we'll give it tertiary
and green like you know once or twice
a set on a constructed card, you can use it.
It's not something that's going to show up at low rarity.
It's not something that's going to be relevant for limited most of the time.
But it could be there for constructed, and so we did that.
So the problem was that usually if you're tertiary, you do not grant the ability.
That if you're primary or secondary, usually primary grants it.
Sometimes secondary grants it. For, like primary grants it, sometimes secondary grants it.
For like a mechanic, we'd let
that. But tertiary, it's like, ah, it's not
really what green does. So they came
to the Council of Colors and
we had a discussion.
And one of the talks that's
always been going on is
that green really can make good
use of haste. Obviously, for constructors,
they've made good use of it.
And so the idea that came back was,
why are we handicapping green?
And so the argument was,
maybe green deserves haste more than black.
And we looked at it, and what had happened was,
since that time, we had made Menace,
and Menace overlaps in black and red.
So black and red had an overlap.
And it turns out it constructed the only place that Black
tended to use Haste
in two places. One is
on death effects where things
come back from the graveyard. They have Haste so they can just attack.
And usually on
things that Red and Green didn't do, like
flying, for example. Red and Green don't really have a lot of flying.
So we decided it is, okay, let's make
green secondary in haste. We sort of swapped
green and black. Black is tertiary, with the idea that
on cards that come back from the graveyard, or cards that
needed it because they were something red and green didn't do. And on some level, black's kind of
on the edge of secondary for tertiary.
I would say black is kind of still secondary, but less secondary than it used to be.
And we moved green up.
We said, you know what?
Green's a lot of fun with these effects.
There's things we can do with green that we wouldn't do with red.
And so we decided to make haste secondary in green,
which meant that now we could just do this mechanic.
I mean, at one point we were debating,
what if we just said it's okay for the set?
Not normally what green does, but
it's very gruel, it plays in what's going on here.
What if we just make an exception?
We had talked through that.
But in the end,
it just felt like green needed...
We had an ongoing debate of
how often green was supposed to get haste.
And, you know, there was a compelling argument made that, look,
the game is just better with green having more haste.
And the reason we decided to do it also was
some abilities are best when centered in fewer colors,
and some abilities just are broad enough and kind of intrinsic enough
that going a little wider with them is okay.
And Haste is the kind of effect we can make a lot of use of.
Haste might, I mean, Flying is number one as far as overall how often it shows up of every mechanic.
But Haste might be number two.
We make a decent number of Haste cards.
Haste cards really help for Constructed.
And it's just a fun, simple mechanic.
There's a bunch of different ways to use it.
And so we just made the decision to add it in.
So with that decision, Riot was acceptable.
And we added Riot in.
And Riot proved itself almost instantaneously.
Oh, let me talk about the overlaps.
I didn't do that.
I didn't do that for the last set
so in Gay Crash
green and red
red overlapped with
green overlapped with Simic
and red overlapped with
not is it
not, oh Boros, with Boros
so luckily
Boros light typing giant growth effects, that worked really well, Boros, with Boros. So luckily, Boros light typing
giant growth effects, that worked really well with Boros.
And Simic had
a,
Simic cares
about plus one, plus one counters.
And so the idea
of making things bigger,
you know,
that, there were a lot of things that interacted
with size, so both
Boros and Simic could make use of
a Blood Rush. As far
as Ravnic Allegiance, once again
Simic is the overlap on the green
side, and on the red
side, was the overlap this time, is Raktos.
Raktos is the overlap.
So the one thing about Riot is
Raktos has a mechanical spectacle that the one thing about Riot is Raktos has mechanical spectacle
that it wants to get damage in.
So having haste creatures,
or having just larger creatures, if you choose a plus and plus
encounter, that may be able to get through
through their size,
played nicely with spectacle.
And Simic has
a monstrous mechanic
which
it's called, what's it called? It's called Adapt. Um, and so,
uh, in general, Simic has a bunch of cards that care about size. Once again, the same, um, Simic
is very creature-oriented and caring about creatures, and so things that can make the
creatures bigger, um, can be helpful. Um, yeah, so creatures that, I mean, um, in some ways, I, I, um,
Riot works a little bit better with Rakdos than it works with, um, Simic, but it works with Simic.
Um, it definitely is something where there's, there's some value to it. And, um, you know,
the, the Simic does care about size a little bit. So there's some size mattering stuff going on, I think, in red in this set.
Because both Simic and Care and, you know, making you care in Gruul.
Size mattering makes you sometimes want to choose the plus one, plus one counter thing.
So anyway.
And size mattering just makes you want to adapt.
So one of the ways to sort of make
those two overlap a little bit is you see
some size matter stuff going on there.
One of the interesting things in general
about the making of Gruul is
that
Gruul is
very visceral in sort of its feel.
A lot of times I've talked about sometimes you're trying to match
like some guilds
are more about corning off
a portion of the game and others are
more about sort of capturing a feel.
I said that Rakdos, for example,
was more about capturing a feel where
something like
Golgari is more about, oh, the graveyard is
kind of his thing. I would say
that Gruul leans a little bit toward Rakdos in this regard,
in that, yeah, I mean, it centers on creatures and combat,
but it's also a little bit more oriented on the flavor of the recklessness,
and, like, we want you to attack.
We want you to make a guild that wants to be turning sideways a lot.
And we want you to be ramping up.
You'll notice
over all the visits that we're trying
to do things that gets that
sort of style of play, that gets that feel
that you are
you know, I'm Gruul, get out of the way
and I'm barreling through
with giant creatures.
We like that sense.
We've attacked it
a bunch of different ways.
Like, one of the interesting things
about Gruul has been
that if you look at
the different mechanics
they use for Gruul,
they all play in the same deck,
they all have the same sensibility,
but they really attack it
from different directions.
And that's one of the signs
that the guild has
a very distinctive sense
for trying to get
a sort of feel to it. And I enjoy
that all the guild mechanics definitely have that
feel, even though kind of
the entry in is a little bit different.
And when you put them all together,
they play nicely together, because there's a
unified feel to a gruul deck.
Even though
the individual mechanics actually are
coming from different vantage points.
Much more than some other guilds that sort of hit the theme a little more straight on.
So anyway, I'm coming up to work.
I hope you guys enjoyed Talk of Gruul.
You know, it is one of the guilds that when you sort of make the mechanics,
you really have to play because the key of making sure you have a good gruel mechanic is the general sense of what it encourages for you,
the gruel player, and how it makes your opponent who's playing against you feel. The gruel are
dangerous and reckless and a little bit scary. And so we like the idea that we're playing against
gruel that the other player isn't necessarily playing by some of the normal rules of magic.
That some of the normal strategies about how to attack aren't quite true.
That they're a little bit more reckless and a little bit more willing to do kind of crazy things,
which matches the general feel of Gruul, and we like that.
So, anyway, Gruul is a lot of fun to design.
I hope you guys enjoyed the walkthrough gruel today.
But I'm now at work.
So we all know what that means.
I mean, this is the end of my drive to work.
So instead of talking magic, it's time for me to be making magic.
Bye-bye.