Magic: The Gathering Drive to Work Podcast - #634: Rabiah Scale, Part 1
Episode Date: May 3, 2019This is part one of a two-part series exploring the Rabiah Scale, a scale talking about how likely we are to visit or revisit certain planes in a Standard-legal set. ...
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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 today it's all about the Rabia scale.
So, on my blog, a while ago I started something called the Storm Scale.
I did a whole podcast on it where I ranked on a scale from 1 to 10 how likely mechanics were likely to come to a standard legal set.
Usually come back, although now I do Storm Scale stuff on mechanics that we haven't made yet and stuff.
But anyway, so the Rubaiya scale is a similar scale about
what are the chances of returning or going to a plane in a standard legal set.
And then I wrote an article about it, and this is my podcast based on the article,
based on the scale, based on my blog.
Okay, so what I'm going to do is first walk you through the scale, then I'll walk you through all the different planes that I discussed in the article.
And then one bonus plane that I forgot in the article that I'm going to add in just for you, for you readers.
Okay, so there are five things we talk about when I try to figure out whether or not something, like where it goes on the scale.
Now, like my other scales, one means it's very likely, ten means it's very unlikely.
That is how my scales work.
So a one would mean we're almost for sure going to go back someday.
A ten means, I'm skeptical.
I always name the scales after the thing I least think we're going to do.
Rabia I will get to today, but Rabia is the
plane I least think we're returning to.
I'll explain why when we get there.
There are five things that I look
at when I'm talking about
what the scale for a particular plane is.
First is popularity.
I put it into a couple different categories.
There's very popular, popular, liked, and unpopular.
That just talks about, do players like it?
The more players like it, the better chance it will come back.
So if players really like a world, greatly increases our return.
If they really don't like a world, greatly decreases our return.
Next, mechanical identity.
How tied is this world to some mechanical identity?
The stronger the identity, the better,
because one of the things that we want of our world
is that they have a strong definition,
both creatively and mechanically.
So it's either strong, average, or weak.
And then there's creative identity.
How much flavor, how flavorful is the world?
How much do we define what the world is
from a creative standpoint?
And that also could be strong, average, or weak.
Then we have room for expansion, which is significant, some, or minimal.
And what that means is, if we go back, is there stuff to do?
Is there places to visit?
Is there things to look at?
Like, what, how much room is there for us to, like, part of going back is, is there
cool things to do?
And so room for expansion says, like, how much do we leave for future sets?
And then story continuation, which is major, minor, or minimal.
And what that is, is, hey, does the magic story make us want to go there?
Major would mean that there's a major unresolved plot hole that we can't resolve until we go there.
Minor is, okay, there's some things that matter that if we went there would tie into the story.
And minimal means not really connected to the story.
I mean, we can make anything connect, but it's not inherently connected.
Minimal means there's very little there.
Okay, so let's start with Alara from Shards of Alara Block.
Okay, first popularity
it is popular
the shards
meaning so the premise of Alara
was that it was a world that was broken
into five shards
and each shard only has three of the
five colors of magic
well what would happen if a color and its allies existed
but not its enemies?
And each shard got shaped
in a very different world.
There was the white-centric Bant.
There was the blue-centric Esper.
There's a black-centric Grixis.
There's a red-centric Jund,
and the green-centric Naya.
Players liked the shards more
than they liked...
So what happened in the story is
the thing that separates them,
there's a thing called the conflicts
that brings them back together.
And the world, the shards start reconnecting.
The players liked the shards better
than the connected shards.
So the shards were popular
and the combined were light.
Definitely it's one of those worlds where we took
what was really cool about the world and during the
course of the block kind of moved away
from what made it cool. We had a bad
habit of doing that for a while.
It does mean if we go back to
Allura, I mean the interesting thing about the Allura
is the shards.
The shards all coming together and being a jumbled
mess is a little less interesting.
Mechanical, it's got a pretty strong mechanical identity.
It's tied to arcs, or what we now call shards.
Means a color ends two allies.
So three color, it had a very strong three color theme.
So mechanically very strong.
Creative, it depends.
The individual shards had a pretty good
mechanical identity. Them all
coming together didn't.
That it was
kind of strong individually in the shards
and kind of average when they came together.
That when each world had its own definition of
lacking the enemy
colors, just a color
and its allies, very strong
identity.
Once it all kind of mushed together, much vaguer, much harder,
a much messier sort of creative.
Room for growth.
There's significant room for growth as far as what you could do mechanically.
I mean, one of the things in general is three color has its challenges.
So,
actually, I think this is not significant.
This is some.
Three color has its challenges.
There is only so much design for three color design.
It is not infinite.
And each of the worlds has a very distinct
identity that, you know,
I do think we could revisit.
I do think, I mean, obviously players like it.
But I think the expansion, I guess, it's some.
Story is minimal.
Or I don't know, I think I put minimal in an article.
It's somewhere between minimal and minor.
Some of the characters are from here.
Tezzeret is from Esper.
I believe Ajani is from Bant.
Bant is where Gideon first sparked to.
So, I mean, there are connections to our characters.
So there's not... I think the reason I put minimal is there's not a lot of ongoing things.
I mean, the biggest connection is some of our characters have a bond to these places or from them or have visited them.
So, there's, there's some connection there.
I mean, also, um, because Planeswalkers were around a lot of our first, you know, Nicole Boles had been there,
various of our plans workers had been there, and so there is some connection to the story. So I give it
a rating of 5,
which means that I think we're more likely to return than not to return.
That's where the 5-6 cut off my mind.
And I, like I said, the reason it's a five overall is there's some challenges to making it work.
Uh, we kind of left it in a creative state that's a little messy.
And, um, three color has its challenges to do.
Next, um, Amonkhet.
So, Amonkhet, uh, was popular. Uh, playersonkhet. So Amonkhet was popular.
Players generally liked it.
There had been a lot of requests for an Egyptian-inspired world,
and so we finally had an Egyptian-inspired world.
There were a lot of players that enjoyed it,
and the world definitely is one of our top-down worlds,
so a lot of players really appreciated us hitting Egypt.
Mechanical, it had a pretty strong mechanical identity.
It definitely was a world that was kind of a cruel world. We had some top-down stuff like in
Bomb. It used minus one, minus one counters.
If we went back, there's a few things that are very core to this mechanical
identity. And creatively, it was a pretty strong identity.
It's top-down Egyptian mythology world, our take on it.
So both the mechanics and creative were pretty strong.
Room for growth, some.
Probably the biggest problem is we kind of blew up the world as we knew it at the end of it.
But that's one city in the world.
There were definitely hints at the idea that there's other cities there.
Bolas was clearly shaping at least the one city,
and he had a lot of plans for that one city.
But there's some hints of other stuff there.
And at the end of the story, there were characters and stuff.
The Red God survived.
There definitely was hints of where to go. And the story
itself was minimal. It played a lot into
the story. The Gatewatch coming there to defeat Bolas was
a big deal at the time. But now that Bolas is left
and the Gatewatch is left, there's not a lot there from the core part of the story
to pick up on. There are on-plane stories, obviously,
like the Red God and stuff. So I gave it a rating. I also gave it a rating
of five. I think it has a very strong identity. It was
relatively liked. The biggest sort of, the reason it's a five
rather than a little lower is we had kind of wrapped up a lot of
stuff in the story, and so we really would need to figure out
what story we're telling, and
mechanically speaking,
you know, a lot of it
was geared toward the blowing up of the
world, and we, anyway, there'll be some
work to go back there.
Dominaria.
Very popular. One of the most
popular worlds we have, and
the return visit was super popular.
In fact, I looked at our, what we call the God Book study, our ratings, and it had, the
Dominator, the set, and the plane both had remarkably high ratings from the players.
Mechanical identity, average, one of the biggest problems that we have with Ravnica,
not Ravnica, I'm sorry, with Dominaria is
we've just been there so many different times
and so many different, like,
in some ways, a lot of our trips to Dominaria,
because it was early in Magic,
had it been later in Magic,
it just would have been its own world.
Icy World, Ice Age would have been its own world.
Jamora, Jungle World would have been its own world. Icy world, Ice Age would have been its own world. Jamora, jungle world, would have been its own world.
Post-apocalyptic world, or mutant world,
or just all these different things that are kind of jumbled together.
And then mechanically, you know, hey, we've done multicolor there.
We've done tribal there.
We've done, like, lots of different things there.
We've done artifacts there.
You know, we've done a lot of different themes.
So it is a little bit jumbled.
When we visited Dominaria,
we started off this sort of historical history thing.
That it's about history.
And so if you went back,
that's the route we'd probably cover.
Creatively, it has the same problem.
Well, it has the problem of
its identity is a little muddy
because we've been there so many times.
The good news is there's lots of places to visit.
There's lots of things we can tap into.
It is a world that we know so much about
that the creative identity problem,
the reason I'll say average is just there's too much.
It's the world with the embarrassment of riches of just,
there's too much there.
So it is tricky to know what part will be returned.
But Room for Growth, significant.
I mean, significant.
So much time was there and there's so much established there and so many characters and worlds.
And there's just so much there that, yes, we could go back many, many different times and have lots of material to cover.
And then story, major. Dominaria has been
on the forefront of many of the major storylines.
Nicol Bolas, one of the main characters, one of the villains, is from
there. Liliana is from there. Teferi is from there.
So, you know, there's a lot of ties to Dominaria. It is definitely, I think it is a world that has more known planeswalkers
from it than any other world, I believe. Although Ravnica is close. So the rating is a one.
That is me saying I can't imagine us not going back to Dominaria. It is
too popular with the players and there's just
too much potential things we can do
not to go back. There's some challenges.
We spend a lot of time on
Dominaria, the set, of giving
it an identity that's more in line with our
normal identities for worlds.
And so I do think the history world
flavors what you'll see going back.
Fiora! So Fiora is the world that both conspiracies take place in.
It's kind of a Renaissance Italy-inspired world.
There's a lot of intrigue and a lot of politics and stuff.
Players liked it.
It is one of those worlds that sort of has a general look and feel to it
but it's not
the God of the Studies that I've given, Fiora was
not in a main set, they were in
two supplemental sets and the supplemental
sets were relatively liked but
when we tested the world
players were like, okay I like it
but we got less of wow
this is really one of my favorite worlds
although I do get requests to visit Fiora Mechan it, but we got less of, wow, this is really one of my favorite worlds.
Although I do get requests to visit Miura.
Mechanical, it's got pretty strong.
It's very much tied toward politics and multiplayer.
The problem there is what makes it a strong identity does not lend itself really well to a standard legal set.
Meaning if we went to do a standard legal set, I'd have to figure it off the mechanics.
You know what I'm saying?
Because what the mechanical identity has
is not just lean towards standard.
Doesn't lean toward a standard set.
Creative, very strong.
There's definitely some story woven in there.
There's some planeswalkers from there.
Jack made a home there for a while, I don't think he's originally
from there, but Dak made some time there
Kaya spent some time there
um, Doretti, I think is from there
um, so there's
some minor ties, and there's definitely some characters
that are connected to it
um, so the rating I gave
it a 6
um, the biggest problem is that, I gave it a 6.
The biggest problem is that it's cool and flammable,
it's so tied to multiplayer
and politics
that trying to figure out how we would do it
in... There's a challenge of how
do you make it work in Standard? How does Standard do something
with Fjord in a way that is
sort of cool? Not undoable,
but a little bit
of a challenge. That's why it's a six.
Innistrad. Players
very popular.
Players like Innistrad. In fact,
I think in the latest poll I saw,
Dominaria and Ravnuk and Innistrad
were all three
super popular.
Zendikar also did pretty well.
But Indusrides is in the top three of most popular of all time.
Mechanical identity, super strong, top-down, gothic horror world.
It is very established.
There's a monster tribal theme that runs through it.
There's a graveyard theme that runs through it.
It's double-faced cards, that it's the world's double-faced that runs through it. You know, it's definitely,
it's double-faced cards,
that it's the world's double-faced cards.
So it has a very strong
mechanical identity.
Creative identity,
also very strong.
You know,
like I said,
it's got the core world
and we've really carved out
who the monsters are
and what the different
parts of the world
and how the world works.
Room for,
room for expansion.
Pretty significant.
There's a lot.
The horror genre is pretty strong.
And even within the stuff we've already done,
we're playing in really rich trope space.
That even, yes, we've made zombies,
but this is a very distinct kind of zombie.
And it's the home of the werewolves.
It's hard to do werewolves other places and stuff like that.
It definitely has lots of room.
And story, it is major.
There's a lot of stuff intertwined.
One of the Odrazi, Emrakul, is trapped in the moon,
and Sorin is from here,
and all the Gatewatches visited here
Tamiyo
currently is studying the moon
there
Nahiri is obviously visited there
there's just a lot of
it's one of those worlds that's very intertwined
with a lot of the story stuff that's going on
and leaving Emrakul on the moon
means we kind of left, there's some stuff left
behind that definitely sort of there's a lot of little plot lines that
have been left that we could pick up on. And it's one of the worlds, because we visited it a couple times,
there's a lot of native characters there that have storylines that are
ongoing. Like the angels and stuff.
So I give Innistrad a 1. Once again, I would be
shocked if we don't return to Innistrad. It's a very popular world.
Ixalan. Popularity. Liked. Players more were fond of the pirates and the dinosaurs more so than...
They liked a lot of the components of the world.
It's one of those things where I think the world, given a better...
I mean, I don't know. I think the
set made some mistakes, and
the world is somewhat tempered
by that, as you will see. There's definitely
worlds where the player's unhappiness
with the set itself
comes across on the world.
I think this world could have been rated a little better
if the set just had been
a little stronger. I don't know.
So I populate light.
Mechanical identity, average. It has a tribal sort of component to it, but I think there were some missteps there and we went
back. Not that we wouldn't have a tribal element to it, but I think
we would need a little bit more than that.
I think creative is pretty strong.
I think the world creatively, in fact, I think the
world is better creatively than its response
from the audience.
And I attribute some of that to
some of the executions of mechanics.
Return, there's some significance.
There's an entire continent.
We find that vampires
came from another continent, so there's a whole other aspect of the world we haven't seen yet.
And even though the world's a South, there's definitely a lot of room for other stuff within it.
And story...
I think I put
minor. It's minor to minimal.
There's definitely some characters
that spent time there.
You know, a bunch of...
Angrath was trapped there.
What's her name? The dinosaur.
The dinosaur... I'm blanking on her name.
The dinosaur...
I'll come back to her.
The dinosaur planeswacker's there.
Vraska and Jace were trapped there.
Azor, who was a planeswwalker at one point, was trapped there.
So there's definitely some characters, and it's...
It has a connection to the current storyline.
So, I mean, there's some connections.
So I put on my scale, I gave it a 4.
I think I was being a little optimistic.
It's one of those worlds where I think the creative's really strong.
I think that its reception was,
like, we made some missteps mechanically.
And so a lot of this world's return is
can we find the correct way
to handle the world upon its return?
I think we can.
I think my four rating is a little optimistic,
but I feel like it's a really strong creative world
that mechanically we didn't quite handle as well as we could.
Next, Kaladesh.
Popularity, somewhere between liked and popular.
It was one of those worlds that the popular went down
over the length of the world being in standard,
partly because standard kind of broke,
and a lot of people sort of blamed Cowardish for it.
I mean, rightfully so.
Cowardish has broken stuff in it.
Mechanical identity is very strong.
It's an artifact world.
It's a technological world. Creatively is very strong. It's an artifact world. It's a technological world.
Creatively also very strong.
It is definitely a world that has a very, you know, a very strong sense of what it is.
I think there is some room for expansion.
Actually, probably somewhere between some and significant.
I mean, we only visited basically one city in the world,
so there's a lot of flavor space for it.
And mechanically, artifacts are pretty robust.
I mean, one of the things we have to solve is mechanical sets get kind of broken,
and so we're trying to figure out how to solve that,
and so it is that problem to solve.
And then story-wise, minor.
This is Chandra's home. this is Dovin Bond's home
you know, so we
obviously the Gatewatch visited here, Tezzeret visited here
and it has some connection
the Planter Bridge came from here, I mean there's definitely some things
that tie this world to the larger storyline
but in a more minor way.
I gave it a rating of 5.
This is one of those worlds where I think there's a lot going for it,
but also it caused some problems, and we have to figure out how to fix that.
Artifact sets in general have been troublesome for us.
I don't think we're going to abandon artifact sets,
but we need to find some solutions.
We're definitely looking at using colored mana more.
Anyway, we need to figure out how to solve that problem.
That definitely is something that we have yet...
A nut we've yet to crack, as they say.
Kamigawa.
It was unpopular.
Although I will say it has grown in popularity after the fact.
When we actually were at the world, so interesting point is, it's one of the first worlds we
ever tested the world with market research, and it polled really poorly.
In fact, I think today it's still the lowest rated world we have.
So one of the problems with what we found was we did a top-down world inspired by Japanese
mythology.
First top-down world, I mean, other than maybe Arabian Nights, first top-down world once
we were making blocks.
And we made a choice to make it, we sort of made it very, very true to Japanese mythology,
but hitting a lot of things that were unfamiliar with most of the audience.
And so it ended up being a world that didn't quite resonate as much as we hoped.
One of the reasons I think it got rated so low.
It's definitely one of those worlds that... It's one of those worlds that has grown on people in retrospect.
Like, it has a much higher following now than it ever did then.
Mechanically, it's weak.
It was a very parasitic set.
The mechanic, like...
One of the biggest problems, going back to Kamigawa,
is there's very few mechanics I'd even want to salvage.
Flip cards didn't quite work out.
Double-faced cards are just a better version of that.
The splice, I mean, splice, if we went back,
maybe we'd try splice onto Instants of Sorcery rather than onto Arcane.
Ninjutsu is somewhat popular.
That's a mechanic we've tried to figure out how to do again.
You know,
Bushido is at least, I mean, it's a very simple mechanic,
but it's got a name tied to this world.
I don't know.
There's not a lot of mechanical stuff I want to revisit
if we went back.
Creatively average.
I mean, there's some cool things about it.
I mean, the story, it's not devoid of some interesting aspects.
And I do think a Japanese-inspired world is something that if we started from scratch,
we would do really amazingly.
Room for...
There's some room for expansion.
Not tons. I mean, there's not a some room for expansion. Not tons.
Uh, I mean, there's not a lot of mechanic expansion I care about. There's some,
there's some creative expansion.
Story-wise, there's some minor
plot points. It's Tamio's home world.
Uh, Johnny and Tamio
have a connection, um,
as does, I think, Narset and Tamio. So there's,
there's some tie into the story
that if we went there, there's some tie into the story.
If we went there, there's some ways to weave it into the larger story.
I gave it a rating of an 8.
It is just a hard sell within the home office to say, let's go to Kamigawa, just because Kamigawa just hasn't really done all that well in the past.
And it's easier to say, let's go to a world that was popular. It's a lot harder to say, let's go to a world that's unpopular.
I did a whole podcast talking about why
it's dangerous. Like, it went horribly.
We can fix it. It's just not the greatest place to start a design.
So, I will say I gave this an 8. I probably would drop it to a
7. I did a drop it to a 7.
I did a poll not long ago where I asked the audience on my blog and on my social media mostly.
I tagged from other places and said,
What world do you most want to return to?
And then I weighted the answers.
And the number one was Lorwyn and the number two was Kamigawa.
And those two were 1 and two by a decent margin.
So, both Lorwyn
and Kamigawa, I think maybe
ticked up one from just
a strong, given that's the
enfranchised audience, it's not all the audience, but
the enfranchised audience really does seem to have
a soft spot for Lorwyn and Kamigawa.
So, keeping that in mind, while I gave it
an eight in my article, probably
I guess I'd say it's a 7.
Which gets us to Lorwyn.
Lorwyn slash Shadowmoor.
So it was also unpopular when we were originally there.
It's the second lowest rated world.
Shadowmoor did better than Lorwyn.
I'm treating them as a singular world called Lorwyn and Shadowmoor.
For those who don't know, it's a world in which the world changes and it's light part of the time and dark part
of the time.
And there's an event that changes it between these two states.
So Shattermoor did a little bit better than Lorwyn.
Neither did great.
Mechanically, it's got a pretty strong identity.
Lorwyn's very tied to tribal.
Shattermoor's very tied to tribal Shadowmour's very tied to hybrid
if we went back
we would probably tie
the most interesting aspect mechanically of the world
is the fact that there's two states
that might be something we would
mechanically tie into
creatively average
some players really like
the sort of softness to it, especially on the
Lorwyn side. It's a world that's a little gentler than some of our normal worlds, but
I mean, the creative didn't really, at the time, based on all our market research, the
creative didn't resonate as strongly with the audiences. We hope, obviously, the fact
that it rated so high in the recent survey means,
at least within Franchise's audience, there's something about it that people like.
There's some sort of quality to it that's a little bit different.
It is the one plane, the only plane that I know of that doesn't have humans on it.
The funny thing is, the people who love it,
some of them bring up no humans as being a plus to the world,
although all market research actually shows that the lack of humans is one of the reasons
that the world gets rated so lowly,
so I'm not sure where that stands.
There is some room for expansion.
Obviously, if we did, I mean,
if we played into tribal space,
there's things we would do.
If we played into hybrid,
hybrid's a little bit limited.
We've learned we can't do hybrid at the levels we did hybrid in Shattamore.
So if we went back to Lorwyn, the hybrid levels couldn't be quite as high
if we were doing the Shattamore part.
Story-wise, there's minor connections.
Lorwyn is where Nissa sparks to when she first goes there.
I don't know.
I mean, I guess maybe somewhere between minimal and minor.
There's some connections to Lorwyn,
maybe less than I was thinking of off the top of my head.
I gave this a seven.
I rated it slightly better than Kamigawa.
Maybe this dips down to a 6 with all the recent stuff.
I mean, it is a world that has some problems to it,
has some things we have to work out,
has some issues.
The audience's response when we were there last
definitely has us rethinking how we want to visit it.
It's a world with potential. Obviously, it's
more popular than our enfranchised crowd.
I rated it a 7 on the article. I'm going to take it down to a 6.
Okay, next. Mercadia. So Mercadia is from the block Mercadian Masks.
It's a world that is kind of
a world of commerce.
It's got some city aspects to it,
but it also has some other aspects.
It was unpopular.
Players did not like Mercadia.
I think Mercadia is the...
Well, Mercadia was prior to us
measuring worlds.
But when we've gone back
and asked about Mercadia,
it never does well.
It didn't do great in their poll.
For example, some of these ones, I have a lot of people
asking. Others are like, eh,
the enfranchised player's like, you know what?
I don't need to see Mercadia. Can you give me Lorwyn
or Kamigawa? So Mercadia
isn't really even championed by the
enfranchised crowd. It's got a
weakened mechanical identity.
I don't even know, like, it was a
point in time where we hadn't really
got themes yet for a world, so
it doesn't even have a
mechanical identity. And creative identity,
the world
at the time was like, it's a world where things don't work
the way you expect them to, and
they really sort of just did things that were weird for the
sake of being weird, but it didn't make it cohesive.
So I don't think it has a very strong creative identity.
It's got minimal room for, I mean, there's not much creatively or mechanically that I want to return to.
So there's not a lot of room for, you know, growth.
And the connection to story is pretty minimal.
I mean, the Gatewatch were there.
I don't even know if a
planeswalker was there or visited there
or was from there.
It's got minimal connection to
modern day storyline.
And for ratings, I gave it
a 9.
It is
almost a 10.
I gave it a 9 just because
Rubia has
one extra thing that keeps us
unlikely to go back there.
So, I give
Norkedia a 9.
Okay, New Phyrexia.
So, New Phyrexia,
the Myrden
part of it was popular.
More so,
I think the Myrden part of it was popular, more so. I think the Mirrodin part of it was bordering between popular and very popular,
and the New Phyrexia part was merely popular.
That players seemed to like the Mirrodin part a little bit better,
so it's another world where we sort of steered it in a direction that...
Now, some players like New Phyrexia. We do get some requests.
I think on the recent poll I asked,
New Phyrexia was in the top five.
I think it was fifth,
but still in the top five.
It has a strong mechanical identity.
We really defined who the Phyrexians were,
and there's poison and negative
one minus one minus one counters and proliferate and they're definitely the Phyrexians have a very
strong mechanical feel to them and creatively we really shaped a world that was very shaped.
Now that world's kind of dark and depressing and I don't know how how long we wanted to be in that
world. You know one of the things that the reason I think New Phyrexia was rated a little lower than Mirrodin is
Mirrodin was a little sunnier and bright than New Phyrexia.
New Phyrexia is a little bleaker.
And in general, players don't mind things a little dark,
but New Phyrexia is a little on the bleak side for them.
Return, there's some.
Definitely mechanics have some space to play around with.
Like I said, there's a strong mechanical and creative identity,
so there's things to play into.
One of the trickiest things is,
I think the Phyrexians do the best
when you watch them sort of invading other worlds.
When they're slowly sort of turning a world,
it's kind of Phyrexian that's coolest.
And having a world already turned kind of Phyrexian that's coolest and having a world all returned
there's less to do, you're sort of playing in
the
watching the world sort of fight
the factions fight with themselves
we definitely built that up
in New Phyrexia so that part is there
but
probably the strongest
thing going for it is
stories, major the Phyrexians are a major enemy of magic But probably the strongest thing going for it is stories.
Major!
The Phyrexians are a major enemy of magic.
And there's a major dangling plot hole,
which is the fate of the Phyrexians.
The Phyrexians cannot planeswalk.
With the mending, the planar portals shut down,
so that's how they used to travel, was planar portals.
They got to Mirrodin through Karn, when Karn got affected. So, you know,
that's how they managed to travel last time. They're an evil force that
would take over the multiverse. The only thing holding them back is the ability to
travel between planes. But they are a danger, and like I said, they're
one of the big baddies of magic. We really, the Phyrexian
storyline is something at some point we have to pick back up on.
So it's a pretty major, and there's a bunch of planeswalkers that have tied into
it. I think Koth, for example, is still on
New Phyrexia. Karn is very much tied to it.
Elsbeth, although Elsbeth has her own issue
right now, but Elsbeth is very tied to
the Phyrexians.
So, you know, there are definitely some characters
like when we were on Dominaria
in the storyline, you saw
Karn. Karn is very preoccupied
with the Phyrexians and he's on his
mind. So, like, it is definitely something that
ties into the story that is
Oh, so what did I give it? I gave it a rating of a 5. is on his mind. So, like, it is definitely something that ties into the story that is...
Oh, so what did I give it?
I gave it a rating of a five.
I think there's some challenges
with the mechanics to work through.
Poison, for example,
is very polarizing
and definitely has some challenges.
I mean, I think we could go
to New Phyrexia...
Well, I think if we went
to New Phyrexia
with zero poison, the poison fans, of which there are a lot of poison fans,
would be quite disheartened. The poison haters would probably be happy.
But anyway, between the idea of
there's definitely some mechanical and creative identity that people connect to, and there's
a lot of major storylines, I think at some point, like I said,
I gave it a five, meaning I think we're
more likely to return to New Phyrexia than not
to return to New Phyrexia. But I
will admit the reason it's five and not lower is
there's a bunch of challenges.
There's some mechanical challenges. There's some creative challenges.
There's a lot of reasons to go back
to New Phyrexia, but it is
not a world that necessarily is easy to
design. Creatively, it's
very bleak. Mechanically, it's very bleak.
Mechanically, it's types of mechanics that are very polarizing.
So there's definitely some real challenge.
Okay, so I'm almost at work, so I'm going to cut off here.
So in my next podcast, a little preview of things to come, I'll talk about Phyrexia, Rebaah, Wrath, Ravnica, Ragatha, Chandelar, Tarkir, Theros, Algrotha, Vryn, Zendikar, and Kylo.
That's the one I hadn't talked about yet.
Well, let me talk about one more.
I guess I'll sneak in one more before I get it.
I'm waiting in the light.
Phyrexia.
So Phyrexia was somewhat popular, although, once again, Phyrexia, we only really visit Phyrexia a little bit in Urza's Saga. Most of the time
we've seen Phyrexia, the creatures, go elsewhere. So we haven't
really been to the plane of Phyrexia.
And its mechanical identity is average. It's very black
is probably its biggest problem. When we brought Phyrexia
back, we kind of pushed them
through all five colors. They're very, very
black on original Phyrexia.
Creatively, it's pretty weak.
It's kind of based on Dante's Inferno,
so it's dark. You think new
Phyrexia is dark. Phyrexia is darker.
Room for expansion,
there's some, but not a lot.
I mean, we've
only been there once,
so, I mean, it's not like we've tapped everything out.
There's some minor tie.
I mean, the Phyrexians are very much
a big part of the magic larger story.
Urza, Yawgmoth, I mean, there's some characters in old
that are tied to Phyrexia.
So there's definitely something.
In the larger magic storyline, there's some connection.
There's maybe minimal Planeswalker connection.
Actually, no Planeswalkers are from there.
I gave it as a rating a nine
because, like, visiting a world
that basically is mostly black mana.
I mean, we did Torment,
which was leaning toward black,
and that was problematic.
That's why I gave it a nine.
I'm not quite sure how we pull it off.
Maybe I give it a 10 if I didn't want to
make her buy the 110.
Maybe it's a world
where as a component of other things,
maybe if we did something like
Magic Origins where we visited a bunch of planes,
maybe it's one of the planes we could visit.
The other problem is
the Phyrexians that were on Phyrexia
I think are dead now based on the Wetlight Saga story.
So while there are new Phyrexians and new Phyrexia, I don't think there are...
I think Phyrexia the world might be empty.
I don't know. Maybe there's Phyrexians there. I'm not sure.
So anyway, it's a troublesome world for us to visit.
So anyway, I gave it a 9.
Okay, so I'm now pulling into the Wizard's Parking Lot. So I have, anyway, I gave it a nine. Okay, so I'm now
pulling into the Wizard's Park a lot. So I have a bunch
of planes left to talk about.
I will cover them next time.
I was going to say tomorrow, but for you guys
on the next podcast.
But anyway, I hope you guys enjoyed it, and
it's kind of fun.
One of the reasons I think the scale articles
and stuff on my blog is popular is
it's fun to discuss kind of like the chances of things.
And it lets me sort of talk through like how successful things have been.
So anyway, my Rebiah Scale article was pretty popular.
So I assume, I hope that this will be popular as well.
But anyway, so many planes.
I only got through half of them or some of them.
But anyway, I will talk about the rest on the next podcast.
So anyway, I'm now at work.
So we all know what that means. It is the end of my drive to work. So instead of talking magic, it's time for me to be making magic. I'll see you guys next time. Bye-bye.