Magic: The Gathering Drive to Work Podcast - #638: War of the Spark
Episode Date: May 17, 2019This podcast talks about the vision design of War of the Spark. ...
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I'm pulling up my driveway. We all know what that means. It's time for the drive to work.
Okay, so today we're going to talk about War of the Spark.
Okay, so let's go back. So, Nicole Bolas had a three-year story arc that Doug Byer codenamed Handlebar.
Partly because, kind of like a handlebar mustache
that the villain would twirl maliciously.
Or also, if you have a puppet,
the bar that controls the puppet is called a handlebar.
So the idea was, it was a villain puppet master.
Anyway, so it's called Handlebar.
So it was three years.
So Act 1 was Kaladesh and Amonkhet.
We sort of, they first learn about Bolas, and then they go to confront him, but they're defeated by him.
And then they scramble, and Jace gets off to Ixalan, and then Act 2 was Ixalan and Dominaria.
And then Act 3 was Unravnica, with the finale, the climax of the story happening in War of the Spark.
And all of this had been planned ahead of time.
So all of this had been carefully mapped out.
And if you follow the storyline,
there's all these different pieces that were coming together.
Like a lot of the idea behind War of the Spark was
you would realize that Boll was up to something,
but not quite understand the full extent of his plan.
And that come War of the Spark, we would have this giant battle on Ravnica.
Giant planeswalker war on Ravnica.
So there were a couple things.
So I've explained before that when we decided that we were going to have the big finale
on Ravnica, we said, oh, well, first thing we have to do is have our guild sets to sort of give the Ravnica, we said oh, well first thing we have to do is have a guild have our guild sets to sort
of give the Ravnica you expect.
And then we'll do
originally it was a block. Originally War of the Spark
was not a single set, but it was
milk and cookies. So a large set and a small set.
And the idea we had is, okay, we're going to make
an event block.
And we ended up making an event set.
And the idea behind an event set is
most sets are focused on where they are.
They're all about the environment of where they are.
And an event set says,
okay, it happens to be someplace.
That's not what's important.
Some major event is happening
and we're going to build it around this event.
So there was a war of planeswalkers
and the idea was we wanted
most planeswalkers you knew. There's reasons why not everybody could be there. But pretty and the idea was we wanted most planeswalkers you knew. There's
reasons why not everybody could be there, but
pretty much the idea was, what if
all the planeswalkers were all together
in a giant war?
And from a
creative standpoint, it was really
cool. Now,
I should point this out, because people have mentioned this.
We blocked this all out long before
we knew what Avengers Infinity War
even was. This was years before
that was even announced.
And so, we just liked
the idea of a giant culmination with all the characters
coming together.
And so,
that is a cool story. It is a neat
idea for a story.
And there's a lot of, I mean, there's a
lot of reasons to really like it,
and we thought the players would like it. But as the guy
who had to design it, I was like,
okay, here's the problem.
Planeswalkers are mythic
rare cards. We get
in a block, you know, back then
it was a block, wasn't even a single set. We get, okay,
maybe five in a block. We get three in the
large set and two in the small set, and I'm like,
how, you know, will we be able to convey this. And I was very worried early on because
I was worried that we wouldn't convey the essence of what the story was all about,
which was this giant planeswalker war. So when we started the design, I was very focused on
sort of it's a planeswalker war.
I want to convey war.
How do you convey that?
So the first thing we did is we made a mechanic that was called the skirmish mechanic.
And the idea of the skirmish mechanic was we wanted to do something that's a little out there that was event related.
So the idea of skirmish was certain cards would make you go get the skirmish was, um, certain cards would make you go get the, the skirmish card, the skirmish
mechanic required you to go get a skirmish card, which was external to the game. It was a game
piece. It wasn't in your deck per se. Um, and we did, we did a bunch of different ways to make
skirmish work, but basically the idea was when you got a skirmish card, um, you marked, uh, there
was like sort of, you could push in both directions.
And it started in the center.
And then every time you dealt combat damage to the opponent, you would advance it.
And there were a couple different ways to advance it.
I think that you could, if you did combat damage to your opponent, it advanced.
I think if you...
I don't remember the details of it.
There are a couple of different ways you could advance.
And the idea was you would do things that were helping you win the war
and that you would move back and forth.
And it was kind of like this giant tug-of-war going on
where you were trying to sort of...
Or maybe the opposite of tug-of-war since you're pushing and not pulling.
But you are trying to advance to the end.
And if you got your side to win, then there's a reward for that.
And there's a lot of various...
We messed around with skirmish for quite a bit.
And there's a lot of different things.
For a while, there were different elements of the skirmish.
And part of the reason we liked skirmish was these different cards got to represent different parts of the battle and you got to see different
characters and it really was sort of saying, oh, well
the battle is coming to you, the game. And all of a sudden there's this overlay
on the game that had this thing that mattered because it could
impact, you know, it could help you get things and do things and so
it was kind of this overlay
on the game where you were fighting this war while playing. And we tried a lot of different
versions, a lot of different versions of Skirmish. And there were some interesting things and there's
some cool stuff. And it definitely really got the sense that there was a war going on.
But something wasn't quite feeling right.
Like, as much as we were messing around in Skirmish, I didn't quite, I wasn't quite getting
what I wanted.
And that's when I realized that our focus was a little off.
That we had spent all this time trying to make a Phyrexian war.
And, not a Phyrexian, sorry, trying to make a planeswalker war. And what I realized was that
wasn't the sexy thing about it. So, basically, the way I realized that something was off
was I do something that's known as, in Hollywood, there's a thing called, you have to do a pitch in
Hollywood, where you have to convince other people to Hollywood where you have to convince, you have to convince
other people to buy your idea. And normally when I put together a pitch, I would make three versions
of the pitch. What I call a long pitch, a short pitch, and an elevator pitch. The long pitch was
like three to five minutes. The short pitch was one minute. And the elevator pitch was one sentence
up to 10 words. And so normally when I get stuck on something
I like to come up with the elevator pitch because it makes
you condense down.
So my elevator pitch, if I remember this exactly, was
imagine every
planeswalker you know
all on Ravnica
fighting.
And the idea
was, I realized when I analyzed what I was saying
is kind of the sexy thing
the thing that I spent
like I only spent one word on There's a War
which was fighting
now it's my punch at the end
to add a little you know
a little a little sizzle
but the part that really
like I spent a lot of words on
because it was so important to me
was every planeswalker you know
like oh my god you know
this this is not just
oh we're going to a world
and there's a couple planeswalkers
this is like all the planeswalkers and then once again maybe not technically, oh, we're going to a world and there's a couple planeswalkers. This is like
all the planeswalkers. And then once again,
maybe not technically all of them. We make a lot of them.
But a lot, a lot of planeswalkers.
Like way more than you'd ever seen before all in
one place. Like the poster to
me, I just wanted
the poster to be all the planeswalkers.
I just thought like, oh, that'd be exciting to see all the
planeswalkers. And then I realized that
oh, we had been designing planeswalker war
when really what was the sexy thing about it was planeswalker war,
that I was focusing on the wrong part of planeswalker war.
So I said, okay, if we want this to be a planeswalker war,
focusing on the planeswalkers, how do I do that?
So I said, okay, I need the planeswalkers there.
So we said, okay, how do I get more planeswalkers in the set?
Now remember, when the set started out,
it was a large and small set, milk and cookies.
And then we went to the change to the three-in-one model
where cookies became a core set.
So we had one set.
So normally in a large set, three planeswalkers is about what we put in a large set, sometimes two.
So I went to the play design team and said, okay, if I wanted more planeswalkers,
what could I do to add in more planeswalkers?
And they said, well, you know, we can stretch a little bit.
I think, what was it,
Shadows of Innistrad, we added a fourth planeswalker
with Tamiyo, but we made her three colors, so
it was very narrow, so it wouldn't go on a lot
of decks. And they're like, okay, so here's
what we could do. We could
maybe add a couple
extra that are a little narrower.
Maybe we shave a planeswalker from the set before
and the set after.
I'm like, okay, well we do all this stuff. In the end,
instead of having three planeswalkers, I could have seven or eight planeswalkers.
And I'm like, oh, okay.
Okay, I guess I'll...
I could have the gatewatch and bolus.
Oh, okay.
But then I realized that wasn't the exciting part. The exciting part
was all the planeswalkers.
And I said, okay, is there a way for me to get
all the planeswalkers in the set? Now,
at the time, I was thinking about 30. That was my, okay, imagine
30 planeswalkers. And there's only 15 Mythic Rare slots.
So, like, by definition,
you know, there's no way to make them all mythic rare.
We did explore the idea of a bonus sheet.
There was a bonus sheet of Planeswalkers.
And the concern there was we wanted Limited to be as much about it as Constructed.
And we ended up doing one per pack.
We'll get to that in a second.
But the separate sheet just didn't feel,
I don't know, it just didn't feel like we,
I wanted it imbued in the set.
And so what I realized is
I wanted to have them lower than Mythic Rare.
And so the idea at first was,
okay, maybe it'll be Mythic Rare and Rare.
But I remembered another thing that happened.
When we first started making Planeswalker packs,
we knew that we were going to make Planeswalkers
for the Planeswalker packs.
And there was discussion about how we would make them.
What would they be?
Because it's an entry-level product.
It's for beginners to play. And planeswalkers are complex. So the idea I had pitched was,
what if we just simplified it? What if, for example, they just had a global ability on them?
And they were a planeswalker that you could attack them to get rid of them,
but it was just really simple. Just had a static ability and you attacked them.
them to get rid of them, but it was just really simple. Just had a static ability, and you attacked them. And that was ruled
not planeswalkery enough,
because they wanted them to look like the normal planeswalkers.
So then I said, okay, what if
it just had one ability? And anyway,
we ended up not going that direction.
But it reminded me, it said, you know, there are ways to do planeswalkers that aren't quite the same as full planeswalkers.
Also, one of the things that I'm in charge of is making sure we slow roll planeswalker advancement.
Because planeswalkers are very popular, but it has the smallest amount of design space.
So one of the things that we've been wanting to do forever
is static abilities on Planeswalkers.
And while we've done them a little bit,
like, I think Garruk had a static ability
which caused him to flip,
caused him to transform,
and the commander Planeswalkers
can be your commander. But barring a few weird, you know, making the commander planeswalkers can be your commander.
But barring a few weird
making the cards work sort of thing,
we hadn't really done static abilities,
so I'd held off on them.
And we were doing Hour of Devastation, and we were trying
to figure out what to do with Bolas.
And so someone pitched
Bolas with a static ability.
And I said, you know,
how about this? We knew we needed a Bolas in War of the Spark.
Why don't we do a four loyalty Bolas in Hour of Diffusion?
Never done that before.
And then we'll have Bolas in Spark be an introduction of static ability Planeswalkers.
We've never done that before.
And that we would do that for the first time.
So we'd already planned to introduce that on Bolas.
And so I had it in my head, like, okay,
what if static abilities were just something we introduced in the set
and that's something Planeswalkers could do?
And what if we had fewer abilities?
So we played around with making uncommon Planeswalkers
that did one of three things.
They only did one thing.
Either they had a static ability,
they had a plus loyalty ability,
or they had a minus loyalty ability.
And we played around with them.
So the plus loyalty abilities
did not work particularly well.
You were sort of doing a lot of bookkeeping.
And if your opponent wasn't trying to attack them,
it never mattered.
And it got to a point
when you had enough counters that
you felt obligated to keep putting them
on because you didn't want them to
die, but it's like, oh, it's got enough.
Isn't that enough? I guess I should keep putting them on
just in case.
And it just became a pain to track
without any real repercussion
of what it meant.
Now, the static ones
worked okay.
They definitely felt like there was something going on,
and they had a reason,
like the loyalty mattered,
because your opponent,
the way to shut them down was doing damage to them.
So, you know, it definitely,
it wasn't just an enchantment.
It kind of felt like a little bit different than an enchantment.
And then the negative loyalty planeswalkers were awesome.
Because what they ended up being is, essentially, is,
oh, I have a certain number of uses.
Okay, I do this thing, and you can use me a certain number of times.
And if my opponent attacks me and does damage to the planeswalker,
oh, you're limiting how many times I can do that effect.
And that was kind of cool.
So we really liked the negative ones.
So what we did is we then chopped out the positive, limiting how many times I can do that effect. And that was kind of cool. So it really liked the negative ones.
So what we did is we then chopped out the positive,
the just plus loyalty ones,
and we made minus loyalty abilities and static abilities.
And then at rare, I think at rare what we did is they had a static ability, one positive, one negative.
And then at mythic rare, they had a static ability,
and then the normal,
you know, two positives and a negative. Gideon ended up having two static abilities, but
anyway, the idea essentially was the Mythics would have sort of four abilities, one of
which was static, the Rares would have three, one of which was static, and the Uncommons
would either have one static or have a minus. Eventually, I think we turned it over that way,
and set design decided that they didn't quite feel planeswalking enough,
and so they decided uncommon was going to be,
they'll have one static ability and one minus ability.
So the idea was the uncommons have two abilities, one static.
The rares have three abilities, one static.
And the mythics have four abilities, one static.
And that's how we ended up building them.
one static and the mythics have four abilities one static and that's how we ended up building them um the next problem we ran into was a color balancing problem because if you look at all
the planeswalkers most our planeswalkers are not one color but two color um we only have so many
minor color planeswalkers and a lot of our planeswalkers hit multiple colors um but if we made every planeswalker both
colors that you associated with the planeswalker um it just became hard you know it became hard
to play all the things it really sort of pushed you to play a lot of extra colors which wasn't
necessarily the goal um so what we decided was for the uncommons we would split into two camps
one is we would make creatures monocolor, or planeswalkers
monocolor that made some sense as monocolor.
Like, a lot of planeswalkers are
more one color,
and they're like one central color,
and then they're a secondary color. On those
we felt okay to say, okay, they're just their main color.
But some
of them are really evenly balanced.
You know what I'm saying?
Something like Vraska is not base green or base black.
It's pretty black green.
So the solution to that problem
was hybrid.
Now hybrid did a couple things for us.
One is it allowed us to
represent both colors of a creature without
you actually having to have both colors.
So Vraska, for example,
can be played in a black deck or a green deck.
But I like the fact that it was something that,
you know, gave you the flexibility.
But she clearly was black and was green.
That was cool.
The other thing we had done was
we were trying to find places for innovation
with Planeswalkers,
because Planeswalkers were obviously becoming a big theme.
Well, static abilities, we had never really done that. That was a brand new thing. Uncommon and, to some extent, rare Planeswalkers are obviously becoming a big theme. Well, static abilities, we had never really done that.
That was a brand new thing.
Uncommon and, to some extent, rare planeswalkers,
not something we normally do, so that was a thing.
And people have been asking forever for hybrid planeswalkers,
and they're hard to do.
It's very hard.
Normal planeswalkers are hard to design.
So having to design your three abilities, your plus and your...
I mean, normally there's a plus, there's a plus,
a minus, and a big minus, which is the ultimate normally. And it is hard to design that and make
it cool and fun and then just be something that both colors would do equally. It is very, very
hard to design a hybrid planeswalker. And so the nice thing here is because the uncountable planeswalkers
had less going on, one of which was a static ability, which is easier to overlap in hybrid, it just became something that we could do.
And so we ended up making 10 hybrid Planeswalkers at Uncommon, 10 monocolored at Uncommon.
And we then, I think, had 13 rares, some monocolor, some multicolor, and then we had three mythics.
And the three mythics were
the protagonists of the story
which is Luliana and Gideon
and the antagonist of the story
which was of course Nicole Boas
and that was definitely
it was challenging getting there
and the funny thing is the first time people would play with the set it was challenging getting there.
And the funny thing is,
the first time people would play with the set,
it was a little daunting in that, you know,
you're just not used to that number of planeswalkers.
And, like, one of the things in vision design is
I always have to check in with play design.
Usually we check in at about two
months and three months of the four months and just check in and say, okay, how are you feeling
about where we're at and making sure that we're not doing anything that is problematic. And what
I've learned is there's two types of vision designs. There are the ones that are basically
mixing and matching what we've done
or taking themes that we've done
and combining them in new ways,
but nothing that we're doing
is something we haven't done and understand.
And those sets are not that hard
from a play design standpoint.
I mean, there's, yeah, you've got to balance
and push certain cards and whatever,
but very doable.
The one that's trickier is when
I'm adding some element,
either because it's a new element,
or it's an element we normally have,
but at a volume or in a way that we don't normally do it,
like planeswalkers.
And those are tricky,
because there's a lot,
in order to make 36 planeswalkers,
there's a lot of,
okay, well, what does it mean,
and how do you deal with it?
There's a lot of ramifications of that.
It means something unlimited.
It means something constructed.
And so, oh, the other thing we had to do with play design
is what I talked about a little bit earlier
is we were much more careful about being niche
in how we made our planeswalkers.
We definitely were much more willing to say,
you know what, this isn't a universal planeswalker
that necessarily will go anywhere.
This is very specific, especially the rare ones.
The uncommon planeswalkers were kind of optimized for limited, not that some of them won't be viable and constructed, but the uncommon ones were more like, we want to make a really good
limited environment. Let's pick decisions and choices and execution them so that they're
optimized for limited. And then some of them might work in constructed
and those are the ones, you know,
be careful how we cost them.
And then at rare,
we got a little bit more niche
in how we did the rares in that.
Like, oh, this is cool, but you know what?
This would really go in a very specific deck.
Not just any deck's going to play this.
And that allowed us to spread them out.
But there was a lot of work by play design making all the Planeswalkers fit in.
We had to do some different things than we normally did.
And that was a challenge.
The other thing that happened was...
So for Dominaria, we had done this thing where we put one legendary creature in every pack.
And one of the things that I've become a big fan of
is part of messaging is making sure the audience
can understand what's going on.
And the way I always think about it is,
if you open three booster packs,
can you tell what the theme is?
So if you ever heard my mantra,
if your theme's not a common, it's not your theme.
Where that comes from is back in the early days, we needed to make sure that what we were
doing was at a volume that you could read. And in the early days, the only way to do that was
to make sure that your theme was loud enough at common so it would have the as-fen it needed.
One of the things that's happened since then is technology like one booster
card per pack and things in which
we can sort of
alter the as-fan by using other
means other than common have allowed
us to loosen that a little bit. Now,
the one thing I did do was,
look, the Planeswalkers were uncommon,
rare, and mythic rare.
Now, we were getting one in every booster pack. We used
the technology that Dominaria did with the templating.
I'm not templating.
Sorry, collation.
And the idea was, I think it shows up in the rarity of where it was taken from.
So if you get an Uncommon Planeswalkers in your Uncommon slot,
you get a Rare Planeswalker or a Mythic Rare Planeswalker,
it's in your Mythic Rare Rare slot.
But the other thing I wanted to do was, I wanted something that sort of showed all the Planeswalker, it's in your Mythic Rare slot. But the other thing I wanted to do was I wanted something
that sort of showed all the Planeswalkers
but
helped increase the as-fan of who are
the Planeswalkers. So what we did is
we made what we call the Signature Card.
What a Signature Card was
was a spell that was representative
of what this Planeswalker
would cast.
And the idea was everybody got a signature spell,
and the signature spell would be common or uncommon.
I think there's a few characters that got more than one,
and sometimes the extra one might be higher rarities.
But the idea was, oh, and this is what it meant to be a signature card.
Your name appears in the card.
It's blanks whatever.
Your art appears on the card, casting the spell, so you get to see them.
So one of the ways to know who the Planeswalkers are, not only do we have Planeswalker cards,
but you also, every Planeswalker gets a signature card that is at lower rarities.
So when you open your booster pack, you're guaranteed to get one Planeswalker.
And then, thanks to the Azfan, you're just to get one Planeswalker. And then, thanks to the
Azfan, you're just going to see
the names of the Planeswalkers.
The other thing we were also doing is
it's an event set. There's a story.
You know, normally in a magic
set, there's like, you know,
four or five story event cards.
This thing is just chock full story event
cards. The whole thing is a story. So there's
lots and lots and lots of things happening.
You're seeing planeswalkers and all, you know,
the planeswalkers showing a lot of different pieces of art.
So as you're looking through the set,
looking through the names and the art and the flavor text
and then the cards themselves,
the planeswalkers are just showing up a lot.
That if you open up three booster packs,
you know there's a war of planeswalkers.
You're not going to miss that.
It is very loud.
And that is something we wanted to make sure that you got.
So I know when people ask about the theme, the planeswalker theme, we did a lot to weave it
so that it was something you saw in the high-ass fan.
And like I said, there's no planeswalker cards in common, but there are planeswalker signature spells.
Quite a number of them in common.
There are planeswalkers in the art, you know, in the names in the art
and the slay protects all throughout common.
So you are not playing the set
and not get a sense of, oh, there's a whole bunch of Planeswalkers
fighting. You are not going to miss that. That is very
loud in the set.
Okay. So now we get to
the mechanics. So actually, because
Planeswalker was a big thing,
I mean, while not technically a mechanic,
we counted it. You know, Usually sets will have about three mechanics.
Between all the stuff we were doing with planeswalkers, the volume of planeswalkers, the static
ability of planeswalkers, the hybrid planeswalkers, we were doing a lot with planeswalkers.
It was a big mechanical element of the set. So that was one. So the next thing
is let's talk about
I'm blanking on the name of the mechanic. The mechanic we introduced
in Scarves of Polyphorate. So, Polyphorate first started in Scarves of
Mirrodin. So, we were trying to show off the Phyrexians
and the Phyrexians were, what were the four words? They were toxic,
they were viral, they were relentless, and they were
adaptive. And the idea was that they were kind, they were relentless and they were adaptive and the idea was
that they were kind of like this living disease
we liked the disease metaphor
so at some point
we had made infect already and infect
gave poison counters to the player
it gave minus one
counters to the creatures
so I made a card
I don't remember what I called it
but something like the disease rages on or something.
And what it did was it took, if your opponent had any poison counters,
they got one more poison counter.
And if your opponent's creatures had any minus one, minus one counters,
they got one more minus one, minus one counter.
And the idea being, oh, well, it's like a disease and you're spreading the disease.
But they have to first, you know, they have to be affected for you to be able to spread it, was the idea being, oh, well, it's like a disease, and you're spreading the disease. But they have to first, you know,
they have to be effective for you to be able to spread it,
was the idea.
And I really liked the card, and we played with it,
and it was fun.
So I think I made a vertical cycle out of it.
That means I made a common, an uncommon, and a rare.
And then at some point, I realized that it was just really neat.
And so I said, what if we make a mechanic out of this?
So I pitched this to my team.
And Mark Globus's response is, well, why are you restricting it to just minus one mind counter and poison counters? Because the set, for example, had charge counters
and there were other counters in magic. And I was like, oh, that's a good idea. And I think what
happened was once we made that decision
and then like, okay, well if we're going to increase
counters, well I'll let you increase whatever
counter, so maybe it's a positive counter, but
I'll let you pick and choose, so I won't
force you to put a positive counter
on your opponent's thing or a negative
counter on your own thing, or on you
you get to choose, but the idea was
when I proliferate, anything
that gets a counter, players and permanents,
can get an extra counter.
And, you know,
once Mark made that suggestion,
I changed it immediately.
And so we made it in the set.
So it, Scars of Mirrodin,
actually was at a much higher volume.
It was a big part of the limited play early on.
One of the things that helps you sort of cross between colors was that
proliferate allowed you to play either an infect strategy or play a charge counter strategy,
which crossed between the two sides,
and did a lot to sort of make some viable archetypes
that crossed over colors.
In development,
they were worried
that it was too complex
a mechanic for common
and they ended up
pulling it mostly
out of common.
There might have been
one or two left of common.
So it ended up
being knocked down a bit.
So it ended up,
it was in all the
Scars of Mirrodin block,
in Scars of Mirrodin,
Mirrodin Besieged,
and in New Phyrexia. It was mostly in Blue Scars of Mirrodin block. In Scars of Mirrodin, Mirrodin Besieged, and in
New Phyrexia.
It was mostly in blue and artifact.
I think there were two black cards,
one green card, one red card.
The green card was the only
card that lets you repeat for the
fray that wasn't a blue or artifact card.
And it
kind of felt home. Green and blue were kind of
where it felt home.
Mechanically, the colors that kind of felt home. Green and blue were kind of where it felt home. Mechanically, the colors
that kind of duplicate things.
You know,
we had doubling season stuff in green,
and blue definitely did some counter manipulation.
Black usually just removed counters,
not adding them,
so it felt more blue and green.
But anyway, we put it out
in Scars of Mirroredd and it was very successful.
And so there was a lot of pressure to bring it back because people really liked it.
And so in Kaladesh, Kaladesh was like, oh, we have energy counters and we have lots of plus one plus one counters.
And we have artifacts with a little bit of charge counters.
I'm like, okay, this is the place to bring it back.
a little bit of charge counters.
I'm like, okay,
this is the place to bring it back.
And the thing I liked about it was in Scars of Mirrodin,
it was very much an aggressive,
hurt-the-opponent mechanic.
And here it was more of a
help-yourself mechanic,
and I liked that it was so different.
But plus one, plus one counters
played such a major theme,
and plus one, plus one counters
were so much better than energy counters
that we couldn't quite balance it.
And we tried, and it didn't work.
So we had to take it out.
So in Aether Revolt, we tried again.
We're like, oh, it's such a good fit.
Let's see if we can make it work.
And we tried some new stuff, and it still didn't fit.
And we had to pull it out.
So then we were going back to Ravnica.
And like, okay, we decided early on that we would allow
returning mechanics for guilds. And so
when we, the first meeting we had is
we wrote up all the possibilities for guilds of returning
mechanics. And for Simic, we put
proliferate. It just, it fit
Simic perfectly. Simic already has
a plus one, plus one counter theme.
It seemed like there's the
perfect Simic mechanic.
And it ended up being a little too good for Simic.
It was very synergistic with the Pulse and Pulse of Encounters.
One of the things we found with proliferate was
we had to have some ability to control the Pulse and Pulse of Encounters.
The fact that not only did Simic make them,
but like to spread them caused some issues.
And the other problem is you need to balance stuff with the other
with the other guilds around you
and we had done that in vision design
like for example
the Azorius mechanic
at handoff in visions was precedence
that allowed you to turn your
ETB effects into other ETB effects of creatures
you control. Well, most
of the proliferate were ETB effects so for example
there was crossover there.
But,
when they had a change
in set design, it was just too
hard to balance, and in the end, proliferate
had to go. So we had tried
it once in Kaladesh,
twice in Aether Revolt, three times
in Ravaging Allegiance,
and we had failed miserably.
But, we were making a Planeswalker set
and one of the things the Planeswalker set really wanted
was ways to add counters to Planeswalkers.
And so one of the things that I...
So Dave was the set lead designer
and he was on the design team
because Dave... Well, now it's kind of standard practice,
but Dave always likes to be on the vision design teams anyway,
of anything he's leading the set design for.
And so I said to him, I said,
do you think a proliferator could work if we were just more careful
with what plus and minus counters we had?
So we talked to play design, and they were like,
okay, proliferate and planeswalkers isn't super bad.
You're only getting one counter, and that.
One of the things about planeswalkers is,
if I have a planeswalker with two loyalty,
and I have a minus one ability,
or I have a planeswalker with four loyalty and a minus two ability,
in a vacuum, those play really similarly,
but they're very different how they interact with proliferate.
So there's a knob that they could use
to sort of control with proliferate.
And in general, they weren't worried about the Planeswalkers.
There was concern that we had to be careful
how much we did with plus one, plus one counters.
Obviously, you want to do a little bit
because you're playing with proliferate,
but you want to make sure that you can balance that
because it was always
plus one, plus one counter.
The theme before, because in
Kaladesh, Fabricate used them,
and in Ravnic Allegiance,
Simic used them in a bunch of different ways,
and, oh, and
it's mechanic. Adapt used them.
So, having mechanics that use
them can be problematic.
So, one of the things was, okay, we've got to be careful how we use plus one, plus one counters.
But we got sign off and we were able to do
proliferate in the set. Okay, which brings us
to the final mechanic and
Bolas's army of eternals.
So originally, when we made the Eternals in Hour of Devastation,
I wanted to give them a mechanic that was going to come back.
Because one of the big things about War of the Spark is,
look, Bolas was making an army, and why did he need an army?
Partly to fight the war.
That's one of the things about the war was the Eternals.
And we really wanted a way to represent the Eternals fighting.
The original plan was we were going to bring back the mechanic that was the Eternal mechanic,
which was Afflict.
A couple problems.
One is Afflict just didn't go over well.
The audience didn't really like Afflict.
It wasn't as popular as we were hoping.
And second, it just wasn't a very clean fit of what we were
doing. Like, it just didn't kind of fit
the rest of the set.
And so we made the call
not to use Afflict.
It was the original plan. It was, like, when we
made Afflict in Outer Devastation
that was the idea. But
between kind of the unpopularity
of it and other factors,
it just proved to be not the best choice.
So we needed to find a different mechanic.
And the trick was we wanted to build an army in a way that wasn't clogging up the board.
That was the biggest challenge.
So the early version of it is we made these counters.
So you would make counters, and they were, I think we called
them army counters or eternal counters. And the idea was that they had to attack or block
together. If one attacked, they all had to attack. If one blocked, they all had to block.
And the idea was we were trying to get the sense of they kind of functioned as a singular
unit. And so if you wanted to get involved with them,
you had to get involved with them.
And so you couldn't just, you couldn't,
like one of the problems with making tokens is,
oh, I make a lot of tokens,
and then I just use them to chump block you.
But if all of them had a block,
if you attack with one creature,
and let's say you attack with a 4-4,
and I have four 1-1s,
now it's like, well, I can't just chump you
for four turns with my 1-1s.
It's either all in and block
with all my creatures and we trade or not.
And so we played with that for a while.
We really liked that mechanic.
It was cool.
But it was something
late in vision design
there were some play design issues.
It just wasn't... It was causing some concern on how it played.
And so Dave came to me and said, okay, can we change it?
Can we do something different?
So I liked the idea that it kind of acted like one creature,
but you got a sense that it was multiple creatures coming together to be one creature.
And so we then took that and applied it in a little more direct state.
Well, what if the individual creatures were plus one, plus one
counters, and the whole of the monster was a singular creature?
So the idea we came up with is what we call math,
which I think we called conscript in design,
which was, okay, I'm going to make an army,
and the army is going to be a singular creature.
And the idea is when I build on the army,
if the army doesn't exist, I make it.
I make a 0, 0 army token.
And then I put a certain number of plus and plus counters
depending on the amassed number.
So amassed three is
either put three plus counters on
a zero zero that previously
wasn't there, or if it's already an army,
just add it to the army. So the idea
is if I play amassed
three, and I don't have an army,
now I have a three three army. Well then I play
amassed two. I don't get a second
two two creature, my three three becomes a five five. I don't get a second 2-2 creature. My 3-3 becomes a
5-5. And so it had
a lot of the gameplay that we had
liked out of the tokens in that they felt
like a singular collective thing.
I can't attack or block with them independently.
And the idea was
that you were building up your army
and your army was getting bigger and scarier,
but your army was a singular threat from a
board standpoint. We liked how that played. The other thing it did
that I was really happy with was that it used plus one, plus one
counters, but it used them in a way that wasn't
problematic with proliferate. Because it was a singular creature,
you didn't have a lot of creatures with plus one, plus one. You could only ever have one army creature
and if you cast proliferate, it makes your army bigger, but by one.
You know, one of the problems we had when there was a lot of plus one, plus one encounters is,
oh, I proliferate, and all of a sudden, four of my creatures get bigger.
And it really becomes a huge threat.
With a mass, proliferate matters for it.
It helps it.
You know, plus one, plus one, you know, your three threes, a four four, whatever.
It makes it more powerful, but it's
only ever that one plus one,
plus one counter.
And so the thing I liked about it was
it tied into the other mechanic in a way
where, hey, you know, I want to
amass before I proliferate, just because proliferate
will help my amass, but
it was not problematic in the
way that, like, Fabricate or Adapt had been
in that you could have multiple Adapt creatures or multiple Fabricate
creatures. Look, you can have one army. By definition of how the mechanic works, you can never
have more than one army. So we played with it and
one of the things we also started doing is
the idea that certain creatures
that amass also help the army.
So the idea is, not only
can this make the army bigger, but while this
is in play, it can grant it abilities
and stuff. And so we like the idea that that
could really make the army
more challenging to deal with.
And that,
and like I said, amass
came late
in the process
but anyway
this is definitely
one of those visions
where
all the key components
the
planeswalkers
and the different rarities
the static abilities
on planeswalkers
the
hybrid planeswalkers
proliferate
Amass
all that was in vision design.
Now, set design spent a lot of time working on them.
Like I said, they're the ones that made it so the uncommons had a static ability and a minus ability.
There's a lot of tweaking.
Having a set with so many planeswalkers really was something that was different,
and it was something that required a lot of
nuance and effects um trying to get the right balance between the right number of plus one
plus one counters so the proliferate mattered but not so much that it was problematic or unbalanced
you know there was a dave did a lot of hard work dave and his team did a lot of hard work of
um we had given them the tools to do something really neat,
but we also had made, like I said,
there's two types of vision designs.
One that use known quantities
and you're mixing and matching,
and ones that use unknown quantities.
Or use known quantities and volumes
you've never used before.
And what that means is there's a lot
of discovery that goes on.
Vision gave set design all the tools,
but balancing those tools and using those tools
and effectively making what we needed was super challenging.
The one last piece that went on,
which is something we did a little bit in Vision
and in set design did a lot of work,
was we were on Ravnica.
And one of the things that we wanted the set to be was, look
it's not a guild set, we're not playing
at the guilds per se, but we definitely
did want to do some stuff
that said, hey, this is Ravnica
so one of the questions we asked early on
was
what do we always want to do
in Ravnica, but the nature of
the guild sets kept us from doing it and the idea was like do we want to do in Ravnica, but the nature of the guild sets kept us from doing it. And the idea was like, do we want to do a vehicle?
Do we want to do certain kind of artifacts? Do we want to do
other certain legendary creatures that are on the planet of Ravnica
but are tricky because they're not necessarily tied to the guilds, or
if they are part of the guilds, they're not a leader, so they're not the kind of thing we make when we make the guild
sets. And so the final piece, while War of the Spark is not about Ravnica, it takes place
on Ravnica. And then the Ravnicans are part of the story. It's not just the Planeswalkers fighting
for Ravnica. It's also the Ravnicans fighting, you know, all the guilds are fighting for Ravnica.
So the set got a layer in a lot of things that you... we'd always wanted to get it in a set, but
by the nature of how to do guild sets was hard to get in. So there's a lot of one-offs and things
that are not quite balanced, because a lot of times in guild sets you want to have balance of things.
So there's a lot of neat sort of Ravnikan things that are
a little tricky to get in.
The other thing that's awesome in the set is
this is a story, and
there's a lot of moments of what's going on.
if you think of a normal set as having
five, let's say, story moments,
this was a set that had 30
story moments, you know. And so the other big
thing was we had a lot of big
climactic... I'm sorry.
Some were climactic, some were minor. But there was a lot
of things that happened that we wanted
to capture on cards itself. So there was a lot of
design that was done
to get individual moments to say, oh, here's
a neat moment we want to capture.
Let's make sure a card to capture that moment.
And anyway, guys, that is the design of War of the Spark.
I'm really proud of how the set came out.
It definitely is, you know, what I call a wow set,
where it's one of those sets where when you first hear about it,
you're like, wow, what are, you know.
And it is fun.
I mean, not every set needs to go,
what are they doing?
But you want to make some of those sets.
And this was one of those.
And it's fun to make a set where,
like, I knew when we premiered
and showed the plain glass in the promo
with all the planeswalkers,
like, just realizing that that many planeswalkers
in the set was amazing.
You know what I'm saying?
Normally in a large set, we make three.
36! That's three times,
I'm sorry, that's 12 times as many
that's a lot
that's the kind of effect I wanted
that when you give so much more than normal
you're like this isn't normal
in a way that like six or eight or nine
wouldn't quite have been that
so anyway that my friends
is the tale of War of the Spark
I will have future
podcasts where I talk about cards and stuff.
I'm going to hold off on that a little bit.
Anyway, I hope you guys enjoyed the tales of War of the Spark.
But 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 next time.