Magic: The Gathering Drive to Work Podcast - #642: Retired Mechanics
Episode Date: May 31, 2019In this podcast, I talk about Magic mechanics that just didn't make the cut and had to be retired. ...
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I'm pulling in my driveway. We all know what that means. It's time for another drive to work.
Okay, today's topic is retired mechanics.
So, there are things we've done in Magic that we said, you know what, we're never doing that again.
There are a bunch of mechanics that we might never do again.
Today is not about things that, if you ever look at my Storm scale, for example,
stuff like Storm, which is a 10. Every once in a while, an Assault Metal product, maybe we make a Storm card as possible. I'm not talking about mechanics that we don't make
often or maybe we don't make. I'm talking about things that we've said we're not making
anymore. That's what today's topic is. And I'm going to walk through them all and explain why we're not doing them anymore.
There's two basic categories.
Category number one is, there's just something about it that we don't think it makes sense to do.
Complication or rules interaction or just something that says,
you know what, we're just not going to do this again.
Second category is where sometimes we make a mechanic and realize that we erred a little bit,
and we make a new mechanic that kind of fixes the mechanic,
and the old one's retired because if we're going to do it, we'll just do the new one, the fixed version.
So some of the retired mechanics are just, we've since made a better version of it,
and so the reason we'll never do that version is we've made a better version of it.
of it. And so the reason we'll never do that version is we've made a better version of it.
Okay. So I'm going to start with, uh, some mechanics that go all the way back to the very beginning to alpha. So we'll begin with banding. Now I've talked about banding before.
I did a whole podcast on banding once. Um, and I just talked about bands with others,
uh, recently in my top 10 Worst Mechanics podcast.
So, real quickly, I'll...
For all these mechanics, I'll explain what they do, just for people that never know.
Banding is a
combat mechanic
that says, on attack,
you may band together
any number of creatures, as long as all but
one of them has the banding ability.
They must be blocked as a single entity, and then you, the controller of the creatures, as long as all but one of them has the banding ability, they must be blocked as a single entity,
and then you, the controller of the creatures,
decides how the damage happens to them,
not the person blocking them, which is normally how it happens.
On defense, similar thing,
that you have a band of creatures that must block together,
and all of the creatures on defense,
only one of the creatures on defense must have banding for you to have a defensive band.
Anyway, the reason banding has been retired is a couple things.
One is it's just complex. It's a very, very complex mechanic.
I mean, I gave you the super, super short version here.
I mean, I tell numerous stories about how, you know, I'm interacting with the top players in the world and like they just don't understand banding.
The other problem with banding is I don't know whether or not we can even write the reminder text and fit on a card.
It is not a short reminder text.
It's a very complicated reminder text.
So early Magic, we didn't write reminder text on the card.
Just like this is a
basic rule. You got to know it. And since then, especially in the core sets, we tend to put on
at least low rarities reminder text. Banding doesn't have reminder text that can fit. So that
is a big strike against banding. Here's a sign the mechanic is too complicated. You can't write out
what it does in the confines of a magic text box.
Because we do a lot of complicated things that do fit.
So the fact that it can't fit is very telling.
We have, by the way, we have messed around with mechanics that are in similar space.
Solban probably being the most famous from Avacyn Restored.
We like the idea of creatures cooperating together.
That's something we like.
And we've looked for ways to sort of help do that.
But even, it's funny, even Soulbond,
which was sort of like a pseudo-replacement for banding,
itself was kind of complicated and maybe too complicated.
It caused a lot of confusion when it was out.
The judges always tell us at previews and things what people do and don too complicated. It caused a lot of confusion when it was out.
The judges always tell us at previews and things what people do and don't get.
And Soulbond was like light years ahead of what most,
like what the average player can understand and understand.
Soulbond was beyond that.
And it caused a lot of judge concerns.
Okay, next.
Okay, next is land walk. So land walk is, um, uh, actually multiple mechanics, uh, forest walk. I mean, take any basic land type. Um, so in alpha, alpha had, I think everything
but planes walk. It had swamp walk. It had Island walk. It had Swampwalk, it had Islandwalk,
it had Mountainwalk, and it had Forestwalk.
Plainswalk was the one that we did the least.
The joke being, it's very hard to sort of sneak through a Plains.
But most of the other abilities showed up at some rarity.
We also did variants on Landwalk.
There was Desertwalk and Arabian Nights.
Occasionally we would do blank walks of special lands
that make sense.
So the problem with
land walk is the gameplay.
This was actually killed
by play design, ultimately.
Because the issue is
if I have
mountain walk and you are playing red,
you just can't stop this creature.
Like, there's nothing you can do to it. I mean, you can
destroy it with spells, but it's just an
unblockable creature to you. Where, if I play
somebody that isn't playing red,
it's a little
too... It was
the variance between people playing
the right color and not playing the right color,
and there wasn't even anything they really
can do about it, barring
killing the creature.
The reason that you...
Now, if you look
at a lot of our invasion mechanics, we like
things where there's some means by which you can interact
with it. Not that it's like...
I mean, we make the occasional unblockable creature. They tend to be
small. We don't do it a lot.
That usually the invasion we build in, it's sort of like,
okay, there's some answer to it. Maybe you have to block
some more creatures, you know, there's some answer
to it, and it's not just, oh, are you
half-implaying this color? Well, nothing you can do.
And so,
it was
especially problematic,
Forest Walk proved to be one of the biggest problems, is
green has
the least amount of creature kill, although it does have fight cards.
And a lot of times, Forest Walk, it's like, if they're playing a forest,
it's not easy for them to kill creatures. A lot of green's defense is blocking.
And so making a, oh, you're playing green? Well, I guess you can't block this
was definitely problematic. So anyway, that is why land walk went away.
And like I said, we removed all versions of it.
Like, land walk and protection are these two mechanics went away. And like I said, we removed all versions of it.
Landwalk and protection are these two mechanics that we've made
that kind of, they're one word, but there's a lot
of branches off on how you can do it.
And so Landwalk was one of those.
But anyway, Landwalk retitled.
Okay, also
from Alpha, regeneration.
Oh, but Landwalk
if I didn't explain. Landwalk was
if you have the appropriate land type, you can't block
me. That was Landwalk. Okay.
Regeneration. So Regeneration
was an ability.
It usually required mana
and it said
well, it's changed
a little bit. In Alpha, when the creature
died, you would pay the mana to
bring it back to Originally it Alpha, when the creature died, you would pay the mana to bring it back to
like, originally it was, if this creature
goes to the graveyard, you can pay this mana cost,
and then returns to the play tapped.
And then over time,
with 6th edition rules, it went from being
sort of reactive to proactive.
You kind of had to buff
your person before the damage that
would get them would happen.
And so the idea is,
oh, I regenerate my creature, and now, the next
time it would die, instead it stays in play, tapped, removed from combat.
Regeneration definitely had a lot of moving pieces
going on, like the idea that it got removed from combat, the idea that it came
back, it was tapped.
There was a lot of little things about it.
Also, when we changed regeneration from the original version to sort of the post-6th edition version,
it kind of didn't match its name anymore.
Like, one of the things about regeneration is like, oh, I'm harmed, and then I regenerate.
Kind of the way the mechanic was working was more buffing.
Like, oh, I'm going to put a buffing spell on you,
so if some harm comes to you, this spell will protect you.
And so regeneration didn't quite fit.
Like, how it actually worked in the rules didn't quite...
I mean, originally it did,
but the redone version didn't quite match the flavor.
It also was an activated ability.
Most of our evergreen keywords aren't activated.
And it was a lot going on.
So what we ended up doing with regeneration is we realized that one of the things that's similar, not identical, and there's some differences, but similar, was an activated indestructible to end of turn.
In a lot of places
functions similarly
to the way
that regeneration
works. So now
we don't do
regeneration anymore, but we did
move indestructible, normally
green and white did indestructible, we now allow
block to do indestructible in the places where it would have regeneration. So that's how
we replace regeneration. Okay.
Next. Land
home. Okay, so land home was seen on
Sea Serpent. It was in Alpha.
The way land home works is, and Island Home was the most common form of this,
is Sea Serpent and Island Home.
What Island Home is, is you cannot attack unless the opponent has an island,
and you have to sacrifice your creature unless you have an island.
So it originally was designed as a means to explain water-based creatures.
So the idea is, oh, well, I have a sea serpent.
Well, my sea serpent can only live in the water.
So if I don't have islands, meaning I don't have water, it can't be there.
And if you don't have islands, meaning there's water on your side,
it can't attack you.
It was one of those things that was super flavorful,
but it didn't play particularly well. It had a one of those things that was super flavorful,
but it didn't play particularly well.
It had a lot of the issues that Land Walk did,
where the variance between having something and not having something was a really big deal.
And it was wordy.
Having something that kills itself under certain conditions was not ideal.
So it just sort of got killed for a lot of different reasons.
I mean, some play design, some sort of just templating,
some just sort of ugliness.
Also, we didn't tend to make a lot of them.
It was most often used with islands
just because the flavor of the water made the most sense.
We did make a forest home creature.
Might have made a mountain home.
I know we designed one.
I don't know if we actually ever printed it.
But anyway, land home got removed
just because it,
A, we didn't use it enough
to be an evergreen keyword.
And B, it just kind of,
it was clunky
and it kind of did some stuff
we didn't do anymore.
We don't really do a lot of
destroy, you know,
sacrifice this if condition isn't true.
We just don't do that much anymore on creatures.
So, anyway, it just kind of played out as something
that didn't quite do what it needed to do.
And so, Land Home went away.
Also from Alpha, Anti.
So, Anti isn't technically a keyword.
Although, I mean, I don't know.
Maybe it's a keyword. I'm not sure how to technically count Anti. So, a keyword. Although, I mean, I don't know. Maybe it's a keyword.
I'm not sure how to technically count anti.
So when Magic first started, the way the game worked was
when you started your game, you would draw seven cards,
and then your eighth card would be basically exile.
Some people played face-up, some face-down.
I think it was supposed to be face-down,
officially in the rules, but some people played face-up.
And then the winner of the game got the loser's ante card.
So the reason ante existed was when Richard was first making the game,
he assumed that people were going to purchase it like a normal board game or something.
And so if you only spent $20, $30 on it, you would sort of work through your cards quickly, and you might
sort of get bored of your deck after a while.
So the idea of ante was, oh, well, it'll create some flux within the system so that people's
decks are constantly changing.
Now, it turns out Magic sold way better than Richard sort of anticipated.
The people were spending more than $20, so there wasn't a, you know, people weren't having
plenty of influx and change in their decks. And so the need for ante wasn't there for that regard, and
it just was not, not, not, not liked by the audience. I mean, it might be the mechanic most
hated. Like, in early, early days, back when, you know, alpha, beta days, like, if you would sit down
and play somebody, the first thing you would say to them is,
no ante? Like that's how you would start games.
No ante?
No, I mean, I won't say nobody.
Most people didn't play for ante.
I did have one friend who
ran, he had a game store
and we used to go to his game store to play and
one night, like once a month,
he'd have ante night and we would play.
And I had my special ante deckdeck that I would play.
It was a mono-black deck.
The black had the best anti-card.
Anyway, anti, gone.
Okay, next.
Fear and intimidate.
So fear wasn't keyworded in Alpha,
but there was a card called Fear that essentially had fear in alpha.
So it was an ability that showed up in alpha. So what fear means is I cannot be blocked except by
black creature, artifact creatures and black creatures. The idea being I'm so scary that
only a fellow black creature who's not that, not that intimidated or an artifact creature that has no emotions
can block me because I'm
generating a sense of fear.
So that was
in the game just on things
and it's the kind of thing we for a while
just put on cards and eventually
we did it enough we decided to keyword it
and so we keyword it fear.
The reason we called it fear
is because the card that, that's what vernacularly everyone called it, because that's
the first card that had the ability. It turns out to be a weird name
since the idea is you're not, the creature that has fear is
itself not afraid, it is
inspiring fear in others. So the name is a little wonky and
we decided we wanted to branch it out a little bit
to make it a little bit more flexible.
So fear became intimidate.
So intimidate was the same thing,
except it was now,
I can only be blocked by artifact creatures
or creatures that share my color.
So, um,
artifact creatures and creatures that share my color.
So it was kind of like fear,
but open-ended to,
oh, well, if it's on a black creature, it's essentially fear.
But if it's on a red creature, it can't be blocked by artifacts or red creatures.
If it's on a black red creature, it can't be blocked by artifacts
or black creatures or red creatures.
And so, now Intimidate went away for similar reasons
to why Landwalk went away.
It was a little too harsh in that, let's say I have a creature with Intimidate that was red.
Okay, well if my opponent isn't playing Artifact creatures or red creatures, it's just an unblockable creature they can't deal with.
And so, once again, the variance was a little bit high.
So we ended up turning this into Menace, or it got replaced by Menace.
And the reason is, Menace does a lot got replaced by Menace, and the reason is
Menace does a lot of what we like. It has the
flavor of I'm scary,
but what it means is, it doesn't mean you can't
block me, it just means, oh, I need to block you
with two things, so any deck
has the ability to make that happen.
Like, Menace is nice in that it helps with evasion,
helps get through, but it's not as
if the opponent is just,
you know, it's not as if, opponent is just, you know, it's not
as if, oh, all the decisions about whether
or not I can do it have already been made.
Oh, you're playing, you know,
black intimidate card,
and I'm not playing artifact creatures that are black?
Nothing I can do about it. I mean, I can try to kill the creature, but there's
no way to block it. Where
if someone's like, menace, it's like, okay, well maybe
I tackle this creature, that holds things back, or
play creatures with my hand. Like, there's like, okay, well maybe I tackle this creature. That holds things back or play creatures with my hand.
Like there's things I can do to, I can interact with the fact that Menace exists.
I can do stuff.
That's why we like Menace in that it's a little bit more interactive with all the various cards that can do that.
Okay, next.
Barry.
So Barry was a keyword we had for a little while that said, so in early magic
there's a card called Tear. What Tear said was
destroy target non-artifact, non-black creature.
Black had this thing early on about having trouble affecting black and
I guess in general you were scaring things and you couldn't scare artifact or black creatures.
But anyway, destroy target non-artifact, non-Black Rager, it can't be regenerated.
And that it can't be regenerated was a rider that we put on a bunch of cards early on.
I'm not sure why we were hosing Regeneration.
It's kind of funny, because Regeneration wasn't causing a problem.
It wasn't as if, oh wow, Regeneration's so strong, we need some answers to it.
But for some reason we made enough
cards that said you can't
regenerate, I think a lot of the reason was
flavor, like oh I'm
burning you to a crisp, what's there to regenerate
I'm just integrating you, what's there to
regenerate
but
it was one of those things
two things, one
we realized we didn't need to hose regeneration.
Regeneration just wasn't even getting played that much.
The last thing we needed was all the good kill spells.
The whole point of regeneration is to deal with destruction effects.
Well, why are we putting can't be regenerated on or destruction effects?
The whole point of maybe doing every once in a blue moon,
but as a thing often enough to have a keyword was a mistake.
So we stopped putting that rider on them.
And we stopped making regeneration.
Now the funny thing is even to today, I still get people asking me to bring back Barry.
Like we don't even support regeneration anymore.
So I don't know if people just like the word.
But anyway, it was a word we supported for a while.
And then I think we killed, I think 6th edition we killed it.
We haven't used Barry in a long time.
But interestingly, old timers every once in a while will bring up, like, oh, you bring Barry back?
And I'm like, why would we bring Barry back?
We don't even do the thing that Barry was.
Okay, next.
Let's talk about phasing.
Phasing first showed up in Mirage.
Actually, I'm not sure whether or not phasing is supposed to be on this list or not.
We did do a phasing card in a supplemental set, so I don't know.
Maybe phasing is not supposed to be on this set.
The one thing I will point out is a lot of the stuff we liked about phasing card in a supplemental sense. I don't know, maybe phasing's not supposed to be on the set. The one thing I will point out is
a lot of the
stuff we liked about phasing
when we made flickering.
So I made the card Flicker
in Earth's Destiny
and a lot of what the flickering
mechanic was made to be was the part
of phasing that I found the most interesting
which was the self-phasing as a means of
protection.
So flickering was designed as sort of a more common way.
I mean, the part of phasing in which
the creature's only there half the time,
not particularly all that interesting.
The idea of phasing as a means to sort of protect things
was interesting.
And then when I made Phasing...
Not Phasing, sorry.
I didn't make Phasing.
That was made by the Mirage team.
Flickering, which I did make.
Flickering was trying to plan the space
where we thought it was interesting.
And Flickering fixed one thing.
The way Phasing works is
Phasing does not trigger
enter the battlefield effects.
So when a creature gets phased out
and phases back in,
it doesn't trigger. But a lot of the fun was the fact it could trigger.
So, for example, flickering does it. I mean, the thing that was
weird about phasing was the creature goes away and it comes back. Well, we have rules
about creatures that are brand new creatures, and phasing didn't follow
those rules. So what we did with flicker is we changed it so, look, the creature
has gone away. Now act as if the creature's
come for the first time and follow all those
rules. And it just was a little bit more intuitive.
So, I have phasing on this list
like I said. Maybe from a nostalgia purpose
we'll make the random phasing card in a
stealth metal set, but phasing
in any practical way has mostly been
replaced by flickering.
And by flickering I mean
exile target creature and then either return it immediately
or return it at end of turn.
There's instant flicker, which is right away, and normal
flicker, which is end of turn.
Okay, next.
Shroud.
So, Shroud was
an ability that said,
I cannot be the target of anything,
of any spells or abilities.
We introduced a bunch of mechanics in Future Sight
on future shifter cards,
and that was one of the mechanics we introduced there.
And the idea of Shroud was,
in some early sets,
Lurker, I think, was in the dark,
and there was a card in Legends
that had pseudo, sort of, pseudo Shroud.
But anyway, we had made cards over and over and just said, hey, you can't target me.
And so we decided to make that into a mechanic and called Shroud.
The problem we had with Shroud was that
players were playing it incorrect.
The assumption was, oh,
things can't, you know, I can't be targeted
by spells. Well, okay,
my opponent can't harm me. I mean, of course
I can play spells on myself, because
why would I have a creature
that didn't let me put, you know, if I want to giant growth my creature
or put enchantment on it, why wouldn't I be able to do that?
It's my creature.
And so people were playing it
wrong. So eventually what we did is
we said, okay, instead of trying to make
people play it the way it's supposed to be played, let's just
make it what people are playing, because we
can't seem to sway people. And so
Shroud became hexproof.
So what hexproof means is
I can't be the target of spells or abilities.
I'm sorry, by the opponent.
By other players. I can target it. I can put an ore on it. I can giant growth it. You spells or abilities. I'm sorry, by the opponent, by other players.
I can target it.
I can put an ore on it.
I can giant growth it.
You know, it's my creature.
I can do whatever I want,
but it has resistance to magic from other things.
Now, interestingly, I do think Shroud,
Shroud's the kind of thing that if the players played it right,
like I had a choice if I could control whether we did Shroud or Hexproof.
From a design standpoint,
there's some reasons to want Shroud.
Shroud is more of a negative
than Hexproof.
But there are times where
it's just nice to make it so you can't
target either. Like, for example,
Invisible Stalker from Innistrad
was a creature that can't be
blocked or targeted.
But I think it was Hexproof and not Shroud.
And that's the kind of card where nobody being able to target is better than
just me being able to target it. Because Unblockable with
big creatures is... Oh, I'm sorry. It's Unblockable...
Unblockable He right, unblockable, yeah, unblockable hexproof,
sorry, hexproof and any kind of evasion is really, really hard to deal with, and so, um, the idea
that I can have a hexproof creature and you can buff it up makes it so sometimes it's problematic
because you can't block with creatures, but you can't get it with spells, and so Shroud does some
nice stuff in that it says, oh, well, if I have Shroud, I'm hard to kill,
but it also makes me hard to buff it up.
And so there's some nicest for Shroud.
The problem is, this is my number one lesson in my podcast
for the 20 years, 20 lessons.
You can't change your miniature.
Like, if people intuitively believe something,
you're really fighting a lot to try to fight it through that intuition.
And, man, people did not want to play Shroud to Shroud. They wanted to play
it as hexproof. So while there are some reasons why I like Shroud, I do understand why it
needs to be hexproof. So that is why Shroud became hexproof.
Okay, next. Fading. Or no, next is Substance.
Substance is a funny story.
Okay, so there's these five cards,
a cycle, in Mirage.
So Mirage also had Fading.
And they were auras that if you cast them,
you could cast them at instant speed, basically.
They could gain Flash, essentially,
although this is prior to us naming flash.
You could
cast them with flash, or cast them essentially
as instant, but if
you did, then they went away at any turn.
You sacrificed them at any turn. So the idea was
if you cast them on your turn, sort of at sorcery
speed, when I say instant
sorcery speed, that's not technically, that's more
vernacular than a real thing. There's only one speed
in magic. But I mean, if you cast them like a sorcery, at the time you could cast a sorcery speed, that's not technically, that's more vernacular than a real thing. There's only one speed of magic. But I mean, if you cast them like a sorcery, at the time you could cast a sorcery, they were ores, they stuck around.
If you cast them essentially with flash, meaning when you could cast an instant,
you would get the surprise and get the value for that turn, but then they would fall off.
And there was a period of time back when Mark Gottlieb was rules manager that we had changed some stuff
and at the time the rules weren't working for
those five cards. Just the way we had changed some rules stuff and they weren't
I'm not sure what the rules issues was. To solve this problem
Mark came up with a creative solution which he gave them an
ability called substance
and substance didn't do anything
it just was a sort of
band-aid that made them work in the rules
and it was
kind of a running joke for a while because literally substance
was just like a quality
you had that let the rules
like with it as a quality
the rules could define substance and
just make it so it worked but But it didn't really grant anything
to the cards. It just sort of said, if you have Substance, the card works the way you would assume
it works. And then later, I think Mark figured out a way to do it
without Substance, and so Substance went away. So Substance was a mechanic,
kind of a jokey mechanic in the sense that it literally did nothing.
The Seinfeld of magic mechanics. It was a mechanic
about nothing. It didn't do anything other than sort of be
and the rules could care about it being that to fix something. But anyway,
substance has since gone away. So the mechanic that didn't do anything now doesn't
do anything officially. Okay, next. Fading.
So fading, where did fading first show up?
Fading first showed up...
Um...
Where did fading first show up? Fading first showed up in
Urza's
Legacy...
Where did fading first show up?
Oh, no, no, no.
Nemesis. Nemesis, I believe.
So, fading was a mechanic
that the creature came out,
and it came out with a certain number of fade counters,
and then you would remove them every turn,
and when you couldn't remove one, it went away.
So, for example, you'd have a creature that would have three fade counters,
and then you played it,
and then the first upkeep, you'd take it off, you could attack. Second upkeep,
you take the second one off, you can attack.
Third one, you take the third one off, still can attack.
Fourth turn, you go to take a counter off it, the counter wasn't there,
and it went away. The problem
with this mechanic was
fighting intuition. So like,
oh, it's got three counters on it, and when the counters
are gone, it goes away. But it wasn't
when the last counter was removed it went away.
It was when it couldn't have a counter removed.
I think we did this because we were trying to match the way you get decked.
Because the way decking works is, I don't lose by drawing the last card.
I lose by being unable to draw a card.
I think that's what we were mimicking.
The problem is, oh, that did not care.
People did not understand that. Like,
people, you know, um,
and, I mean,
essentially what would happen is people would play
the card, and then they,
they would sacrifice it. And then the cards
were weak, because the cards were
designed to be around for three turns, and
Ewing was going to be around for two turns. And so
people were like, I like this mechanic, it's sucky. And then, like,
it turned out it was actually a decent mechanic,
I mean, strength-wise. It could be a powerful
mechanic.
So essentially what happened was, in
Time Spiral Block, in fact, in
the second set,
in Planar Chaos,
because it was all about the present,
I like the idea of, here's a mechanic
that's about the now, right? It's not going to
be here that much longer. Use it while you
got it. But fading
had that issue, so instead of making
fading, we just made vanishing.
And all vanishing was was just to
fix fading. That's all it was. It was just like,
okay, we'll put one extra counter on it,
and then just, when you remove the last counter,
it goes away. So the creatures before
that would have three counters on it, thus staying around
for three turns, now there's four counters on it, still staying around for three turns,
just when you remove that fourth counter, it goes away. And so
vanishing was just a fixed fading, and it's exactly fading minus
when exactly the counter comes out. So
that's the kind of thing where, like, it's funny
when you go back and look at old mechanics that we have issues with,
like another classic example is flanking, which was from Mirage.
So flanking was a mechanic that said,
if I am blocked by a non-flanking creature, it gets minus one, minus one.
And the reason we said non-flanking creature with the flavor of the mechanic was you were on horseback.
And so if I, on horseback, fight someone not on horseback, I have this tactical advantage because I'm on horseback.
But if I fight someone who's on horseback, well then, you know, I don't have my tactical advantage.
We're at the same height.
And while that flavor was cool, like, for starters, almost nobody understood that the flavor of flinking was horseback. Um, it's one of those
things that when I bring up an article, people always go, oh yeah, I didn't know that. Um,
and so the flavor, I mean, it was done mostly for a flavor purpose that people didn't even get the
flavor. I mean, even though every flinking creature, uh, minus one that was a centaur,
haha, um, was shown on a horse. But, you know, at least
horsemanship, we had the word horse in the
ability, so you're like, oh,
it has to do with horses.
Anyway,
flanking is one of those mechanics, I didn't put it on this list today,
but I will say, we are more
likely to bring flanking back
in a renamed version
than have that version that has the
cares about flankers.
No one remembered that.
The flavor didn't carry through.
And it was this little tiny thing that just messed people up
in a way that
it didn't really make the mechanic,
like it wasn't that it was done
to make the mechanic play better.
It was done for flavor reasons
and the audience didn't even
catch the flavor reason.
So it was kind of confusing people
and causing problems
and the whole reason for doing it
was that,
ooh, this is cool and flavorful,
most people didn't even pick up.
So, anyway, a little side on flicking.
Anyway, so fading became vanishing.
I'm not sure whether we'll even do vanishing again,
just because it's a downside mechanic,
and players are not super excited by downside mechanics.
The idea is I'm getting something much more powerful for cheaper
costs than I normally will because I only get it for
so many turns.
In my heart of hearts as a designer,
there's reasons why we might want to use vanishing, and there's
places maybe it'll make a lot of sense.
So if vanishing is not, we'll never do it.
But there is a barrier because players
in general don't like mechanics, you know, mechanics they perceive
as being negative mechanics. And
this is a mechanic that reads as,
hey, you know how normally you get your creature for as long as you,
you know, until it dies? Yeah,
this one's just going to die early. It's
not, as far as sexing goes,
one of the sexier things.
Okay, next. Chroma.
So, Chroma was a mechanic
first seen in Future Sight on one card.
And what Chroma was, it was a mechanic that said,
I'm going to tell you where to look.
Count mana symbols.
I'm going to tell you where to look and what mana symbols to look for.
And then that will be a number and there will be an effect based on that number.
Now Chroma was really widespread.
You know, look on the battlefield, look in your graveyard, look in your hand.
It really went anywhere and everywhere.
And we ended up, so it was in Feature Site as a one-off.
It ended up showing up in Eventide.
And it just didn't really go over well in Eventide.
A,
we were a little bit cautious with the cards we made,
so they weren't particularly powerful. But B,
it just wasn't quite evocative. Chroma's a pretty generic
name. Chroma just means color
in Latin, I believe.
So,
it had kind of a non-flavorful name.
It had enough different
uses that it was hard to sort of remember exactly how it got used.
And it just, and it wasn't on particularly powerful effects.
It just, it kind of just was like, eh.
Like the response I got back from people, people didn't dislike it.
They just, it was just like, eh, it's okay.
And in my heart of hearts, I knew that it was a cool mechanic
so
when we were making
Theros many years later
we were trying to solve the problem
it was an enchantment
the enchantment matters part of it didn't come from Journey
but it was a set that had a lot of enchantments
especially auras and that meant
there were a lot of extra things sitting on the battlefield
you had more permits than normal and we were trying to find a way to capitalize that and one
of the design members a guy named zach zach hill um suggested chroma and i'm like i like that i
like the space it's playing in but we need to fix it i think we did chroma wrong um and what i said
is i want to have a very flavorful name and I want to reign in what you're looking for
so it's just cleaner what you're doing
we went back and looked at Chroma Cards
I think all but two of them or three of them
looked on the battlefield
let's stop looking at other zones
there's not that much design space
let's just look on the battlefield
and then
we changed it to the idea of devotion
like okay we're on a Greek mythology world, Theros,
and the gods are there,
and we really like this idea of showing this allegiance to the gods.
And then we realized that we could take the gods
and use this mechanic, like,
unless enough people believe in the god,
they sort of stay this amorphous enchantment,
but enough people believe they come down to the earth as a this amorphous enchantment, but enough people believe
they come down to the earth as a creature, right?
And we thought that was super cool.
And so we did devotion,
and it went over like gangbusters.
I mean, it's kind of funny.
Like, one of the things I find very interesting
when we do stuff like this is
we did a mechanic as Chroma.
I mean, once again, not hated, but I mean it was a very blah response. We change it up a little bit
we fine tune it, we condense what it does, we give it a more
flavorful name, we stick it in a world that's more organic to what's
going on, and all of a sudden this mechanic, everyone's like, eh
people love. Like Devotion was a very, very
popular mechanic.
And that, the thing it teaches
me is
how important execution is,
that you could have a
mechanic, like, executed right,
a mechanic could be loved,
or it could be sort of ignored.
And there's a lot of details that go into
doing something right. So that,
anyway, that story is a very interesting lesson in that.
But, anyway, because we have devotion, there's no reason to have chroma.
Chroma is just a weaker version of devotion.
So if we're ever bringing back the mechanic, it'll be coming back as devotion.
It will come back as chroma.
And, yes, that means we will not do, like, come think you're a graveyard or something.
But I think that
that cost is acceptable
that's another thing
about by the way
when you're designing
mechanics is
there's this worry
sometimes I know
with
more novice designers
of
giving up something
that I want to
make my mechanics
so it maximizes
every possible thing
I could do
and that
I I get the desire to want to make your thing as flexible as possible,
but flexibility is not the primary goal you're looking for.
It's important, something that you do care about,
but there are a lot of other things that have to matter.
One of the big things is that your mechanic is organic and flavorful
and conveys what it's doing and is evocative enough that, you know, like part of making a mechanic is making sure that people can play it correctly and can enjoy it.
And making decisions that allows the most design orientation, you know, design competence.
That's just not the primary goal.
And I know a lot of people when they're designing,
that's really important.
Like I've got to maximize every moment
and I have to put a number on it
rather than lock it into a number
because I just want to keep open the possibilities.
And the reality is most mechanics,
there's a thin version of the mechanic
that's the fun part.
And the goal is not to do everything.
The goal is to find the fun part of the mechanic and concentrate on the fun part.
So if you have a design space of like 10% of it's fun, I'd rather
define it so that 10% of it's fun is the majority of what you're doing.
Not like, oh, I can make a lot of cards that are the not fun part. No.
Design it so that you're concentrating on making what's the fun part of the mechanic.
Okay, next, flip cards.
So in Champions of Kamigawa, we came up with this idea for creatures that could do something
and then evolve into a second creature.
Now, we had messed in that space before, threshold, you know, a lot of threshold mechanics, like
threshold, where if you meet a certain state, then the creature gains some bonus.
We had made stuff like that before.
But the attempt with flip cards was to do something a little bolder,
you know, represent the two states.
It's not just, because the thing about something like threshold was,
probably I show you the upgraded state, but I'm just showing you one state.
And what we liked the idea is, could something change,
and we show you both states.
So, the way flip cards worked is,
you would have one side,
and this is the side that had the mana cost on it.
And then, if you flipped it 180 degrees,
there was another card
that you could see went upside down.
And so, and the art was done,
so one of the arts was facing one way and one the other.
So essentially,
you had a frame
that let us...
You could play the card as one of two different states, depending on which way it was up.
The idea was really cool.
The problem with...
Well, one of the problems
with flip cards.
A was
when you tapped the card,
say you attacked the creature,
now there was no real way to tell
which side, like it was face up.
Sorry, it was untapped.
You knew what it was. What's the
top side? But if I attacked, like, oh,
well, did he tap clockwise? Did he tap
counterclockwise? Like, all of a sudden,
like, it's now, you just can't tell what it is.
And in creature combat, that's
pretty important. Um,
and so,
the other thing was the frame was kind of
ugly. It's just hard to get
two different cards on one card. I mean,
split cards kind of look cool, just cause
it looks like two little mini cards.
Um, we didn't,
it didn't quite work that way.
You also can't have split cards on the battlefield.
So,
it just ran into the problem of being
a bit
awkward to use.
And awkward,
and it didn't look great.
I mean, this is another big thing.
I mean, one of the other lessons as we're getting to the batch mechanics that changed
because we had a better way to do them is a lot of times you try something,
in a kernel of what you try, there's an interesting idea there,
but some of the execution choices aren't quite right.
So flash forward to Innistrad, and we were trying to solve the werewolf problem,
and we were inspired by dual masters to make double-faced cards
that had two different faces on them.
And what we found was
it had its own challenge.
We had to come up with checklist cards, and
how do you deal with it if you don't have
opaque sleeves and stuff.
But what we found was
that having two
sides in which each side
got to be its own thing, rather than trying to have two sides in which each side got to be its own thing rather than trying to have
two states in one card
just made a cleaner experience.
It allowed us
to more text per card,
which allowed more design space.
It allowed us
to have more art that helped.
Like, the way it worked
on flip cards was
it mostly just showed
the creature.
There wasn't much space
for anything else.
But now that you had a full art box where you could tell a story.
You could see the human and then the werewolf, but there was some story. It wasn't just a human and a werewolf.
It was a human that had some role and the werewolf, and you could sort of see the relationship
between the role of the human and the role of them in werewolf form.
And a lot of the other devil face cards really gave us
this means to tell the story.
It's this cute little girl that gets demonically possessed.
It's a wizard that messes with things he's not and becomes the fly.
You know, there's a doctor, you know,
that is messing around and becomes
a darker version of himself, stuff like that.
And having the two sides really allowed us
to convey things in a way that was just cleaner.
And the funny thing is what we found out is the logistics of dealing with a double-faced card
ended up being not nearly as problematic as two faces on the front of one card for a permanent in play.
And so it was kind of cool in that we had the opportunity to do something.
It's just a way to sort of take a lot of what,
like I think we took the cool thing of flip cards
and we found a way to invest in them,
something that just made people focus on the things we wanted them to focus on.
It wasn't, like a lot of times distractions get in your way of enjoying the cool part.
I mean, one of my themes today is as a designer, you want to figure out what makes mechanics you're doing the coolest they
can be. And a lot of the things that makes us retire mechanics is when you are getting
in your own way, that you've made a little tiny flavorful thing that mechanically doesn't
work or it's non-intuitive or, you know, you've made a choice in flavorful thing that mechanically doesn't work or is non-intuitive
or you've made a choice in how you've worded it or named it
or something about it is keeping people from getting the flavor.
I look back at something like flanking
and it's a really interesting thing.
Why didn't people get the horseback thing?
Why wasn't that something they understood?
a really interesting thing of why didn't people get the horseback thing? Why wasn't that something they
understood?
And
that definitely is something that I
always
want to keep in mind when making a new
mechanic.
Anyway, that is all the retired mechanics.
Now, this
list was a little bit subjective. I could
have forgotten something. And there's probably some mechanics
there are some mechanics that I don't think we'll ever do again.
You know,
bands with others. Although, once again, bands with others
means a subset of banding.
But, for example, I recently did
a top ten of mechanics I don't like.
Sorry. What I thought
were the worst mechanics, obviously.
I don't like them because they're bad mechanics.
Some of those mechanics,
I don't know. I mean, probably if I listed them bad mechanics. Some of those mechanics, I don't know.
I mean, probably if I listed them as the worst mechanics of all time,
the chance of them coming back is low, although not impossible.
And some of those might be like Chroma or like Phasing
or something in which we are flip cards.
We're like, okay, there's something here we like.
Like a good example is Haunt.
Haunt, the flavor is amazing.
The execution is not.
I can imagine this one day saying,
okay, let's take this flavor
and let's do what Haunt was trying to do
originally and just do it better.
I mean, that would be very cool.
It's something that,
jot down something we should do.
Anyway,
I hope you guys enjoyed today's podcast.
One of the
things that is really interesting to me about
Magic, I mean, Magic's in
its 26th year now. It's constantly iterating.
It is neat
to watch how our mechanics
have changed. Interestingly,
even the mechanics that we haven't changed
the name, we're
constantly, like, whenever we bring back a mechanic,
we often will tweak it.
You know, we brought back Morph, we brought back Convoke,
we're just bringing back Proliferate.
In each of those cases, we made little tiny changes
that just made it a better mechanic.
Now, if the changes are small enough, we don't need to change the name.
Like Proliferate, as an example.
So Proliferate just came back in War of the Spark.
Proliferate originally
the way it worked was
for every player and or
permanent, if you choose it
you then picked one
counter type on it and gave it
an extra one. But if they had multiple
counter types, you had to choose which one you wanted.
Now, the new version
of it says, look, they get every counter.
So, if they have, you know,
an energy counter and an experience counter, they get
an extra energy counter and an extra experience counter.
You know,
now, as with any mechanic that we tweak,
there's the
occasional problem where my opponent,
for example, has a positive and a negative counter,
or I have a positive and a negative counter,
and I have to decide what I want to do. A, I don't think that's necessarily bad gameplay. I have a positive and a negative counter, and I have to decide what I want to do,
A, I don't think that's necessarily bad gameplay.
I think having decisions every once in a while
where I have to decide what to prioritize
I think can be pretty cool.
But overall, more of the time,
we make more positive things than negative things.
So you're more likely to get in a scenario
where you have two positive counters
than one in which you have a positive and negative.
And on creatures, plus one, plus one, minus one,
minus one counter. So the two most common counters we do
negate each other. So on creatures
it's even less likely that will happen.
But anyway, it's a good example
how we do try to update things from time
to time. Sometimes we'll, if we need
to, if the mechanic can't be salvaged,
we will come up with a new
version of it. You know, if fading becomes vanishing
and stuff. But a lot of the time, we'll
try to fix up the mechanic in a way that
we can keep the name and just tweak it slightly.
Like I said, that's something we
do a lot. Anyway,
I hope today was a good insight into
sort of,
in a lot of ways, Retired Mechanics is
a story of lessons we've
learned in how to make mechanics.
Every time we remove something, you'll notice, by the way, the things get removed for a few main reasons.
A is confusion. People aren't playing it right.
B is non-intuitive, which is people aren't playing it right.
Confusion is they're not playing it right because they don't understand it.
Non-intuitive is they're not playing it right because it doesn't do what they think it will do.
not playing right because they don't
understand it.
Non-intuitive is
they're not playing
right because it
doesn't do what
they think it will
do.
And then play
design, sort of
gameplay reasons
where it just
doesn't play quite
as well as we
want it.
Those are the
three main reasons
that we will
retire mechanics.
And that covers,
I think, just about
everything I talked
about today.
Let's see real
quickly.
Banding was
confusion.
Fear Intimidate
was gameplay.
Landwalk was
gameplay.
Shroud was
intuition. Regeneration was gameplay. Landwalk was gameplay. Shroud was intuition.
Regeneration was gameplay. A little bit
of complexity. Fading
was intuition. Chroma was...
Oh, well. Chroma was it just
wasn't sexy enough. I guess that's the fourth category
of we didn't present it in a way that
was as flavorful as it could be.
Phasing was complexity. Flip
cards was presentation.
Berry was we didn't use it enough. Land Home was we didn Flip cards was presentation. Berry was
we didn't use it enough. Land Home was we didn't use it enough.
Substance, no reason for that to be.
And Anti was, I guess players didn't like it.
So that's another one.
Players might just really not like it.
Which kind of ties into, also,
being non-intuitive means it just doesn't do what they think it does.
There's something tied into that.
Anyway, my friends, that is Retired Mechanic.
So I hope you guys enjoyed it.
But I'm now at work.
So we all know what that means
is that's the end of my drive to work.
So instead of talking magic,
it's time for me to be making magic.
See you guys next time.