Magic: The Gathering Drive to Work Podcast - #695: Core of Planes
Episode Date: December 6, 2019In this podcast, I examine all of our major planes and talk about the most important part of the plane from a design and flavor perspective. ...
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I'm pulling away from the curb. We all know what that means. It's time for another drive to work.
And I dropped my kids off at school.
Okay, so today's podcast was the result of somebody on my blog asking me to do this.
So, this was from what was suggested.
So, the question, we were talking a lot about core identities of planes.
And what that means is, when we go to a plane,
what exactly is the bare minimum
that's expected?
And each world,
we have a lot of worlds
that magic has made.
What is sort of the core of the world?
And the idea is,
if we go back there,
what exactly is expected?
Like, what needs to be there?
So I'm going to go through
all the planes
that have ever been the center of a magic, a standard
legal magic set, or standard legal in the early days,
I guess wasn't technically standard legal, but anyway, normal sets that came out that are part of our
normal release schedule, not supplemental sets necessarily, although if I have time, maybe I'll get to a few
of those. So I'm going to talk about chronologically from when we, the first
world we visited, talk about what I from when we the first world we visited talk
about what I think the core identity of the world is. I'll be talking more mechanically
but I'll mention creative a little bit. Obviously my my area of expertise is the mechanical
part but I'll talk a little bit about both. I do think there's some creative conceits
that also have to be taken into mind when you talk about the core of the world. So we're
going to start with Dominaria. So that's the very first world we ever
visited back in Alpha. And for the first
10 years of Magic, it was the vast majority. Most
sets were set on Dominaria. Even though we tended to jump all around
the globe showing different kinds of places.
I think if we had...
Like, for example, I don't think...
I think Ice Age would have been Ice World
and Mirage would have been Jungle World
rather than all of them be just different places
in the same world.
I don't think we quite got the essence
of planeswalking early on.
But anyway, Dominaria, its identity...
One of the big problems we had,
and we had this going into making Dominaria, the set, one of the big problems we had, and we had this going into making
Dominaria, the set, was the set's many things.
Like, it's ice world, it's jungle world, it's mutant world, it's post-apocalyptic world,
you know.
There's a lot of different variants that we've done there.
And one of the things that we tried really hard when we made Dominaria, the set, was
to give it an identity.
I think we found one.
And the idea we really pushed
was the idea of it's the history plane.
It's the plane where
the present is defined by its past.
And that it really is a world
where, like, one of the things we did a lot
of is showing how the landscape
of the world itself
has a lot of remnants of the past in it.
Like, they fought a Phyrexian war
and now there's Phyrexian ships that have crashed,
and, like, the world has built themselves
around it. And so,
you know, we really like the idea
of history. Part of
getting that theme was playing up
having a legendary theme.
I think that's pretty core-identic now to
Dominaria. If we went back,
I do think we'd have a legendary theme.
And this sense of history, I think, is important.
There's a couple different ways to do it.
Like, for example, we didn't really mess with the graveyard
just because a lot of sets before it had done graveyard stuff.
But I do think, for example, it's possible that there could be a graveyard theme to Dominaria
because I think the graveyard does a good job of showing the past.
I think, in general, artifacts also will play some role.
Obviously, there's a lot of...
I mean, artifact, the word itself, is sort of an object from the past,
is what artifact technically means.
Not that all artifacts are that, but the word does evoke that.
And so, I think next time we see Dominaria,
and I do believe we'll go back to Dominaria,
like I said, I think you will see us
trying to play up the history theme in different ways.
Oh, the one other thing that I think mechanically
is pretty connected is we've used,
we wanted to create a sense of stories in card form.
We did that by making sagas.
And while I do think sagas will be something you'll see more
than just Dominaria, I think they're
pretty tied to Dominaria. And
Dominaria is the world that has the most stories.
And when I say stories, I mean real, like
they happened in Magic Timeline.
The audience knows them
because they were part of sets. There's more
story built in Dominaria than any other
world we have. And so I do think
Sagas are pretty corally tied to Dominaria. Not that you couldn't see Sagas elsewhere,
but I believe that you... I don't think we'd visit Dominaria and not
have any Sagas, is my guess. Okay, next is Robia.
So Robia is the world that Arabian Nights took place in.
It essentially... it's the first top-down set. Although Richard
didn't really build a brand new world as much as he just kind of took the world of A Thousand and One Raby Nights and brought it to life in a card set.
There's a little, Richard did a little bit of, on a card-by-card basis, of a little bit of things that are unique to magic that weren't necessarily from the source material, but most of it was straight-lifted from the source material.
necessarily from the source material, but most of it was straight lifted from the source material.
Also, because it was a very early set, there wasn't any real mechanical theme to Arabian Nights.
And while there's definitely a flavor theme, I mean, it's a top-down Arabian, Persian-ish world.
I think if we ever went back to Rebiah, it would be a top-down world that rift off of Arabian-Persian influences, but I think that it would build a world. If we ever went back
to Rebiah, we'd have to build a brand new, or not build a brand new,
there never was a built world. We'd have to really make a world.
And instead of sort of doing straight lifts of, it's exactly Aladdin,
we would definitely do things where we're more riffing off the tropes
rather than just straight up naming them after the exact thing it is.
So I'm not sure if we ever go back to Rebaia, but if we do,
there really isn't a world already there.
There's kind of a hint of something and a top-down-ness of something,
but we'd have to build a brand new world that sort of makes sense there.
Next, Ogrotha.
So Ogrotha was the plane of homelands.
So what they did, the people who made homelands, is they took a lot that was popular in magic,
so really deriving from, like, Alpha, and populated a world.
Like, oh, Sarah Angel's popular?
Oh, well, let's meet Sarah
and learn where she made those angels for the first time.
And, oh, you like Sengur Vampire?
Well, let's meet the Sengur family of vampires.
Oh, you like Herlu Minotaur?
Oh, we have a race of Herlu Minotaur.
There's a lot of recognizing what they felt was popular
from early magic and building it into a world.
what they felt was popular from early magic and building it into a world.
Agrotha has the problem of it's a mishmashy world in that they just took a lot
of things that people liked and put them all in one world. So the world lacks a little bit
of cohesiveness in that it's sort of like there's components
that are all there, but they don't quite connect as much
as a normal world we do. There's not as much
direct cohesiveness.
But there's components that are
cool. I think if we had to do
Redewel Grotha,
we would lean more
toward the Sengur vampire stuff.
I think that's the Sengur family.
I think that's kind of the coolest stuff.
When we were originally making Innistrad,
we did toy with the idea very briefly
of what if we, this was Ogretha,
we went back and we turned Ogretha
into our gothic horror set
because it was, there were elements there,
you know, definitely like both Innistrad
and Ogretha have a vampire family, for example.
But we ended up going a different route
and Ogretha is tricky. have a vampire family, for example. But we ended up going a different route, and
a Grotha is tricky.
There's not much mechanical identity to a Grotha.
I mean, I think
back mechanically, I'm like, there's not much there
that I would latch onto.
There's a little bit of flavor.
It would require a lot of work, because there's
not a huge amount to latch onto.
Like I said, there's a few things, like Baron Sanger, the Sanger family that I think people might enjoy.
But it is, it's a little bit thin.
It would require us doing some world building and really expanding on some stuff and trying to make the world a little more cohesive.
And then it just needs a little bit more.
It's a little bit thin for a modern world.
And mechanically, there's
really nothing, I think, that we would take from it.
Wrath.
So Wrath was the setting
of Tempest Block.
It's an artificial plane
made by the Phyrexians
so that they could launch an invasion
on Dominaria.
So it was part of the Brothers
War... I'm sorry, part of the Wedlight S I'm sorry, part of the Weblight Saga.
It's part of the Weblight Saga.
And anyway, Wrath, as part of the invasion,
got overlaid onto Dominaria.
So the only way to visit Wrath
would be to go in the past,
because in the present, it's part of Dominaria.
If we went...
So let's say we decided to do a flashback set
going back in the past.
Wrath is where the slivers got introduced
and slivers are quite popular,
so I assume there'll be slivers there.
There are some other story components,
other stuff.
Shadow, I guess, is the other big mechanical thing.
I guess you'd make some nod towards Shadow, maybe.
Although, once again...
Well, I guess it's one of the more
identical elements of the plane.
Shadow's mechanic has its issues,
so you'd have to be careful with that.
But Slivers and Shadow are mechanically
probably the most definable things
about the world.
It has a very distinctive physical look.
I mean, it's the first world
we kind of built.
You know, the first world
where we brought in a team
and did work on world building
and stuff. So it has
a more distinctive look than a lot of the
earlier worlds I'm talking about.
But its mechanical identity is kind of
slight, and because it's been combined
with Dominaria, I don't even know,
I mean, without going into the past,
we can't even visit it. Mercadia.
So Mercadia was
the world from Mercadian Masks. It is a mercantile
world, meaning it's all about salespeople. So it has a city. It's not quite as city-ish
as Ravnica. There's more rural stuff there. But there is a lot of the idea that you would
come to town and you would trade and get stuff.
There's not a lot of mechanics.
Probably spell shapers is the one thing that I might, because spell shaping was playing into the idea that they were selling things.
Spell shaper was a mechanic where there were creatures where you could spend a certain amount of mana, tap them, discard a card from your hand, and generate an effect.
So the idea essentially is you can turn any card in your hand
into this certain effect.
And it represents the salesman, represents the salesman of things.
So probably spell shapers, let's go back to Mercadia.
Mercadia is another one where when they built the world,
the people who built it were really into doing weird things.
Like one of the definitions of the world was,
physics don't work here like
they do in normal worlds. That thing that looks like a tornado on the plains is an upside-down
mountain. Well, how does that work? How is a mountain upside-down? Eh, things are weird here.
It just was kind of built without any logical consistency to it. Like, gravity works on the
upside-down mountain somehow differently than gravity works in time. Anyway.
And there's a lot of, like, weirdness or, like, here, goblins are super smart.
Like, okay.
It would be a tricky world to do.
If we did it, I think the mercantile part of it is the most interesting thing.
Maybe you could do a mechanic.
You could play into about playing with resources or something.
But I do think Mercadia is a tricky thing to do.
Mirrodin.
So Mirrodin was also an artificial plane, kind of like Wrath,
made by Karn using the Mirari, I believe.
And it was designed as a world.
We had planned to bring back the Phyrexians,
and it was designed from the get-go,
like it was designed from the minute we made it
that it was going to turn into New Phyrexia,
which I will get to in a second, later on.
But Mirrodin itself, so we can't go back to Mirrodin proper
only because it became New Phyrexia.
But if we went back in time or something,
Mirrodin is very much an artifact world and an artifact matters world.
Artifacts are a very strong component of it.
I think if we went back,
we would start weaving in artifacts into colors,
which is ironically what I did originally
when I made Mirrodin,
but I got pulled out during development.
But I mean, it would have to be very artifact-centric
and probably with today's guidelines, it would have to be very artifact-centric and probably, with today's
guidelines, it would have to have a big...
Wait a second.
Sorry.
Sorry. Good night to me.
It would have to have an artifact component
that's really tied to Mirrodin.
Okay, next. Kamigawa.
So Kamigawa was a
top-down world built on Japanese mythology.
The biggest problem we had with it was
while we were faithful to Japanese mythology
we played into a lot of things
that the average person just doesn't know about Japanese
so it was kind of a top down world
but it wasn't very resonant
so it ended up feeling more weird than resonant
so if we went back to Kamigawa I I mean, the core of Kamigawa is top-down Japan.
I think we would have to really figure out how to make it a little more resonant
and a little less sort of weird, if you will.
There are a lot of races and things that players like that I assume we would tap into.
We know Tamio is from Kamigawa.
Oh, Dominaria, by the way, I didn't mention this,
but there's a bunch of planeswalkers from Dominaria.
Liliane is from Dominaria.
Jai is from Dominaria.
Tveri is from Dominaria.
Karn is from Dominaria.
I think Nicole Bowles is from Dominaria.
I guess Ugin, technically, is from Dominaria.
So there are a bunch of planeswalker characters from Dominaria
for Urbaya, Elgrotha
Sarah was not from Elgrotha
but Sarah and Faraz were both planeswalkers
lived in Elgrotha
Wrath had no planeswalkers, Mercata had no planeswalkers
Myrddin
Koth is from Myrddin
is that it? Koth is from Myrdin. Um, is that it?
Koth is from Mirrodin.
Uh, I don't know if there's other, I mean, like, Elsteth visited Mirrodin, but she wasn't from Mirrodin.
Um, anyway, Tommy is from Kamigawa.
Um, I don't think there's a lot of mechanical identity I'm particularly excited about.
It was super parasitic.
Um, we messed around with Splice with Splice in the Izzet when
we went back in
Guild of Ravnica,
and we made
a Splice on Instant card in
Modern Horizons.
There's not a lot of space on Splice,
even Splice on Instant. It's not
that easy mechanic to use.
I mean, the one other mechanic
that had some success was ninjutsu,
but ninjutsu is pretty limiting,
and we've really maxed out
a lot of the ninjutsu space.
So we went back to Kamigawa.
I mean, we definitely were playing
to top-down Japanese flavor.
I think there's some elements
of the creative that, I mean,
be aware, by the way,
that I think Kamigawa took place
like 1,500 years ago in story. So if we went back to Kamigawa,
it would be, a lot of it could be quite different. It's later.
I think there's some elements that we like from the original Kamigawa that we might keep, but there's a lot of stuff we wouldn't.
There's not a lot of mechanical that I would keep from that place.
Like I said, even something like ninjutsu, which is one of
the better mechanics, I guess,
it just is really pigeon-holed ninjas.
Like, ninjas, there's a lot more interesting things about ninjas
than just, ha-ha, they attack when you don't expect them to.
And I feel like I would want to sort of be able to
do more with ninjas, same with samurai.
Samurai all had bushido in the original.
But I feel like if you're going to do samurai ninjas,
you want to really do them. They're part of the resident part of Japanese,
a lot of the top-down Japanese flavor, and I would want to be able to do more with them
than sort of lock them into one mechanic. Okay,
next is Ravnica. So Ravnica, one of our most popular
places, it has a very strong identity. It is the
guild plane. It is about two
color pairs. So much so
we visit there, like, we don't even
visit Ravnica for one set. Like, we
have to visit Ravnica for at least two sets and sometimes
more because we've got to get all the guilds in and we know
we can't get them all in on one set.
As Dragon Maze
kind of demonstrated, it's a little much to put ten
different guilds in one set.
And there's certain, because it's so
tied, things like hybrid mana or split cards,
there's even cycles that people come to expect, like guild mages,
guild champions,
I think there's some expectations for shock lands.
Because Ravnica, other than Dominaria,
Ravnica is the world we visited the most times.
In Dominaria, in a lot of ways,
we didn't really revisit the same world as Dominaria.
We visited...
We just pretended that we were going to a new plane,
but said we didn't leave the plane.
So Ravnica is the defined sort of...
It has a defined set we visited the most.
And that is very mechanically and creatively...
Now, people have asked,
would we go to Ravnica and just not do the guilds?
And I'm like, well, in something like War of the Spark
where we set up first and did the guilds, okay, maybe.
But I think Ravnica is so about the guilds,
I think people just would be upset
if we went to Ravnica and go,
oh, no, no, it's not a guild set.
It's something completely different.
I think that would fly in the face
of what people like about Ravnica.
Next, Lorwyn and Shadowmoor.
Okay, so Lorwyn had a strong tribal theme.
Shadowmoor had a strong hybrid theme.
And they were...
The big shtick of the world is it's the same world.
One is a light version and one is a dark version.
And the world changes between its two states.
As is normal dark version, and the world changes between its two states. As is normal for
us, I think in the story
sometimes we're like, oh, they solved
the Aurora, but I assume we went back.
You need the Aurora. The thing about
Lorwyn and Shadowmoor is
that it's one of the sets
that most lets you make two sets
because you can make parallel sets.
It's the Lorwyn set, it's the Shadowmoor set.
That's something we could do again.
The thing to me that's the most defining about Lorwyn,
really, is this contrast between the light and the dark.
That, to me, is one of the most interesting things about the world.
And I know a lot of people, when we made Eldraine,
said, oh, is it just Lorwyn?
I'm like, no, no, no.
Lorwyn's not about top-down anything.
Yes, there's a little bit of Celtic mythology woven into it,
but it's not top-down Celtic mythology world.
Celtic mythology is the flavoring.
The world was built as having two components that mix with each other.
That's why we did tribal and hybrid,
because those components are, you know,
as long as you put the tribes in Stratomor and obviously all the colors in Lorwyn, then they work with each other.
I think if we went back, I think you'd have some, there'd have to be some amount of tribal and some amount of hybrid, just because I think those, there's some identity there.
I don't think we would do as much, I think we did too much tribal and we did too much hybrid.
I think both Lorwyn and Shadowmoor overshot on what they were doing, so I think we'd ratchet down some. I think if we went to Lorwyn, there we did too much hybrid. I think both Lorwyn and Shaddamore overshot on what they were doing,
so I think we'd ratchet down some.
I think if it went to Lorwyn, there would be some tribal component.
I think if it went to Shaddamore, there would be some
hybrid component, but not at the level
that it was. Also,
Shaddamore also had a color-mattered
slaver to it, which was tied into the hybrid,
which I assume we'd probably do if we went back
to Shaddamore.
But anyway, I do think that Lorwyn and Shattamore have a lot of flavor and mechanical identity that we can play off of.
One of the things that I know we'd have to work with is, at the time Lorwyn came out,
the thought process, at least from the feedback we got, was it was a little too light.
Now, since then, we've grown bigger.
The audience has changed some.
We have a lot more casual players.
Eldraine's doing really well,
and I think Eldraine sort of shows that you can have some lightness.
Maybe the idea is having a little more Jeopardy if it's on Lorwyn, but anyway, I do think that the playing of the light and darkness
and figuring out how to have parallel components or something,
I do think would be important to returning to Lorwyn.
Next is Alara.
So Alara was a world that was split in five, in five shards.
Shards of Alara.
And each one had a color and its two allies.
So Alara is defined as a three-color faction world.
There's five factions, each a shard,
or we also call them arcs.
If we went back to Alara, we'd have to do that.
As is the case, we started blending together the worlds,
which is really not what makes the world a cool place.
I think we'd really focus on the five shards.
I mean, maybe there'd be some component
where they mix, but I really think the uniqueness and the definition of the shards is really what
makes that place cool. And the three color element of it, I think is, like, I don't think you go to
Alara and not have three color arms. I think it's pretty tied to what Alara is. Zendikar. So Zendikar
is both land-centric world
and adventure world.
So from a flavor standpoint, we definitely make sure
there's adventure tropes going on.
You know, original Zendikar
did traps
and quests.
I'm not sure we would do specifically those,
but I do think we need to tap into
I guess allies
are also part of that flavor.
I think that we would
need to make sure that there's an adventure,
top-down adventure feel.
I mean, the set is mostly
bottoms-up because it's land matters.
I think landfall is pretty tied to Zendikar.
I described that we didn't do
landfall when we went to Zendikar, but it's not landfall.
Something very, very
land-centric.
Because I do think that Zendikar
is very much tied to lands
thematically and mechanically,
and that would be true. So I think it's a combination
of finding cool things to do with lands
and then finding neat, top-down
adventure flavor stuff
for the rest of the mechanics. So that's what I
assume we do in Zendikar.
New Phyrexia.
So New Phyrexia is what Mirrodin
became when the Phyrexians took over.
Scars and Mirrodin did a lot
to sort of identify some
New Phyrexian stuff. The Phyrexians
also showed up before. The Phyrexians
have an artifact component to them, and
both Mirrodin and New Phyrexia thus
have an artifact component, so New Phyrexia would need
to have some amount of artifacts in it.
But an artifact component, so Nufrexia would need to have some amount of artifacts in it. But
I really think the main thing
about Nufrexia is it feels Nufrexian.
Because it's Nufrexia.
I think there's a decent
chance. I think Poison
would, I mean, I think
if Poison's ever going to show up, Nufrexia's where
I expect Poison to show up.
And stuff like Nufrexian Mana,
there's a lot of iconic stuff tied to Phyrexia.
I'm not sure what we would use or wouldn't use,
but I think we'd go back and look
at a lot of the iconically Phyrexian things.
A lot of those are very polarizing.
If you look at Fact or Phyrexian Mana and stuff,
that set was made to be...
The design of the Phyrexians was to be a bit invasive.
And the side effect of that is some people...
It makes them feel uncomfortable and they don't like it.
So there's some...
New Phyrexia has some of that challenge of how to play into what people liked about Phyrexia
because you want to deliver that for people that liked Phyrexia.
But also make sure there's some counterbalance to that.
Next is Innistrad. So Innistrad's our gothic horror world. It's a top-down world really
playing in the genre of horror. There's monsters there. I think monster tribal is, you know,
we have ally, there's sort of monster factions, if you will. And I think if you went to Indusrod, you would have to play into the monsters.
I think monster tribals is part of that.
I think there is a death-slash-graveyard component that you have to deal with
that the world very much is about things dying, caring about things dying,
and there's got to be some point there.
I think double-faced cards are just tied to Indusrod.
The idea of dark transformation is just core to its identity, so I don't think you'd go to Indusrod and not have double-faced cards are just tied to Innistrad. The idea of dark transformation is just core to its identity.
So I don't think you go to Innistrad and not have double-faced cards.
I think that would defy expectation of the audience.
But yeah, I mean, I think that you have to gothic horror.
You do top-down gothic horror.
You do monsters with some tribal component.
You do double-faced cards.
You do some Death Graveyard Matters thing.
And that's what I expect you to try to be.
Theros.
Okay, so Theros is a top-down Greek mythology set.
And it has an enchantment component.
So I think if we went back to Theros,
you would have to have a lot of the top-down stuff.
People would expect gods.
They would expect the
Minotaurs, the Hydras, the
Gorgons, the Pegasists.
They would expect the things that you
would expect to see from Greek mythology.
And I also think that
the enchantment, it really is
the world most defined as the enchantment
world.
I think we sort of played, we built as the enchantment world. I think we sort of
played, we built up the enchantment
more at the end of the block, but it really
connected, so I think
a world, I think when you go to Theros
you have to have the top-down
Greek mythology stuff, you have to have enchantments.
Those are the two core things to Theros.
Tarkir.
Okay, so Tarkir was our
warlord plane that started as a dragonless
plane that thinks the shenanigans
by Sarkin ended up as the dragon plane.
So, I believe
Tarkir is very wedge-defined.
I understand that when Sarkin went back
in time,
the dragon Sarkir was more
ally-connected.
I believe if we went back to Tarkir, we'd have to figure
out how to get back to wedge. I believe we went back to Tarkir. We'd have to figure out how to get back to Wedge.
I think the identity of the world is Wedge.
We actually did, if you read the story,
the knowledge of the clans is built into the new timeline.
So there's means and ways for us to get there.
But I do think we went to Tarkir.
The Wedge identity is a big part of Tarkir.
I also think that the Warlord quality
means it's going to be more combat-centric, as first Tarkir was, so I do think it plays
up a little of the Warlord feel, and so that means it's a little more combat-centric. The
big question mark for me is, does Morph show up? Morph obviously played a role in that block, but there was a lot going on,
and I don't know.
That's the big question mark for me,
whether Morph should be there or not be there.
There are strong reasons to not want it,
because there's a lot going on,
and there's some interesting reasons to want it.
It does help you with three-color.
So anyway, I'm not quite sure
whether Morph shows up on Tarkir or not,
but it's an interesting question.
Kaladesh.
So Kaladesh is our inventor's world,
so it clearly has an artifact component.
I would expect vehicles to show up in higher volume.
Like, vehicles started there and then became deciduous.
They show up a lot of the time.
I expect vehicles here would show up in larger volume.
I think the set would have more artifact components to it.
But once again
it plays more in the
Johnny Jenny space of
weird and quirky artifacts that you do
neat things with that combine in fun
and interesting ways, more so than
just kind of play lots of artifacts
like Mirrodin does.
I expect we would keep that in Venture
feel. I think
energy is pretty tightly tied to the world of Kaladesh.
I think it would be hard to go back to Kaladesh and not have energy.
So I expect energy to be there and vehicles to be there.
I expect artifacts to play a big role.
I think we would, once again, push in a lot more color into it.
Obviously, the Gearhulks originally had color in them, but we would have to push more.
I think we can do that in the world and feel pretty natural.
It also has
the sort of Indian flavor to it
that obviously would keep. And it has
a lot of the bright
artisanal quality to it, that
the artifacts here are inventions and
aren't, you know, it's...
We did steampunk, but we did kind of our own
version of it, which was bright and happy,
rather than kind of gritty and dark,
which is often how steampunk is done.
And I assumed that the Kaladesh would maintain that.
Amonkhet.
So Amonkhet is our Egyptian top-down world.
It had a lot of Egyptian tropes.
It also had this bolus feel to it that was pretty harsh.
I think if we went back to Amonkhet,
we would have to keep some of the harshness to it,
and we would keep a lot of the top-down Egyptian to it,
but a lot of the first visit,
one of the big things we built into it
was this disconnect between how the world saw itself
and how you, the player, saw the world,
meaning everything mechanically said this was a harsh and mean world,
but the creative said it was a happy world.
And that disconnect was something we really played into in the design.
With the blowing up of the city,
another chance of us blowing stuff up,
I'm not quite sure how we capture Amonkhet.
I mean, we'd have to have that top-down Egyptian feel.
It's kind of like, oh, we probably want some'd have to have that top-down Egyptian feel. It's the kind of thing like,
oh, we probably want some kind of gods,
or the gods died. I mean, Amonkhet
has a lot of big question marks. I do know the core
of the set is the feel
of Egyptian, and sort of
I think it has a little
more of a meaner feel. It's got minus one, minus one counters.
I think we'd probably keep that.
That is a pretty harsh place. I think
the idea to sort of keep it off of Theros,
because Theros is another top-down mythological set with gods and stuff.
So I like the idea that Theros is a little bit happier
and a little more about, you know, become a hero.
And Amiket's a little darker and a little more like
the world's come out to get you sort of feel.
Next, Ixalan.
Oh, Ixalan's another one where
I think the creative was a lot of fun. It was a
Mesoamerican-flavored world.
It obviously had a strong
tribal component. There were dinosaurs
and pirates and
conquistador vampires and merfolk.
I think
if we went back, there would be
some tribal component, only because
I think players would be unhappy if there were
no dinosaurs or pirates, for example.
But one of the problems
we had with the original Ixalan is we didn't put
the glue in. One of the things about tribal
sets is you need to be able to mix and match
the tribal components, and
we made the choice at the time for creative reasons not
to do that, but it really caused a lot of problems
with the way it played, especially how it
drafted. A return to Ixalan has to solve that problem, so I caused a lot of problems with the way it played, especially how it drafted. A return
to Ixalan has to solve that problem,
so I think there would be a tribal component.
I think the flavor
was very strong, and I think we went back.
There is another continent
on the World Tour Zone,
which is where the vampires came from.
There's some chance we could go there,
although you kind of want dinosaurs.
Maybe there are dinosaurs there, I don't know
but anyway
Ixalan, there's definitely some tricky things about Ixalan
but
there's a lot of fun flavor, you want to
kind of capture that flavor
which brings us to
Eldraine, so Eldraine
is obviously a top-down set with Arthurian
legend and fairy tales
I think the courts are a big part of it Eldraine is obviously a top-down set with Arthurian legend and fairy tales.
I think the courts are a big part of it.
I think the identity of the world through the lens of the courts is pretty big.
I think that would happen.
I think a return to Eldraine would definitely have us
take some mechanic that we could push through the different courts
to show each court does it differently.
There will obviously be more top-down fairy tales.
I think the modular nature of the fairy tales would stay, I think that's a pretty big
part of what makes Eldraine Eldraine
is you get to mix and match all the fairy tale components
and to some extent the Arthurian components
biggest problem
with the Arthurian side of things is we did
most of the obvious stuff, all the low-hanging fruit
there's a few things like we didn't do sword and stone
really, and maybe
we could revisit a few things, maybe do a round
table that's clearly a table that's round,
since the Circle of Loyalty didn't really read to a lot of players
as a round table sort of thing.
But there's a lot of fairytale stuff.
I mean, I know this from just working on articles about Eldraine.
There's a lot we left on the table.
There's a lot of...
And there are also...
One of the fun things is you can do reinterpretations of things.
So I also think, going back, that we could take other takes on some of the fun things is you can do reinterpretations of things so I also think going back
that we could take other takes on some of the
archetypes. The thing about the
stories is because the fairy tales are so well known
that even if we choose different facets
of the, like even though we touched
upon a lot of the stories, there are different facets
we didn't touch upon and so maybe
the golden goose is in the first one
and the self-playing lyre, you know, there's a
or a harp it varies on how the story is told,
but there's a lyre or harp that plays itself,
like we didn't do that one, stuff like that.
But I do think that Eldraine is...
I mean, I think that it has a pretty strong mechanical
and flavorful identity that we could follow up.
Also, it would be monochord.
It would have a monochord theme.
I think that's very baked in.
Part of that's the quartz,
but it's really baked in
to the way Eldrin is made.
Okay, let me quickly run through
a few other worlds
that were in supplemental products
because I'm almost at work.
Fiora is kind of our medieval Italy
kind of inflavored world.
The nature of it,
it's very much tied to
scheming and politics and stuff.
It's where we place our conspiracy,
conspiracy to take the crown.
If we ever brought that into a standard legal set,
I think we'd play into the intrigue part of it.
You know, I think that there's...
FIAR has a very strong feel to it,
and we'd want to sort of capture that feel,
the idea of all the intrigue and the fighting
and stuff and the politics. I think we tried to bring
that in. So
Vryn and Ragatha were the two other
worlds that I haven't mentioned yet
from Magic Origins. Vryn being
Jace's home world, and
Ragatha being the
volcanic world that
Chandra first traveled
to when she planeswiped for the first time.
Neither of those two worlds
is particularly spelled out.
Vryn has the mage rings. Ragatha has volcanoes.
So
neither of those worlds have all that much
identity we have to follow.
I mean, obviously we'd have to have mage rings and volcanoes
accordingly if we went to those worlds.
But I think they're open enough that we have a lot
of room for interpretation.
Kylum was
the world of
Battlebond.
Mostly on Kylum, though, all we
ever saw was
Vower's Reach, which was the
auditorium where all the fights took place.
So we don't know much of that world other than
they love their sports and it
takes place at Towerowers Reef.
So there's not a lot of world built there to build on.
So I'm not quite sure if we went back there.
It does have kind of a sports motif to the world.
But, you know, I'm not quite sure what we do with that.
And Bablovia is the home world or the home plane of Unstable.
But that's in a completely different universe.
or the home plane of Unstable.
But that's in a completely different universe.
The Silver Border universe,
what we call the Un-iverse,
is in its own separate multiverse.
So that is never coming.
Although people keep saying,
ah, but if it's a parallel universe,
then there must be a Black Border version of Babylonia.
But I don't expect to see that in the standard legal set.
But anyway, obviously that has a mechanical identity. It has definitely contraptions and
host-augment tie to it, so if we ever
went back to Bobolivia, I assume you would expect to see
those two things. Okay, guys, that
is my walk through all
the planes.
I mean, there's a lot of little, like, Segovia
and stuff like that that are little
things we've mentioned in passing.
So I didn't get to every possible plane,
but I got to all the major ones.
So hopefully that was interesting,
gave you a little insight of what I consider
the core of each plane to be,
creatively and mechanically.
So I forgot who asked for this,
but thank you to the person who suggested this on my blog.
And anyway, I'm now at work.
So we all know what that means.
This is the end of my drive to work.
So instead of talking magic,
it's time for me to be making magic.
I'll see you guys next time.
Bye-bye.