Magic: The Gathering Drive to Work Podcast - #819: Champions of Kamigawa with Brian Tinsman
Episode Date: March 26, 2021I sit down with former Magic designer Brian Tinsman to talk about the design of Champions of Kamigawa. ...
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I'm not pulling on my driveway. We all know what that means. It's time for another Drive to Work, Coronavirus Edition.
So I've been doing some interviews with past and present R&D folk about sets we worked on together.
And so today I have Brian Tinsman, and we're going to talk about Champions of Kamigawa.
So hey, Brian.
Hey, everybody. Hey, Mark. So, this is a weird set in which you led the
design team, and I wasn't on the design team. I was on the development team. So, I did work on the set.
I definitely contributed to it, but I was not on the design team. So, it'll be interesting. I'll
be telling development stories today. You can tell the design stories. Yeah. A lot of people touch this set throughout its journey through R&D.
It occupied kind of a weird spot because it was in between OG Mirrodin and OG Ravnica.
And it had this mandate to be like a really flavorful top-down design.
mandate to be like a really flavorful top-down design and you know my memory is that people in r&d didn't really use the terms top-down bottom-up before kamigawa came along i remember being in
meetings and having people talk about okay a top-down set is where you're starting with the
story the characters the world the theme the, and that is going to inform the mechanics.
And people in the meeting going,
oh, yeah, okay, like nodding like it was a new thing
that they were getting used to.
So, you know, maybe it's the first time
that that really became an idea in R&D.
I'm not sure if you remember that.
Well, so what is your memory
of how Champs of Camagawa came to be? Like, what made it happen? Why did we do it in the first place? What is your memory of how Champs of Kamigawa came to be?
What made it happen?
Why did we do it in the first place?
What is your memory of that?
I think we had been doing a number of kind of really mechanic-related sets
that had started with, you know, we're going to do another artifact set.
We're going to do a creatures and creature type matters set.
That was the onslaught block.
And there was an idea.
I think they came from you and.
It wasn't me.
This wasn't my,
this wasn't my brand.
Do you know who?
Was it all Bill?
It was all Bill.
Bill,
Bill Rose.
This was Bill Rose.
Bill Rose wanted to do a,
like start with
the creative and then
build a set
yeah and
there was always a question
of could we do a
Japanese mythology
related set too when
nobody in R&D
or on the team was really an expert
in Japanese mythology and we all thought it was an awesome idea.
But, you know, how are we going to do justice to the concept and the death?
And so we took our best shot at it and came away with a version that I think it really tried to be true to the tropes of mythology.
But, you know, with a magic twist on it so we kind of uh spent a while early in design trying to get buy-in from this idea that it
was going to be a flavor first and it was going to be a legendary set and which hadn't really been done since Legends set. That was a theme.
And so now, that was largely
flavor-driven
also. And so
this was going to have one foot
in Legends.
And it came out with
70 or 80
Legends within it. I think 75
Legends were in. All the rare
creatures were Legends, and there were some uncommon
legends. Every single creature at rare
was a legend, legendary, and
then some of the uncommons were also legendary.
Yeah, and I think for
contrast,
in Mirrodin,
the large
set before it, I think there were five
legends, and half of
those were artifacts. So there's
only like two or three
actual legendary creatures.
So that was a huge change. That was
kind of like made people's eyes pop out
when they first heard about it.
And I think, it's funny, one of the reasons
we're talking about Champions of Kamigawa is
I think the commander format really
kind of breathed life into this
set because it was a set full of all these legendary creatures.
And so a lot of them quite quirky
because when you make 80 or so legendary creatures,
some of them can get pretty quirky.
And the set definitely has taken on sort of a fondness after the fact.
The modern day people talk with me
all about Champions of Kamigawa.
It's definitely one of the sets
that gets brought up a lot.
Yeah, well, bless those people
because I think
Champions of Kamigawa
was in some ways
an unfortunate spot
because Mirrodin was kind of plagued
by balance issues, you know,
and broken formats.
And there was an overreaction i think to make
uh some of the cards in champions of kamigawa over costed and they didn't want to have that
problem again and on the other side of it was og ravnica which is you know good lord one of the
maybe the outstanding set of the whole decade uh and so i think you know in my perception there were some players that kind of got fed up
in mirrored and block and took a break from magic for a while and then came back in ravnica
and then you know sales for champions was not great comparatively doing those two and so with
internally rd there was a perception that like,
players didn't like this very much.
We shouldn't do this type of thing very much.
But looking back on it,
there's really nothing like it.
It has kind of like this confidence
to be weird and quirky.
And it's not shying away at all
from what it wants to be.
And that's a set that has so much character and personality that we don't really see things like it anymore so
here's a name i want to bring up so brady dommermuth was the head of the creative team at the time
and he and his team went went whole hog like they they researched and you know really really try to
um go as deep as they could and one interesting one of the criticisms we get sometimes on the set was
it was a little too faithful to Japanese mythology
to the point at which a lot of a Western audience
don't even get the references.
And it's...
So talk a little bit about working with Brady
and what was it like trying to bring
very Japanese mythology to life?
Yeah, he did a very thorough story Bible with all kinds of concepts that were straight out of very traditional Japanese mythology.
And he was a little aware of that too. I know that in, I think, Betrayers,
there's one card called Shell of the Last Kappa,
which sort of makes no sense if you're not familiar,
but there's like a mythological race of creatures
that are sort of like the turtle people
and they balance water on their head.
And if you spill the water then uh something bad
happens uh and he he said we're putting that in there just to show that we're not exactly
traditional uh japanese mythology because you know that race doesn't exist anymore maybe it used to
but they're gone right and so there's several several items that were like intentionally
excluded so it wasn't like a totally on the nose just pulled directly from mythology they're gone, right? And so there's several items that were like intentionally excluded.
So it wasn't like a totally on the nose,
just pulled directly from mythology.
Yeah, another problem I know was
this set was not multicolor.
At the time, way back then,
multicolor wasn't something that every set had.
And this set was allocated not to have multicolor,
very little multicolor.
In fact, I think there's no multicolor.
But anyway, there are a lot of concepts in Japanese mythology.
Like, I remember Brady talking about this.
There's, like, these birds that are on fire,
but, like, they're not red.
Like, A, red doesn't tend to have a lot of flyers,
but, like, there are these things that, like,
probably would be blue-red,
except they didn't make total sense in blue, and they didn't make total sense in red, and we didn't have blue-red.
And so there was a lot of, like, it's really hard when you're starting with flavor and you limit yourself for how you can reflect it.
I know that was one of the big problems of trying to capture some of the stuff.
Yeah, for sure.
Yeah, for sure. Another issue that we had was the theme, and this came out of Brady's show and really illustrate that like look there's a
spirit side and there's a i guess today it would have been a human side but humans weren't really
an emphasized creature type back then so it was spirits versus everything else i guess and um
that came out within like the soul shift and a lot of legend cards were one side or the other.
The Myojin, I think in today's interpretation, they probably would have been gods.
They had an indestructible mechanic and it was only like the second block when we had been doing indestructible.
We didn't really quite know how to balance it back then, so we were pretty
conservative with how we used it.
Yeah. Had the potential to lock up a board state,
and so it only went on super expensive creatures. So you brought up Soul Shift,
so let's talk some of the mechanics. Okay, so Soul Shift,
you remember what Soul Shift did exactly?
Yeah, Soul Shift is
when this dies, you get to
raise dead
another spirit of
one less mana cost from your graveyard
to your hand. Okay, where did that come from?
That was
Mike Elliott, I believe,
trying to tie together um a number
a number of different mechanics uh showing that the the spirits were relentless and and uh the
the mortals were in a fight for their lives against them. And I think that was the one that won out
as being flavorful and cool.
So also, this wasn't named,
but Spiritcraft was also another spirit-related thing.
So what was Spiritcraft?
Was that the code name?
I forgot what that was the code name for.
When you played a spirit arcane spell.
Things that triggered off the playing of spirit or arcane spells.
Yeah, okay.
So that was like some kind of ability.
I think the Kyren all have that whenever you play a spirit or arcane spell.
And I believe arcane spells originally were themed as spirit spells.
And then they didn't want to put a spirit creature type onto a non-creature
card, and it got changed over to arcane type.
Right, we didn't have tribal, I mean...
Yeah, we hadn't discovered tribal technology at that point.
Right, Lorwyn would do tribal, although we pulled back from it a bit, but...
So that was originally spirit spells.
So what's your memory of how...
Explain what Splice onto Arcane is,
and then we'll talk about where Splice came from.
Sure.
So Splice onto Arcane is an ability
that is on instants or sorceries,
and when you play another instant or sorcery
that has Arcane, you can pay an extra cost,
show the card that has the splice from your hand,
and get that ability while keeping it in your hand
to play later or splice again later if you want to.
So, right, it sort of staples on that ability onto another spell,
and then you've got to keep it, though.
You still get to cast the card itself later.
Yeah.
Do you know where splice on a Drakene came from?
um
I remember Randy Buehler
was pushing that quite a bit
do you know who designed it?
no
me
oh
I knew that
uh
originally
so here's
uh
originally
uh
it was
you spliced it out of the graveyard
it wasn't your hand
it spliced it out of your graveyard
so the idea is like you would cast a spell and then you couldiced it out of the graveyard. It wasn't your hand. It spliced it out of your graveyard.
So the idea is, like, you would cast a spell,
and then you could reuse the spells from your graveyard.
But it ended up working better in your hand,
so we changed it to your hand.
But I was... We were trying to find...
I was on the development team.
This splice actually came a little bit later,
because it happened, I think, in early development.
I know I came up with it. I thought it was early
development. It could have been late design.
That's probably... Randy was on the development team.
He probably was trying to sell me on your idea.
Yes. But anyway, we were
trying to, like... I think
you had the spirit spells
and the spirit creatures, and we were trying
to figure out, like... Because obviously we had
arcane for spirit craft, but we needed...
It seemed, like, lame to just be on
Spiritcraft, and so, like, oh, is there some
mechanic that can make use of it? And then
we sort of ended up with Splice Hunter Arcane.
Yeah. I think,
did Randy lead the development team?
Yeah. Okay.
Yeah, I was on the development, I did not lead it.
I've not led development teams, but I
was on the development team.
Okay, here's another mechanic in the set.
Bushido.
What's your memory of Bushido?
Tell the audience what Bushido does, for starters.
All right, so Bushido is a keyword ability that was on Samurai,
of which we had a lot of Samurai in the set.
They were sort of like representing the fighting forces of the mortals.
representing the fighting forces of the mortals.
And Bushido said that whenever this thing is in combat with an adversary,
it gets plus one, plus one.
Or whenever it's blocked by an adversary, it gets plus one, plus one.
So what was the inspiration for Bushido?
We wanted a mechanic that was very simple and straightforward and that would play well in Limited
and that would kind of express the spirit of these mortals
that were fighting for their lives, fighting to save their
plane.
Okay, so it got borrowed from a card
in Magic. Do you know what card it was borrowed from?
Like, it was a card that we made a whole mechanic out of.
Do you know what the card was?
What, Chubbitoad? Chubbitoad, very good.
Chubbitoad. Oh my god.
I'm impressed, Brian.
Yeah.
I mean, don't get me wrong, I love Chubbitoad, but I'm impressed, Brian. Yeah.
I mean, don't get me wrong.
I love Chub Toad, but I wouldn't have thought it would have
been the inspiration for a whole mechanic.
I didn't make the connection in my mind.
Yeah.
But I think that you guys were looking for
just a combat mechanic because it made sense that
the samurai were good at fighting, so you gave them
a combat mechanic.
Like, one of the things was, a big part of the set was
the spirits versus the humans, right? So you
wanted to give the spirits some stuff and give the
humans some stuff.
So there was one other big mechanical
thing. This was, I don't know
if it was technically named, but the mechanic
has a name. Flip cards.
What is your memory of the origin
of flip cards? Oh. Flip cards. What is your memory of the origin of flip cards?
Oh, flip cards.
Good old R&D has been in love with this idea of cards that transform themselves
for as long as I can remember.
I was trying to find different ways to change cards from one functional state to another.
And this was one of the earliest attempts and i was bound and determined to get some kind of card
face change happening because it was so different and so novel and there's so much potential there
like i could see that changes to
the card face really made people
eyes open wide when they first
saw something that looked different.
And there weren't
too many changes in
card face layout.
I think the only thing that predates
flip cards would be split cards.
As far as having a frame that's just not your normal magic frame, right?
Yeah, right. That's Invasion, right?
That's Invasion, yeah.
I think you're right.
Here's a little history I remember of split cards.
So Richard Garfield and I worked together on Odyssey.
In Odyssey, Richard had made a mechanic called Threshold.
And the flavor called Threshold. And the
flavor of Threshold,
we did a lot of
lycanthropy flavor
in Odyssey, like
werebear. It's a man,
but now he's a werebear or whatever.
And Richard and I had talked
about, was there a way to represent it?
And we decided no, it didn't need
to, but Richard and I had this discussion about, was there a way to represent it? And we decided no, it didn't need to. But Richard and I had this discussion about
was there a way to show two states on one card?
And we didn't do it because we thought it was too much.
And we didn't feel we needed it, like Threshold didn't need it.
We just showed the end state and not the beginning state.
So Werebear is a bear, but you don't see the man
that becomes the Werebear.
Yeah, that's a good example of transformational cards. Right, so I think is a bear, but you don't see the man that becomes the Werebear. Yeah, that's a good
example of transformational cards.
Right, so I think we had talked to you, at some point
it had come up, and then you got very excited
by the idea. Yeah.
So, like, Rich and I,
I talked you through what Rich and I had talked about,
and your eyes lit up, you're like,
we're doing that.
You were very excited once we told you
the idea, and then you fought very hard for them.
I remember that.
Yeah.
I indexed super high on the explorer mentality.
And I value novelty.
And so I pushed hard to do new things.
And, you know, I think it was worthwhile.
Like, the flip cards are probably not the best execution
of that transformational type of mechanic, but we were not ready to do dual-sided cards.
Yes, we had to work our way there. And in fact, I led the charge for dual-sided cards in some other
products that we did that kind of proved out that they were possible to do in Magic.
that we did that kind of proved out that they were possible to do
in magic.
This was the precursor.
Yeah, so
this was
an early ancestor of dual-sided cards.
And dual-sided cards even
came up in discussions when we were
talking about the flip cards, and they were
sort of immediately
dismissed as being ridiculous.
Oh, come on.
Don't be silly.
But here we are years later,
and nobody thinks twice about it.
It is funny.
Conversations we'll have in the past,
like, we can never do that.
It flashed forward like 10 years later.
We're doing it.
Yeah.
Okay, so I'm going to ask you,
there's a few cycles I want to talk a little bit about,
see if you have a memory of the cycles.
Okay, the
Handan. Do you remember the Handan?
Yeah, for sure.
Our legendary enchantments. I don't think legendary
enchantments had been done.
There had been enchant worlds before,
but not straight up legendary
enchantments. And they all
beefed each other up.
Yeah, the shrines.
Yeah.
So how did they come about?
How did that come about?
I don't have a good memory of who was pushing them.
I mean, my best guess is legendary was a theme.
And so knowing you, you're like like what else could be legendary let's
figure out how to make other things legendary and that's my guess how you got there well and i think
they ended up having this is sort of like a a sliver mechanic where they all increased each
other's ability because they were legendary and so we knew that it would be more difficult for
people like you know stack them up in a standard deck
and get a whole bunch of the same ones out,
all buffing each other up.
And then again, here we are years later
with more Shrines available.
Yeah, people ask all the time for more Shrines.
And they were excited when we made the last batch.
Yeah, I'm glad we did that.
Okay, next, the Myogen.
You talked about these a little earlier.
Yeah, these Myogen are godlike spirits
that if you play them from your hand,
they'll come in with a divinity counter,
and as long as they have the divinity counter,
they are indestructible.
And then you remove it to do something of each color,
such as make your opponent discard their whole hand
or drop anything you want on the battlefield.
And the red one is blowing up all the lands. So the red one the red one
is blowing up
all the lands.
So do you remember
the history of these?
I don't remember
how they're designed,
no.
Okay,
we'll jump to another one.
The Spirit Dragons.
Remember the Spirit Dragons?
Oh,
I love the Spirit Dragons.
Yeah.
Let me see how I do.
Yusei, Kaiga, Kokusho, Ryusei, and Jyugen.
Very good.
The triple green dragon.
I don't know how we got that through.
Yeah.
The other four were so strong that they, you know,
they let the triple green dragon into the club somehow.
Yep. So how did those come about uh we knew that we wanted to have like a whole bunch of these are like these representations
of uh the various factions of the the spirit um enemies that were that were warring against the mortals and uh a lot of them were like really
weird like if just go look in gatherer or something at uh spirits in common and kamigawa
and they're just like super bizarre concepts like the uh a couple of the the kami of the painted road is like this big hand with an eyeball and and
makes no sense but we knew that we wanted to have something that was like really recognizable
people would really identify and think they were cool and so uh like dragons were definitely going
to fit the bill there and um they all had a when dies ability to tie back into this idea that like yeah you can defeat
these spirits but they're they're still going to be relentless and and unstoppable uh you know
whether you defeat them or not you'll pay a heavy price there There was an old mechanic called Bloodbane,
I think in a very early version of the set,
which said you cannot damage this creature
unless any player pays to life.
And so this was an idea that like yeah you fight these things but you're
going to give a part of your you know part of your health or your of your your soul in order to uh
you pay a price for fighting them and eventually i never made it into the set but it was found in
a lot of commons in like early design play testing And I don't think we've ever done that before, too.
I guess it didn't play that well.
Actually, I do think it plays well,
but we didn't do it there.
I don't think it plays poorly.
Okay, so here's a mechanic I remember
that was in early playtesting that never got made.
Hopefully you remember more.
I just remember a very...
So you had this martial arts mechanic
where players would throw cards back and forth
and like I'm throwing a punch and you're blocking.
It was a martial arts battle.
Do you remember this?
Oh, yeah. Yeah, yeah, for sure.
Because I know you like martial arts.
I mean, I know you're a black belt, right?
Yeah, I've got a black belt in karate
and I've got a black belt in Brazilian jiu-jitsu.
And that's the hard one to get, man.
Like, if you're going to go get a black belt,
that takes a hell of a long time.
Okay, so do you remember this mechanic I'm talking about?
I vaguely remember it.
I remember playing those cards.
I don't remember the names or mechanics of it.
So here's my memory.
Maybe I can jog your memory a little bit.
That the cards would have moves on it.
So the card would do its normal thing,
but it would have a special little box that would have, like,
this is a jab or what.
I don't know karate moves or whatever,
but this is some sort of move.
And then you would get in the fight,
and then you would use your
hand, but you weren't throwing the cards away.
You could only use each card once.
And you would have a little battle based on what was in your hand.
Yeah, you'd have
to reveal if you had
a block or
a counter strike or something like that
in your hand. And then
if you
had the right one, then you would counter the guy's spell and do
some damage to him I think it was like a little sub game happening on instants and sorceries
yeah that you could it was trying to set this dilemma of like I want to bolt this creature
but I also want to keep this in reserve in my hand
so I can reveal it and
counter his move if he
tries to bolt my guy first.
That was cool.
I forgot about that.
So here's another question.
Probably too fussy, though.
It was a little too fussy.
You were kind of excited
by it, and then you were like, eh, okay, it doesn't play that well.
But it was exciting in concept.
Okay.
Well, a lot of things
get left on the cutting room floor.
Yeah, yeah, yeah.
That's part of the problem.
That's how design works.
You try stuff,
some works, some doesn't.
Okay, so here's my question for you.
Do you remember
how all the rares
ended up being legendary?
No.
I do, so I'll tell you the story.
I'm curious sometimes if you know the story,
just I'm curious to hear your vantage point in the story.
So one of the...
I was on the development team.
I wasn't on the design team.
And one of my pet peeves on the development team is
I wanted it to...
What is the set?
What is the main focus?
Is it top-down Japan?
Is it a set that cares about
legends? Is it a war between the
spirits and the humans? Like,
we had to pick one thing to be the major focus.
And, like, the set had a lot of
things. I'm like, well, what's our main focus?
What's the main thing that's important?
And I kept bugging the development team. I'm like, we keep
saying all these things are important, but something has to be the most
important. What's the most important?
And so one day we're in a meeting, and Randy goes,
okay, legends matter.
That's the most important.
And I go, fine.
Then all the rares are legends.
I was just like, I was getting frustrated,
and I literally was my, okay, if that's the theme,
then here, blow it out.
Do the theme.
And it came for me just being
frustrated with randy and randy's like okay we'll do that do it okay yeah i i get that and then and
then there's a little moment uh in that kind of situation when everybody's sort of like wait can
we really do that like that's happened a lot of times before in design meetings yeah well
what if we're not being facetious here?
What if we're actually
trying to do it?
Yeah.
I think that,
yeah,
I think that happened
in the
last set of
the Shards of Larblock
when we were
like,
everything's gold
or legions.
Everything's creatures.
Yeah.
Well, both of of those started with that
as a premise
before they built design
I think the
so okay
so we're
I'm almost to my desk here
so
let's wrap up
what is
any finishing thoughts
on Champions of Kamigawa
looking back
many years later
there's
so many great cards that came out of there uh that like i i don't know if they
if they would if they would have come out in a different kind of uh theme set um
uh kiki jiki and all the snakes matters sets are cards or cards in there that didn't really have snake support.
They're just weird and quirky.
And Sensei's Divining Top and Time Stop
was one of the first turn matter,
like messing with the turn other than taking extra turns,
but messing with that little piece of the rules.
And I feel really lucky and privileged to have gotten to meddle around so much with weird spaces that
hadn't been entered in too much before in design and probably won't again for a long time if ever
so uh it's great that it
exists, even though, you know, for a while I was
sort of feeling like, man, was this
a good idea to try all this weird
stuff? But
now, I'm really glad. I'm really glad we
did, and I'm proud of the set,
and thanks
to everybody out there who's loved and enjoyed
it, and
fist bump to all you guys.
There is a contingent that bugs me constantly for us to return.
So much so, it's like a running joke on my blog about people bugging me about it.
So there is a diehard group of fans out there that really did love it, Brian.
They really love Kamigawa.
That's awesome.
So anyway, guys, I am at my desk.
So we all know what that means.
It means the end of my drive to work.
So instead of talking magic, it's time for me to be
making magic. So thank you, Brian, for being with us
today. Thanks, Mark.
Thanks, everybody. And guys, I'll
see you all next time. Bye-bye.