Magic: The Gathering Drive to Work Podcast - #833: Worldwake with Ken Nagle
Episode Date: May 14, 2021I sit down with Magic designer Ken Nagel to talk about the design of Worldwake. ...
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Okay, I'm not pulling on my driveway. We all know what that means. It's time for another drive to work. Coronavirus edition.
Okay, so I've been doing a lot of talking with different R&D folk of present and past. Today's present.
So I have Ken Nagle with me to talk about Worldwake. Hey, Ken.
Hey, Mark. I'm excited to be here and excited to talk about World League. It's my favorite set of all time.
So it was your first design lead, right?
Yes, it was my first design lead for Zendikar, and it was pretty early.
In fact, I remember being in the office with you and Bill Rose, and you're like,
office with you and Bill Rose and you're like we'd like you to lead World Wake it's a little like early and rough but uh we'd like you to go for it because it's a small set you know and I
was on the big set Zendikar so so uh recently I did a podcast with Matt Place where we talked
all about Zendikar so this is kind of a follow-up to that because where we talked all about Zendikar.
So this is kind of a follow-up to that because this is the set after Zendikar.
Okay, so let's talk a little bit.
So you had been on the design team for Zendikar, and we approached you to leading the set.
This was the first set you were going to lead.
So what did you do to prepare for leading the set?
Well, the first biggest preparation was to be on the set before it zendikar uh to learn that in
and out because a lot of the stuff that was made in zendikar was sort of on the cutting room floor
and all became potential stuff to put in the expansion right um and then the other thing
that i did was uh there was a lot of card designs that i sort of
was brainstorming up into that point and when i was the lead of a set for the first time i sort
of got to use them all uh it's kind of a you know a big smattering of shotguns of a bunch of cards
that i had previously been storing in a document on my computer.
That was the totality of it up until that point.
Okay, so let's walk through some of the components and we'll reminisce on how they came to be. So, let's start
with Multikicker, because you just said something that reminded me of Multikicker.
So, where did Multikicker, because you just said something that reminded me of Multikicker. So, where did Multikicker come from?
Yeah, so Multikicker did not
come from Worldwake. It came from
Zendikar proper,
which has Kicker
and had Kicker
and had Multikicker.
If I recall on, like, some
of the bigger, rarer stuff,
it's a world
about rich mana, a world about about lands and kicker is a way
to use them multi kicker is a way to keep using them right so uh what ended up happening was
there was enough stuff in zendikar itself and the larger kicker cards i think there's a cycle of them that have like kicker five or so
that change from multi kicker to normal kicker it said hey we don't need to use this multi kicker
thing in this set we could actually save it for this small set and so it was sort of a fateful day
to find out that hey the zendikar team doesn't think they need multi kicker and world weight can
now run with it.
Uh,
so that,
that's what I recall this,
uh,
like conquerors pledge here.
I have in my hand,
these big kickers on these rares,
uh,
became large kickers instead of multi kickers,
but we kept them multi kickkickers in World War I.
Yeah, the reason I think we made multi-kicker was
we were bringing kicker back and we're like,
oh, we should change it up a little bit, you know,
because obviously kicker was an invasion, right?
So we were trying to do something new with it.
And then we realized that we didn't need to,
that we could just kind of do the basics,
and then we saved it. So that happens from time we could just kind of the basics and then we saved it so that that is uh that happens from time to time especially
in the world of the blocks sometimes you save stuff for later on the blocks
right so what that ended up being is a whole lot of cards changed overnight and then i got to make
uh relatively i don't know if you'd call them simple but we
tried to make them simple here's a enclave elite it's a cycle of multi-kicker commons that all they
did was get counters and so they were sort of like x spells running around uh and that started
as the simple cards and then from there we sort of went up from there up the rarities um so it
was fun to explore doing the multi kicker stuff i got to ultimately make an x y card which is what
fireball at one point was it had an x variable and a y variable but with multi kicker we could
make an x spell and put multi kickicker on it to be the Y component.
And so Comet Storm is that, and Strength of the Tijuru is another one that is making use of Multikicker mechanic, where we probably couldn't make this prize otherwise.
Okay, so let's talk about another theme.
So one of the big themes of Worldwake was land that attacked.
Ooh, yes.
So that was pretty cool.
Talking to Brady at the time, we wanted the land itself to be about...
Brady Dabramath, who was the creative director.
Just real quickly, sorry.
Go ahead.
Yeah, so talking to the creative director,
we needed a sort of a gimmick
to where the Zendikar plane itself
would rise up and fight.
It was a, it was described as sort of
like an autoimmune system response, okay?
Because what was ultimately going to happen
in the next set was the rise of the Eldrazi.
But in the meantime, we didn't really know that.
However, the land itself could wake up and do battle for you.
And that was quite a challenge because it's kind of difficult to have the lands become these vulnerable creature permanents and then have it happen a lot.
They're sitting sort of down in your
mana they're not supposed to be uh stars and attacks and blocks and surprise people but uh
we ultimately made the zendikons at common as our sort of ways to make lands attack and it
ultimately became the uh name of the set the world wake the world is waking up um so explain what zendikons are for those that might
not know yeah so zendikons is a it's we made a cycle of commons they all enchant a land they
turn it into a creature and because that's sort of a vulnerable thing to do we give you a rebate
meaning if your land dies you you actually get the land back, and you can play it again.
You don't get the enchantment back, the aura.
That goes to the graveyard.
However, we knew that we needed to give them a little bit of stickiness,
so you can then play the land again and maybe enchant it again,
but probably just get a nice landfall trigger out of it.
So that was our Zendikon cycle of lands at common
to get you to attack um with the theme of
the set one of the themes of the set okay also the set has some high profile um lands that turned
into creatures right yeah so uh it was i think pitched by multiple people, and myself included.
I said we could do dual lands that become creature lands.
Previously, creature lands, very powerful things, lots of constructed,
like treetop villages, fairy conclaves, shocking stones.
Right.
So Antiquities had introduced
Mishra's Factory,
which I believe was the first land that sort of
animated itself.
And then in
Treetop Village was
Urza's Legacy.
Urza's Legacy.
There was a cycle in Urza's Legacy.
But we hadn't done a lot of it.
We hadn't done a lot of it we hadn't done a lot
of lands that kind of woke up and right the big idea here was dual lands that wake up right
yeah so the the crazy part was to somehow uh do one better and it's actually really hard to do
one better than uh those cards than a mistress factory but uh it was i know that i pitched it
in a meeting i said we could do these cool ones here's a red green one here's a white blue one
i think i did like a seri angel on the white blue one and i don't know if it was temporary or
permanent the permanent way is to do like stalking stones the temporary way is to do like a treetop village but uh they did
make it in they were nice and spicy and then i'm holding in my hand a dread statuary this uncommon
that for four man becomes a four two it's kind of like the uncommon version this was added by
mike tyrian uh during the set as like we can't just have the theme be this rare
cycle is common cycle we need it more than that so we added sort of this
uncommon in the middle I said sounds cool to me so it's just kind of for two
mistress factory like land okay so let's talk about some other themes in the set um so one of the things that we
definitely did was we continued on with things that had been in zendikar right so landfall
traps quests and stuff talk about uh some of the evolutions how do we evolve landfall
like how did that come about sure so some of the um i'll say some of the evolutions how do we evolve landfall like how did that come about sure so some of the
um i'll say some of the stuff that was immediately uh continued so i loved that there were these
common lands that came in the plane did something and so we have a second cycle of common lands
this palomar depths and my favorite one the county garden
so we those were just pure continuations of zendikar we wanted cool stuff to do with your
lands uh we continued with landfall creatures uh here's a caustic crawler uh landfall that's
nice and common and the weird thing that i pitched was what if spells could somehow have landfall that's nice and common and the weird thing that i pitched was what if spells could
somehow have landfall on them because that's something that wasn't in main sets in dakar
so that also became a common cycle uh and it was a it's strange evolution here's a tomb hex i'm
holding creature gets minus two minus two or landfall minus four minus four
if a land entered the battlefield new control so this doesn't trigger on every single land
it's sort of looking in the past for a land um so that that's an evolution of landfall
that wasn't all that deep it's kind of hard to do but but it was something that would be a small set kind of exploration.
Do you remember how did you come up with the idea of putting on spells?
I was just trying to put it everywhere.
It's sort of what happened in the first playtest for Worldwake.
It was like over-themed.
Because the early playtest, we didn't have multi-k that's all we really had
to go on before doing evolutions of other things so landfall was the first thing to evolve because
it was the absolute thing that was staying into the main set of zendikar so it was really safe
to just go crazy and try to do more another evolution that didn't make it uh was like forest fall or island fall
right that kind of thing so it was a landfall and then it could also do something a better
landfall if you played the right kind of land right it had an upgrade if it was the right kind
of land yeah and so that that felt cool it an evolution. It ended up not getting into the set
because there's just enough design space
and landfall in general.
And that actually ended up on like Akum Hill Kites.
And there's like a Tazim Sinks and stuff
in the Oladers Indicars set
where it actually did do landfall something bonus
if you're on color um so a lot of times
when you make stuff uh luckily you can sort of put it in the back burner put it in your little
card catalog in your head and bring it back up later when we inevitably make more cards
using the mechanic or go to the same plane or try to do throwbacks or something like that
now would you remember any other evolutions um there was the the spell lands the land falls
that were specific to land falls those those one made it one didn't i don't remember other things we had a bunch of
stuff that i got cut that we cut though so what do we what do we cut let's talk about some stuff
we got cut i had i had some bizarre like things that would charge up like imagine if you could
somehow uh like keep your lands tapped you know You could pay for things
and then
leave your lands tapped
to make them better or something like that.
So it was like Kicker but Echo
and Kicker at the same time.
Something like that.
But it was trying to count your lands
that you were doing it with. It was really weird
and not very cool.
We had this other bizarre version of Landfall, which was not Landfall.
It was you didn't play a land, right?
And that was terrible because it's the opposite of what you naturally want to do.
Right.
That was the precursor.
The precursor to Landfall was using your land rep as a cost to do other things with it.
And right, it led to people mana-screwing themselves,
and it wasn't fun.
Yeah, we thought it would be like,
your land is now a resource.
You just, did you play a land?
Okay, what if you didn't?
What if you somehow generated ways to play lands
and didn't use them?
That'd be cool.
It was, you know, very, very not cool.
Yeah, it didn't play well.
Yeah, that's sort of a Zendikar thing.
I feel like a magic design in general
rewards players for doing what they already want to do.
They want to play a spell, they want to attack,
they want to play a land.
Just normal things instead of just inverting everything to be weird for weird's sake.
So we just kept staying the course of doing only the things
that just made sense in moving your game forward.
Yeah, so other things I know, we messed around.
So traps were introduced in the first set in Zendikar,
but we started messing around with
their cost a little more right yeah so traps were early zendikar as and uh we had really bizarre
ways to play them outside the game that ended up being foretell in a very very future place
but the traps we ended up with, they just cost less
if your opponent sort of trips them.
If they're doing the wrong thing, it triggers your trap.
And then I think maybe the very first card I added to the World Wave file
was a Boulder Trap because it was somehow cut.
And I was super, super appeased that we just didn't do a giant boulder trap that would just
roll over you and crush you yeah uh and so i specifically remember logging in only to type
in a single card uh which became stone idol trap uh and it does have a goofy goofy cost reduction
that has to do with if more than one thing is attacking you and people
don't seem to like that but i mean i've read a tournament report where someone was able to block
multiple things with multiple stone idol traps because uh they cast more than one of them in
the same turn which is what i was getting at which is it's a trap that can be triggered in a scaling way
and maybe multiples of them get
triggered in the same turn.
So it may not be obvious
from the card design itself, but
that is an evolution
of traps that's
subtle and probably
you know
wasn't
conveyed very well anyway.
Okay, so I want to talk about some individual cards.
Yep, yep.
Okay, so probably the most famous card from the set
is Jace the Mind Sculptor,
one of the most powerful Planeswalker cards you've ever made.
What is your memory?
How did Jace the Mind Sculptor come about? what is your memory how did jace the mind sculptor come
about what is your memory of this card all right so my my memory of jace the mind sculptor was
we're gonna have a jace in this set he's gonna be sort of on the key art he is going to be a four
ability planeswalker he's gonna stay mono stay mono-blue, nothing crazy. Just the
four ability part is the crazy part.
We're going to invent a new frame for it,
so it needs to be drawn up. His art's
going to be, like, squished, and then...
So, real quick, I just want to jump
in. It wasn't actually
a new frame per se. I mean, it was a new frame,
but when we first made the
frames for the planeswalkers,
I said to them,
we're going to do a four
one. While you're making the three
loyalty one, make a four loyalty
one. We're going to do it one day. Let's make it now.
And so, we actually
had it in our back pocket.
We were waiting for the right place
to use it. And I
felt like Jace was the right place to use it.
So I think, I put my foot down and said, this is the first four.
Yeah, so the only planeswalker in the set is pulling a lot of weight.
So we knew we wanted some kind of poem, right?
You should read, since there's four things you can write on there.
We wanted it to sort of
like then and then and then and then like it tells a story right so a lot of planeswalkers
they can sort of tick down to nothing and the other plan is to tick them up into an ultimate
um the ultimate is the one that probably changed the least i i remember putting in the ultimate because it's the story of him mind wiping
oh homer at his teacher so that actually is a story thing where you exile your opponent's
library and their hand becomes their library it's actually trying to be a top-down story moment uh
and i've heard from many people that they have never lost if they've ultimated a geese the mind sculptor
uh the goal is not to to where you can never lose you know ever it's not supposed to win
the game it's supposed to get you really really close um but uh i've actually never heard of
anyone losing after ultimating him but yeah the rest of him did change very much and uh it was tyrian the lead developer who wanted to
do a brainstorm effect um because you can like do combo-y things if you use a brainstorm you can
then sort of mess with it after you use it so that's why he's got this fate ceiling scrying
thing with a brainstorm thing. Those two combo together.
So not only was he the first four loyalty planeswalker,
he was also the first planeswalker that had
zero loyalty ability.
Did that
happen in Vision or was that in
development? It was not.
I don't remember
specifically wanting to do a zero.
It was just a sort of knob, and this guy has lots of slots on his character sheet, more or less,
so he could make use of that kind of thing.
Yeah, it was definitely new in many different ways, and because it had so many moving pieces,
many different ways and because it had so many moving pieces uh we more or less it i did less on jason mine sculptor than i get credit for i will say that out loud um i don't get it nearly
as much now because we've we've made many many planeswalkers uh now but at the at the time they
were like what were you thinking?
Obviously this part is wrong or that part is wrong. I was like, well
you know, he's got a lot of
stuff on him and we
tried hard to get him
strong and
still fun. But anyway.
Just don't
I should have said this earlier.
So Jace the Mind Sculptor, by the way, costs two blue blue
four mana total, two which is blue.
He's got a loyalty of three.
His plus two is, look at the top card of the target player's library.
You may put that card on the bottom of that player's library.
He's got a zero ability, which is draw three cards,
then put two cards from your hand on top of your library in any order.
He's got a minus one ability,
which is return target creature to its owner's hand.
And then his minus 12 is
exile all cards from target player's library.
And that player shuffles his or her hand
into his or her library.
Okay, I want to talk about another card
that did something pretty weird.
Eye of Ugin.
So let me say,
I should have done this last time up front.
Eye of Ugin is a legendary land,
colorless Eldrazi spells you cast cost two less
to cast, seven and tap,
search your library for a colorless creature card, reveal it, and put it into your hand, then shuffle your library. And the flavor text was,
So what's going on here?
Yeah, so there's a lot going on here.
So Ayubugan is the first mythic land.
So that's a new thing that is trying to uh
live up to the next part is it's trying to be this like story moment okay where it's sort of
uh the Eldrazi are coming it's like this teaser okay uh but we don't want to just
say it I need to just
tease, right? It's trying to ride the line
here. Right, so at this point
the Eldrazi, that word doesn't mean anything
to anybody. I don't know if they
knew, I don't know if they even knew the next step was called
Rise of the Eldrazi yet. So
when we say call us Eldrazi spells
the game didn't have
Eldrazi spells. So you're like
what does that mean? It didn't mean anything and nothing spells so like what what does that mean it didn't mean
didn't mean anything and nothing in the set tells you what that means right so there's there's no
context for half of the card right and so uh this is f you guys have seen the final card you didn't
see all the iterations before this where it wasn't like this at all it was trying to be this weird mythic
land it was trying to tease the story beats um the like yeah and eugen's a character in there
oh my god it's so hard so i actually didn't make this card in fact very we had to be rescued by
brian tinsman this is brian tinsman's card he he took all the parts
that were a teaser a mythic land and this the story story beat of the eldrazi showing up and
ended up with something really close to what you see here um the colas eldrazi spells is a throw
forward because he was leading rise of the eldraossy um at the time the set after this
and then to make it not completely blank it does let you find a cola's creature card right so it
can do something uh if you happen to open it so it's not a total whiff in the time it's been
printed uh i know it caused a lot of conversation that was kind of the point
okay so like i was very flabbergasted that of how close to correct this card was um after the fact
and i wanted to congratulate brian tinsman of doing a very good job where i sort of failed as
a designer to come up with something that could satisfy all the criteria of this crazy
card and what it was trying to get
across.
However, if I
forward a bunch of time and now
Colossal Drazi are not gigantic
things that cost tons
of Colossal mana, they're just
really efficient
low drops and it has to get banned
for that reason. But it's because it was
not designed to throw forward that far it was only throwing forward one set and not throwing forward
you know 12 sets so uh i will say congrats brian tinsman a wonderful throw forward for one card
has been a wonderful throw forward for one card
and it was going to break
at some point because we
just can't anticipate that far in the
future. Okay, so Ken,
we have a little bit of time left. Are there
cards you'd like to talk about? Any card that
you have a fond
memory of or a fun story for?
Yeah, so I have a bunch.
I'll just try to hit the top
ones. So I have this Tarassodon in my hand, one of my favorite cards that I've ever designed.
It's this 8-mana elephant who's a 9-9.
He enters a battlefield, destroys up to three target non-creature permanents.
And for each one destroyed, its controller gets a 3-3 green elephant. And so this was a sort of, I mentioned back of my mind
in my sort of card catalog design that I wanted to do,
is some way to sort of blow up stuff in a green way
that was pretty decision-intensive, right?
And it's like 18 power of elephants all at the same time in one card.
You can grief with it and blow up some lands.
Or you could be pretty cool with it.
I think it's net positive fun.
And I just like designing giant green monsters in general.
It's one of my favorite things to do.
You do love green.
For those that don't know Ken, Ken is a big fan of green.
Yeah, it has all the fun stuff in it.
It gets to do all the fun mechanics of making creatures, making mana, getting lands, gaining life, killing your opponent with way too much damage.
That's all green stuff.
I've been told by Aaron Forsythe that he thinks Terestadon is the most kin-nagel card.
The most ever kin-nagel card.
That is what I'm bringing up.
If you cast a Terestadon, you are embodying my spirits the most, I suppose.
Stone-autotrap I mentioned.
I'm pretty happy with this Pilgrim's Eye that I put in the set to go
get a land. There's lots of small
things that I like a lot.
So Pilgrim's Eye,
three mana,
artifact creature, one-one, flying,
it's a Thopter, and then when it enters the battlefield
you search your library for basic land, reveal, and put it
into your hand.
Right. It's been
reprinted once or twice.'ve like the the times when i'm
pretty happy is when i make a card and then someone else decides to reprint it uh you know
unbeknownst to me in one of the many products that we make uh this nature's claim i designed
as sort of this uh thought-provoking way to destroy an artifact champion.
It's a green mana instant, destroy a target artifact champion,
its controller gains for life,
and people were actually casting this in, like, vintage as a single mana way to, like, bust up a combo
where poor life may not matter.
But once in a while, you aim it at your own stuff
to get life at instant speed.
So I didn't expect it to get adopted
in, like, very ruthless, constructive formats.
That was not what I was going for.
I just wanted a...
Just like the Terrasseidon,
you lose a thing but get a thing.
I kind of like those cards more than usual.
So there's a green card I need to ask about
now that I'm looking at it right now.
Can we talk about Omnath?
How did Omnath come to be?
So Omnath came as totally top-down design.
Omnath is a creature in the World Guide
completely made of the mana of Zendikar,
an embodiment.
And so that's sort of what I tried to do.
It is based off of a card design I made
in my sort of job interview
of creatures that sort of just got bigger
as you were adding
mana to your mana pool and so it is a top-down thing of mana and i thought that the brian
tinsman design of upwelling was cool where mana just doesn't leave your pool however it's kind
of hard to track so if we just say green mana, it's way easier to track.
And that's a mono-green way to sort of float your mana
and have this sort of creature
that is the embodiment of it
walking around the battlefield
as Ender Barret.
So anyway, I'm almost to my desk here.
So any final thoughts about Worldwake?
I'll just say world
rakes my favorite set i'm totally ecstatic i made a video about it even uh wrote a scripting
language to animate cards even so you can look at world wake video tour and find it on youtube
uh and if you ever get the chance to lead a magic set i highly recommend it don't say no
yeah the handful of people where they get to do it it's super awesome you'll learn so much of just
how difficult it is to make a game to make uh mechanics to make cards, to make a format, right? There's multiple formats, multiple audiences you have to satisfy.
And it's a huge learning process and a wonderful time.
And you have something that everyone can enjoy,
including, like, you know, your friends and family.
And you can talk about it on our Preserver podcast way in the future.
Well, anyway, guys, I can see my
desk. So we all know what that means.
It means it's the end of my drive to work.
So instead of talking magic, it's time for me
to be making magic. So thank you, Ken,
for being with us today.
It was wonderful, Mark. I love talking
about my favorite things ever.
Well, thanks,
Ken, and to all of you, I will see you all
next time. Bye-bye.