Magic: The Gathering Drive to Work Podcast - #863: Shards of Alara with Devin Low
Episode Date: August 27, 2021I sit down with former R&D member Devin Low to talk about the design of Shards of Alara. ...
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I'm not pulling on my driveway. We all know what that means. It's time for the Drive to Work Coronavirus Edition.
So I'm using my time at home to talk to people past and present about making magic.
So today I have Devin Lowe and we're going to talk about the making of Shards of Alara.
Welcome, Devin.
Hi Mark, how's it going?
Going great. So I'm excited. I have not talked about Shards of alara in quite a while so this is this is exciting for me um this is like some sets i talk about a lot this one the sets that
i haven't talked about as much so i'm excited for you and i to dig in deep into into the making of
shards of alara yeah it's definitely a blast of the past it's been many many years since the set
came out but uh some of the things that it did can still be felt today so in some ways the the
shadow of the shards are still with us right so. So the set came out in October of 2008.
So real quickly, I'll do the setup of what the point of it was.
And you led the development.
So I'm going to do a little setup and then we'll talk about development.
By the way, Bill Rose, who is currently the VP of R&D and at time was the VP of R&D, led the design for the set.
VP of R&D, led the design for the set.
Okay, so the idea of the set was
we had done a gold set
with Invasion
that was kind of like, play as many colors as you
can, and then we did
Ravnica, where we tried to go the opposite direction,
which is play two colors, and
so we wanted to do another gold set, so
Bill's like, well, we've done two,
we've done play four or five, I got
it! How about three about three yeah and people
definitely have played three colored x over the years but it isn't something that's set to really
emphasize there's like a little dash of three color play in uh apocalypse in the original
invasion block with the first multicolored block after legends um because there was like an enemy
color theme in apocalypse and they were like, if you have both enemy colors,
you know, if you're blue and you love red and you love green,
then that's a three-color pair.
So like a handful of three-color cycles in Apocalypse.
So there never really had been an emphasis on three-color play until now.
They've just been a spatter of three-color cards.
Now, the interesting thing about three-color, I mean,
it's very thematic, but something that the audience may or may not be aware of is
it's really hard making three-color sets.
So we're going to talk about that today because there's a lot of challenges to making them.
So what are you, so you were the development lead.
So what's your first memory of seeing Shards of Alara?
I remember that one of the big challenges was that what does it mean to have
three colors mechanically and flavorfully
is a tougher challenge than two colors
not just because three is harder than two
but because with two colors there's like a
cogent overlap you can identify
between what they do and
how they feel and so you can say that
you know
when green and red overlap it's
they both have big monsters in common so you can sort of emphasize that
you can say that when white and blue overlap they're both defensive, it's it's they both have big monsters in common you can sort of emphasize that you could say that um when white and blue overlap they're
both defensive they both fly and they're within good walls and you can emphasize that and so uh
famously all the two color brands of magic have mechanical elements that are similar that you can
emphasize but when you take three cards uh three colors together you say what do red and green and
blue all have in common mechanically it's like, that is a Venn diagram that is very tight, right? It's very hard to
name a keyword that red and green and blue
all have in common of the evergreen keywords.
And so... So be aware, be aware.
This set was not...
So we have wedge, which
is colors to enemies, and we
have arcs, or shards,
colors to allies. This set was about
colors to allies. True.
So I shouldn't have said red, green, blue. I should have said
red, green, black. But even red, green, black,
it's hard to name a
kind of recurring
magic effect that is common to red, green, black, or
any other three-color arcs. And so the
approach that was taken again, instead,
was to identify
these worlds that were three-color worlds
and give them a mechanic that they could
emphasize, and have that mechanic be resident of red and green and black
and then lean into what that mechanic meant.
So let me bring this up real quickly
because this happened during design.
So Brady Dommeroth was a creative director at the time
and Bill just wanted three-color to matter
and I think Brady was one that pitched
what if we had a world where something happened
and it broke into five components and each sub-world or shard only had three colors?
Like, what would the world look like if only white, blue, and black were the colors and red and green didn't exist?
What would that look like?
And so every color sort of had a world where it was it and its allies.
And then we glommed onto that of like, oh, that's kind of cool.
And what you're talking about, we gave each sort of shard its own identity, literally its own world.
Yeah, and Brady might have come to this independently.
Maybe he already had.
But in pondering this and talking to Brady, I remember saying something like, hey, for the green, white, blue world, which is banned,
instead of emphasizing what would a world look like that had tons of green and white and blue energy
and mana sort of spilling out of it, what if we instead said,
what does the world mean that has no death and has no violent aggression, right?
If there is no black and red mana influence, then what if that is to take on the world,
the absence of black and red more than
the presence of green white and blue because that sort of gives you fewer elements to focus on
instead of trying to incorporate three at once and so uh that approach is part of what drove
bant to be a world of uh honorable duelists where instead of killing each other in combat they would
just have an awesome duel with these brave champions and uh joust or something and then go home and have dinner and they wouldn't
actually kill each other and so uh bant is a world of these single champions that uh are excellent
sort of one-on-one honorable duelists but they uh are not all about wiping the other person out in
giant six-on-six creature battles and so that's part of why their keyword exalted uh says whenever a single creature attacks on your side it gets a bunch of buffs and benefits and uh
stat increases because the emphasis is sort of uh and it goes to the the honorable set out your
champion you know uh let's let's have a a jolly duel at a picnic and they go home and so uh how
does that fighting style then contrast with the other worlds that aren't a violence and death and
decay and that's sort of violence and death and decay?
And that's sort of part of how the shards interact. Right. Another important thing is when you take away the enemy colors, like, for example, take Bant.
Bant is kind of a white world.
Like if white drove everything, what kind of world would it be?
Because its allies are there and its enemies are absent.
And so we looked at each world by what's the center color,
what's the color that, you know, it's two allies.
And, like, Bant is very much a white-driven world, right,
where honor matters.
It has qualities where it's a very white-centric sort of thing.
Oh, and I should mention,
another thing that happened during the later part of design
is we made mini-teams where there were three-person teams for each world.
Were you on any of the mini-teams?
I don't remember. I think no. I think I'm supposed to be judging their output to some extent, and so I don't think that I was on the-person squads that went out and tried to look at each shard and make it feel
more awesome in its presentation of a coherent theme. And I think that the shard keywords,
I don't think existed at the design handoff, and the shard keywords came out of the mini-teams.
Right. The mini-teams is where we got the... I think the mini-teams happen
end of design, beginning development, sort of in that divine period, if you will.
Yeah.
And I was...
I led the Esper team
and I was on the Bant and Naya teams.
And then because I was head designer,
I peeked my head in the other teams,
but I wasn't technically on the other teams.
Although I did come up with the keyword
for the Black Center team.
Right.
And Earth was my baby okay so
how do you okay so
magic nowadays like
we have lots of worlds that you know what I'm saying
we do a lot of worlds in a year but this was kind of
different for us like at some level Shards of Alara
isn't one world it's five
different worlds
right and that put a lot of pressure on the worldbuilding team to come up
with five different planes that had
different art styles and different
costumes
and different sub-regions in those worlds
because a lot of the magic worlds
have a couple of green regions and a couple
of red regions and a couple of blue regions, and the
worldbuilding guides do dictate
cultures that live in those different regions, right?
So there are sub-types of the planes that we visit.
But in Shards of Alara, there were five different planes that were very different from each other,
the Shards of the plane, and then they each had regions within them, right?
Like there were cultures within Band and cultures within Esper that had their own things going on.
And so it was a lot of work to do from the costuming and world building side.
But I think that they did a good job of keeping certain artists
attached to each shard
and not using them in any other shards.
And so you feel a certain...
I think most of the artists,
I think the way they did it is
every artist was put in a shard
and only did that shard.
There's no cross-pollination.
And so of the black cards in the set,
some of them are from Grixis
and some of them are from the other, you know, Esper,
and the other, whatever the other black one is.
Jund.
Jund.
And you can tell from looking at the cards,
even with the monocolor cards that are not gold cards,
which cards are supposed to come from.
Okay, so let's talk a little bit about each.
So let's start with Band, because that's what you already talked about, Band.
I remember, so the Band mini-team, if I'm not mistaken, was me.
It was run by Brian Tinsman, and I think Ken Nagel was the third on it.
And I remember Brian came up with Exalted.
And I was actually very negative at first.
I thought it was too narrow a hoop to jump through.
But then we played with it, and it just took me one play test to go,
okay, you're right, this is a cool mechanic.
Yeah, and Exalted seems like it's sort of like a dumb guy mechanic
that's going to be easily thwarted,
because attacking one creature a turn to get all your rewards turned on
seems like it's going to falter when you hit one Regenerator,
which was a thing that existed at
the time or uh one token maker or uh you know one one bit damage printer or something and uh
indeed it is possible to sort of like stymie exalted with like uh something going wrong with
the one guy but we were able to make cards that worked around that by saying,
hey, we're just going to have fewer powerful regenerators in the set than usual.
We're going to have fewer token makers that can make a guy return
that can chump your exalted guy.
We're going to have a lot of cards that can give your exalted guy evasion.
We're going to have a lot of evasion guys that are good guys to make your exalted dude.
And you do get to sort of feel smart and feel like you're doing something
when you say, hey, I've got my 1-1-a-blockable guy.
I've got this other guy that says whenever a single you say, hey, I've got my 1-1 unblockable guy. Because the other guy says, whenever
a single creature attacks, give it plus 1, plus 1.
Another guy says, whenever a single creature attacks, give it lifelink,
plus 1, plus 1. Another guy says, whenever a single creature
attacks,
give it plus 1, plus 1. If it hits him, you draw a card.
And so you can sort of like
have all these guys cheerleading for this brave
unblockable dude who goes forward, and even though
it's a 1-1 on paper, he ends up hitting his 4-4
and draws your card and gains you 4 life, and you feel
like you're really doing it. And all the steps
along the way, when you're gradually playing at your team
and putting each of those components in place, you see
your guy getting more awesome, more awesome, more awesome, more awesome,
and if they kill the unblockable guy, it's like, alright,
well, one of these cheerleader guys can now
be the guy who steps forward and gets the bonuses
and can do some of the work. And so it did a good
job of scaling up gradually,
giving you big dreams, letting you taste those dreams along the way, and then delivering a big payoff of the work. And so it did a good job of kind of like scaling up gradually, giving you big dreams,
letting you taste those dreams along the way,
and then delivering a big payoff
at the end.
And as long as we kept
some of those things
that foil the strategy
out of the format,
it was pretty effective.
And it was,
I was happy to see it came back
in a later course.
That's sort of like a signal
that people liked it
and not to see it again.
Yeah, that's a good sign.
When mechanics come back, it means that it was a successful mechanic. Yeah, that's sort of like a signal that people liked it enough to see it again. Yeah, that's a good sign. When mechanics come back,
it means that it was a successful mechanic.
Yeah, and it even sort of like hit and constructed a little bit with the
triple color card that says when you
attack alone, search your deck for an orb,
put it on the guy for free, and you can like put
the Eldrazi plus eight plus eight
and Annihilator enchantment
on the guy that attacked alone and really
messed them up. So that was a
hot combo for a hot second.
Okay, so next we'll talk... I was going to go around
the color wheel. Sure, sure.
So Esper. So this is the team I
led. So this was
the team of Marks. It was me,
Mark Gottlieb, and Mark Globus.
Yeah.
And so the whole
shtick of Esper
was because it was
blue centered that they were kept
trying to improve themselves blue is all about perfection
and so
and blue likes artifacts
and so it's sort of like they were constantly
it's almost like this cyborg society where like
we can be better by using
technology to improve ourselves
and then Gottlieb came up with the idea of,
well, what if they were just all artifact creatures?
Because in Future Sight,
I had made a colored artifact creature,
which was supposed to be a throw forward
to when we went back to Mirrodin for New Phyrexia.
When New Phyrexia took over Mirrodin.
That was originally planned for that.
But then Gottlieb said, well, what if we do it here?
And I'm like, well, okay, it makes sense in the world.
And so we really leaned into Esper kind of being this artifact-themed set
that cared about artifacts, and all its creatures were artifacts.
So what kind of trouble did I give you doing that?
Yeah, I mean, actually, colored artifacts were new then.
As you said, they had a preview in Future Sight,
but it was the first time they really did a lot of colored artifacts.
And it turns out that it makes them easier to develop than regular artifacts
because you can lean into the color wheel more easily.
You can more aggressively give them things that are typically restricted colors.
And obviously, Magic has since then embraced colored artifacts a lot more
and seen them as solving some of the problems
that artifact sets and artifacts often have.
And so all the recent Magic sets have had colored artifacts
and that has played pretty well.
Now they seem pretty natural.
And abusing an artifact with colored mana makes sense
and plays totally fine.
And so that is a case where a lot of development was about
where do you want to sort of scale with
cards that say every artifact
you have makes this better and
to max this out you want 40 or 60 artifacts
if you can get them and
the sky's the limit versus cards that say
you only need one artifact to make this really good because
it pumps up one artifact guy you have or regrows
one artifact in your graveyard but you don't need 60 artifacts
to make this good. It's enough to have six artifacts or something.
Having a spectrum of cards that say you need
a threshold of one to make this good versus
it scales to a maximum of as many
as you want is important
to making it feel like you can
get some value out of this when you're drafting
or playing constructed from only a sprinkling of cards
with a mechanic versus really committing and
going nuts. So by the way, just a little
behind the scenes here, I believe this was the development where
the term threshold one is something that R&D uses all the time came from.
Well, I think honestly, I would roll back to Lorwyn because I worked on Lorwyn as well.
And we used it a lot there talking about tribal matters.
Oh, OK.
Maybe it predated this then.
OK.
That's where we started.
But we did carry forward to here. And, like, I also
remember with Esper,
writing the word artifact
on the type line is kind of like a nice
invisible way to make something relevant. I love
in Magic how you can write the word
elf on a type line, and it
doesn't take any rules complexity, but it makes the card
more relevant. People care about elves.
Likewise, writing the word artifact
on the type line doesn't make the card any more rules complex but it gives it a cool identity that some players
get really excited about and so you can have cards that are like relatively simple but because
they're artifacts people care about them more than normally would and it gives you a nice way
to kind of cross over the themes uh to make a single card relevant to multiple archetypes
where there's like a four mana flying two three artifact creature that that regrows an artifact from the graveyard when you play it.
And that card is great in the artifact deck for getting back your artifacts.
There's a lot of artifacts in sacras themselves to give you ways to regrow them.
But you might also want that in your exalted deck
because a flying guy is great to layer your exalted bonuses on
to be the guy who carries forward all the plus one plus ones in the air
while you guys are kind of like cheering them off to the ground.
And so that's very common in magic sets these days and in in my era back then also of uh trying to
say hey what are ways we can take a single card make it interesting to multiple archetypes and
then have people kind of like uh you know value it in different ways in the draft uh maybe pivot
from concentrating on exalted to concentrating artifacts or having a little bit of both
and uh you know just sort of getting more mileage out of a sequel card.
Okay, so the other thing I should point out before we move on from Esper was
there definitely was some, like it's very funny, when we said let's do all artifacts,
the mini team thought it was a great idea.
There were people in R&D that were a little skeptical.
I mean, we obviously, by the time we got to development,
everyone was on board, but
it was not this idea of
let's just make colored artifacts and everyone was on board.
It didn't quite happen. It required a little bit
of convincing people.
Yeah, that makes sense to me.
There was a lot of questions asked about
breaking rules that you've had in the past,
but if it's
worth it, you should break them. And certainly when the set
theme demands it, it's a great time to break it.
I've enjoyed playing
the Forgotten Realms set, and for a long
time, like, Rolling Bice and Magic was, like,
sort of a taboo. But
the D&D set's a great time to roll D20s. It makes a lot of
sense of theme, and so that's
a great reason to break the rule.
Okay, so let's get on to Grixis.
I'm trying to remember who the Grixis team
was.
One of my problems is I'm on too many teams
for too many years that it's very easy
to blur.
The individual team members from 13 years ago
is quite an ask. I'm not sure the audience
even needs to know who the individual team members are.
I just like giving
reference to people when we do stuff like that.
It's nice to call them out if we can.
Okay, so
what happened there
is my memory of what happened
in the team was...
Oh, here it is. I found the list.
Grixis.
You were the lead of Grixis.
Ah!
Jacuzzi!
So you were the lead of Grixis. I! Jacuzzi! So you were the lead of Grixis.
And Eric Lauer
and Brian Tinsman were on your team.
Is it just coming back?
It is
kind of coming back, yes.
So the keyword is Unearth,
which is kind of like a flashback for creatures.
You could play the creature,
it could fight, it could die, and then you could pay a different unearth mana cost to return that creature to the graveyard
from the graveyard to play for one turn it gains haste and then it is exiled at the end of the
turn or if it would otherwise leave play so you can sort of get a a almost like a token version
of the card for one more attack on the turn you unearth it um and you can make the unearth cost
way lower than the cards cost to play you can make the unearth cost way lower than the card's cost to play.
You can make it higher than the card's cost
to play. You can have a bunch of tricks where
when you unearth a creature, it has a
enter the battlefield effect or a leaves the battlefield
effect to sort of give you even
more value than the
card, you know,
just coming back for one more attack. Then you can have
sacrifice effects that let you, you know, kill
the guys, you can unearth them, you can you sacrifice the tokens there's lots of tricks you can do
with unearth and one of the things i love about magic mechanics is when they're open-ended and
they give players a lot of opportunity for creativity about how to use them and unearth
certainly is that because there are just so many tricks you can do to get extra value at the
creature you're unearthing or to throw guys in the graveyard so that they're there you can unearth them from the graveyard um and so it's really very versatile and it's a good evocation
of the shards theme of grixis being a place where it's full of necromantic energy uh it's full of
undead it's full of guys that are always coming back you know life energy is always sort of
recycled again and again and animating guys again and again. And it's a place where there is no white mana
and there is no green mana.
So there's no actual circle.
There's no vitality.
It's just endless necromancers
getting the same guys back again and again.
Okay, so two trivia questions for you.
See how good your memory is.
Okay.
Okay, number one is,
do you remember when I first made Unearthed
the silly name I gave it
when I first made it?
It's probably like a flashback reference.
It is.
It might be a corpse
dance reference also. Close.
It was Flash Dance of the Dead.
Yeah.
Yeah, I kind of was getting there.
If you give me another second, I would have gotten it. Because I said
Flashback, then I said Corp Dance. And between
Flashdeck and Corp Dance and Mercurial's Water,
I would have gotten the Flashdance. Yes. So,
and here's another trivia question.
You guys had a different mechanic before
we ended up replacing with Unearth.
And that mechanic, we
ended up doing a variant of it later on
in another set. Yeah, I know what it was. It was
whenever a creature dies, get a benefit.
Yes, yes.
Right.
And so whenever creature dies, get a benefit.
You can also do lots of synergies and combos with,
because lots of ways to make tokens happen, die,
or if a guy died and he comes back.
And because Grixis is a realm of death,
then whenever creature dies, get a benefit.
It seems like it matches that.
Eventually, we move that into jund more and it was sort of like a fight between i i think i think i kept i came out of the mini team pitching whatever creature dies get a benefit yeah and then uh you
probably pitched unearth and then eventually we said okay let's do unearth for grixis and we'll
make whatever guy dies get a benefit in jund um and this got us
filling over the jund topic but jund is like a world of carnivores and dinosaurs and savagery
and uh giant monsters that are constantly eating each other and it's like a predator prey uh world
of things eating other things and so the jund team said hey we want to do devour which is when you play this
creature uh sacrifice any number of other creatures every 20 sacrifice but x plus one
encounters on the sky so you can play a dragon as devour three sacrifice any number of little
uh goblins and the dragon gets three plus possible encounters for every goblin you sacrifice and it's
like the a good example of giant thing devours little things gets a benefit and it is a carnivore and it eats the prey and uh you sort of want to make decks that have some prey
in them that are little guys that are easy to play or make tokens or when they die you get a benefit
and then the giant dragon that eats them all and it gets a payoff and so um uh my concern with
devour was uh you can build a deck that has a cool moment where you have like little little prey guys
that are cheap and give you benefits to die, and a giant
thing that eats them, but you don't want to put
a ton of devourer guys in your deck, because when the
first carnivore eats a little prey
and gets a bunch of bonuses, and you've got a second
carnivore in your hand that wants to eat a bunch of
prey and get a bunch of bonuses, what's he going to
do, right? Your second carnivore
doesn't have a lot to do if all you have on the
board is one giant carnivore that already ate everything and
no more things to eat.
And so it's tough to make it like there's 11 guys
that devour on it because
it's not that fun to draw your 11th devourer guy.
Right. Some mechanics
feed on the same resource.
Delve has a similar issue where
the second one
is limited because the first one used the resource.
Exactly.
It's Delve, same thing. You want to put a bunch of cars in graveyard then delve to exiling cars graveyard
to get a benefit but then you already exiled them all so it's tough to do it again unless you jumped
on the hoops to feed it again um and i often had this criticism back in the day of like i remember
uh the lorwyn elemental mechanic was like um activated abilities uh all the elementals that had mana activated abilities
they said spend five mana colon do something awesome then another elemental said spend four
mana colon do something awesome another elemental said six mana do something awesome and my
complaint was or my concern was hey you only have so much mana having three elementals on the board
and they each have a different activated ability uses four or five or six mana isn't good because
you can't spend your mana to feed all three of these guys it's like worse than a deck we just had one of them and then the other
two guys just spend their power points on being a guy that had no activated ability um eventually
we did do that for thematic reasons we just sort of like uh tried to find enough ways to uh give
you triggers on whether you spent mana activated abilities that you know paid you off for it um
and other ways to give you enough mana to make it worthwhile.
But in this case also, having a lot of devour cards in a deck
would not be good. Whereas having a lot of
when a guy dies triggers in a deck is good
because you can put seven guys on the board that say
when a guy dies, get a benefit, have one guy die, and they all go off.
So John did, by the way,
the cards in John
do have a bunch of death triggers.
Correct.
So we kept
three to five of them as single cards unkeyworded, Jun do have a bunch of death triggers. Correct. We kept like three
to five of them as single cards
unkeyworded and we did ultimately
keep Devour after many
debates on the grounds that it's just so
thematically awesome and fun to
have a giant dragon that eats a bunch of things
and we tell people, hey, here's what Jun's about.
A giant beast that
eats a bunch of things and gets huge
and some of them also said,
hey, get a reward based on how big my power is.
So there's this big fungus guy,
there's sort of like a force,
a verdant force that says,
when I come to play, devour three,
eat a bunch of tokens,
get a bunch of plus or minus counters,
and then every upkeep,
free plus or minus one counter on me,
like make another valid or something.
So he gives you more food for the next card
or try and sort of solve the problem I alluded to.
Yeah, I think the thought it was just flavorful.
I think we knew that we couldn't do tons of
Devour, but that we thought it was super flavorful
is what we ended up with. Right.
So we kept it because it's great at communicating
that it's a realm of cardivores. We just didn't put
in that many cards. I'm pretty sure it's on
fewer cards instead than any other keywords
from the shards. Yeah, I'm pretty sure.
That's a way to sort of get people out of the
trap of putting too many
Devourer cards in their deck
because there just aren't
too many Devourer cards.
And the ones we kept
were the like splashy fun ones
and they're pretty high rarity.
We don't have that many
common Devourer guys.
And so that's the way we solved it.
And the Death Trigger guys
are still there
sort of doing the workmanlike job
of triggering things.
And it worked with Devour, right?
When you Devoured your guys
and then it triggered
the Death Triggers.
Right.
And so you can make
your Devour deck that has some Prey guys, some? When you devoured your guys, then it triggered the death triggers. Right. And so you can make your Devour deck
that has some prey guys,
some tokens,
some death trigger guys,
and then a few Devour guys
and have that,
a few moments of Devour guy eating it
and all the triggers go off.
Right.
And we had a lot of death triggers, right?
We had a lot of death triggers
so that things dying made things happen.
Yeah.
And the death trigger guys are also good
with sacrifice effects and the unearthed stuff.
So that works well.
So before we move on, John, real quickly.
So John, Bill Rose was the lead of the mini team.
And Mark Globus and Mike Turian, that was the red team.
I can remember talking about Devour with Bill and all that stuff.
Okay, so let's move on to the last team.
Naya, the Green Center team.
So Ken Nagel was the lead because Ken loves green.
And I and Mike Turian were the rest of the team.
Yeah, Ken Nagel often also famously loves, like, giant creatures.
He does.
And that is indeed the theme of Naya is five power matters,
rewarding you for creatures that have five power
and giving you a lot of guys that have five power.
And so that is a good theme that Wizards has used, like,
10,000 times since then in like four power matters and five power matters and your team has six power matters incarnations.
And they all play pretty well.
And it's nice that much like Artifact, they rely on making a part of the card that is like kind of free in terms of rules complexity, have a mechanical synergy that is cool.
And so having cards that say,
hey, I care about elves,
means you suddenly care about all the cards
that happen to be elves.
Having cards say,
I reward you for creatures with power five or greater
makes you suddenly care more about random idiots
that have power five or greater.
And that's a nice way to make you say,
ooh, I've got three of these.
This five power amount of cards are really good.
I've got three, I've got four, I've got five,
I've got seven creatures with power five or greater
without needing to write words on cards saying
uh whenever creature dies comma do this effect right and so i love opportunities to get uh
players interested in cards that uh have a certain trait without having to have rules complexity to
make them care about it um the five power matters theme is also a great opportunity to just like have a bunch of giant dudes
at common that have five power,
including in colors that don't really have them.
Like white is very,
famously does not have five power creatures at common, right?
Like I think there was like one at common
that had five power greater.
Yeah, white doesn't have that big creatures at common usually.
Right, exactly.
And so Naya was like a thematic-based time to break the rules once again
and give White some commons of five power greater because it's Naya
and it's a line of giant dinosaurs and monsters.
And of course it would have giant creatures in a way that's sort of like unusual.
So we were talking about some criticism.
So I'm going to throw some criticism at Naya.
So we were talking about some criticism,
so I'm going to throw some criticism at Naya.
Yeah.
So if you look at the Temur clan of Khans of Tarkir,
you can see that we did the same theme again,
but we made two changes.
Yeah.
One is that we made it four and greater rather than five or greater,
because five is just,
it was a little hard, especially at Common,
to get to the five.
It's audaciously high.
And the second thing we did is we named it.
We made an ability word, which, looking
back, it was really our...
I mean, I guess Esper also
kind of didn't have a name,
but it was kind of weird that
three of them had clear names,
and that nine kind of
was a theme, but it wasn't named.
We should have named it.
Yeah, I don't remember we had ability words
in the game yet back then.
It might have been that this is one of the sets
that sort of like told us we should have ability words.
We got tons of feedback saying,
why didn't Naya get a mechanic?
Grixis is unearthed.
No, we had ability words.
Threshold was an ability word.
That's Odyssey.
I guess that's right.
But Threshold, like, it was like Threshold, do something. It was like Threshold was an ability word. That's Odyssey. I guess that's right. But Threshold, like,
it was like Threshold, do something.
It was like Threshold, colon, this guy gets plus four, plus four.
Yeah.
And Threshold meant something, right?
Like, you didn't just say...
That's a good question.
When did we do just a straight ability word?
I mean, I guess Threshold later was labeled an ability word,
but maybe it wasn't thought of that way when we made it.
Yeah, like, at the time...
The original printing of
Werebear...
I'm looking it up now.
I don't know.
Okay, so Werebear says
threshold- or m-
Werebear gets plus two plus three, and then in parentheses
it says you have thresholds as long as seven war cards in your graveyard.
And so threshold did mean something and the reminder
text told you what it was but i think the magic cannot yet discover the technology of an ability
word that meant nothing except to give you flavor information right and that is good technology it's
it's super good to communicate hey here's what we're going for this is supposed to be in this
i love that the forgotten realm set has uh you know tons of these flavor words labeling um
what the abilities
are supposed to do and saying this is
Cure Wounds and this is Gentle Repose
and stuff on other abilities, because it definitely helps you feel
the D&D theme there.
Nowadays, with the Naya theme, we would
certainly say Ferocious or whatever, and I guess obviously
Construct here did that, as you said.
It is smart to tell people, hey,
this is what we're doing here, even if it's not
a Mechanical Realms.
My desk isn't too far away, even if it's not a mechanical relevance.
So my desk isn't too far away, so we've got to wrap up here.
What are your final thoughts sort of on Shards of Alara?
Like looking back, what do you think of sort of the set as a whole?
It was the first time that we did three colors, and I think that pulled off the theme of three different worlds pretty well.
I think that saying the absence of black and red is what makes the band world had meaning is a cool way to
approach it um it was also like the big resurgence of nicobolis as a big villain because he uh was
the villain of the shards of lara storyline and he was the one that sort of like united all the
planes and sort of tried to seize the power of the Conflux, and there's an awesome Nicol Bolas
planeswalker in that block.
It was the second block that ever had planeswalkers,
and I think those
went pretty well. Like, Elspeth,
the first white 4-mana one was there,
the first Tezzeret was there, the first Nicol Bolas
was there, Lorwyn was the first planeswalker
block, and this was the second planeswalker
block, and the planeswalkers, like, for such a
new mechanic that's so hard to balance, went pretty well.
And they were good in Limited and Constructed
pretty much right off the bat.
It was the first multicolor Planeswalkers.
That's also true.
But even just the second block of Planeswalkers
still pretty early, and they were pretty good hits.
Looking back at the set,
there are many things that Magic just has learned
as an overall game since then right it's been 13 years um but there it used to be uh part of our dogma
that you had to have like a bunch of bad cards uh i i know you've written many articles the topic
of bad cards and there's many kinds of bad cards but back then part of the dogma was you have to
have a bunch of just like junky stat cards in common and magic doesn't do that anymore that's definitely a positive element like there's definitely a bunch of blatantly awful
statted creatures uh for the standards of the day where um uh this guy's like a
what's this guy saying there's a guy who's like a a four mana black creature i i i guess it's a guy who's like a four mana black creature. I guess it's a four mana red creature that is 2-1.
So V-Issue No Skeleton.
It's a four mana 2-1.
For this price, you get the ability 2-ana,
discard a card, regenerate V-Issue No Skeleton.
And regeneration is like this guy,
if he would die and said he doesn't die and he taps.
But that is just a terror bad rate,
even for the weaker creature curves of the time it's like this guy
is just abysmally terrible
and at the time that was like you had to have at least one
very bad static creature in common
the rationale I think was like beginning
players need to learn that some cards are better than others
and they need to feel smart about cutting cards
in their deck that are bad so we'll put these bad
cards in and we want to have a certain number of
playables limited decks and so we'll
give them some clunkers to be bad and not make the decks but in retrospect
i think that was that that was a bad part of the dogma it's good the magic has ejected that
and there are no magic creatures printed these days that are like routinely as terrible as these
like terribly static uh guys that we put in the sets back then uh we only did
occasionally it was only a few uh part of the reason we had them also is you could like feel
smart if you use the bad card and still win a game against someone you could like kind of
humiliate them but being able to be a skeleton or like tell some stories your friends about at the
time you see a skeleton or say oh in this case the issue of skeleton is actually good or make
your bsu skeleton deck or be the guy that collects 300 fsus, get them all your friends that don't want VHU no skeleton.
There are things that it did, right?
But it wasn't worth it, in retrospect.
I mean, the one thing, when I look back
at Shards of Alara,
it really put, like,
the idea of making a
three-color set work, the idea of
we can push kind of in a direction
we hadn't pushed before.
Like, one of the famous lessons of Shards of Alara is
we just didn't put enough color fixing in.
That's true.
Like, we put more than we'd ever had,
but it still wasn't enough.
Yeah, and part of it is that the rate on the color fixing
wasn't good enough.
Like, famously, Ravnica, the first Ravnica block,
had tons of awesome color fixing
because it had a cycle of common Karus in every color,
meaning a land that said, come to play tapped.
When you play this, you must return another land
you control to your hand.
And it taps for two colors of mana from that guild.
So it taps for black and green.
So I don't know if you know
these lands or not, but basically, it's like
a land that is worth
two lands. You play a
lands in turn one, and turn two you play
this tapped land that creates white and blue
two mana, and you return the planes to your hand
and on your next turn you play the planes again. And so
this card, this land I'm
describing is like a very powerful land because
it produces two mana. You gotta do some work to get it online land because it produces two mana. You've got to
do some work to get it online, but it produces
two mana, and it's two colors
of mana for your guild.
So this is an extraordinarily powerful color fixer.
If your opening
hand is one land and one of these Karoo lands,
you're in great shape.
It's a very high power land,
so much that they don't really make these anymore.
And the artifact
mana they had back then was a cycle of uh common signets that said two mana demir signet uh come
into play untapped i believe and pay one comma tap this artifact and make black blue and so it it it
washed your mana and created mana in a very efficient way i'm not describing
this very well but but damir seemed to ultimately taps to make a mana and watches your mana to make
black and blue and this is like very very powerful and in contrast the lara mana fixers for these
obelisks that uh cost three to play and say tap create white blue or black and that's the whole
text and a three mana artifact mana fixer is like way way way worse than a two mana artifact
mana fixer because by the time you have three lands you kind of like needed to have your colors
online already and by the time you have three lands you don't really want to be like tapping
on your lands to play more cards and just make mana it's kind of like too late for all that you
know what i mean and so the obelisks are just like so much worse than the overpowered signets
and the panoramas were pretty good but so much worse than the Karus that even having the same number of slots on Mana Fixing as Ravnica, the overall power level of Mana
Fixing was way, way worse.
People didn't even want to play Obelisks, whereas they were dying to play Signets.
So it was a little long-winded, but you know.
It definitely taught us, I mean, one of the things now is, I mean, I think Shards of Alara
really paved the way for three-color sets.
And obviously, you know, like Khan's Retarget learned a lot from looking at Shards of Alara really paved the way for three-color sets. And obviously, you know, like Khans of Tarkir learned a lot from looking at Shards of Alara.
And I think whenever I look back at old sets, I always sort of say, like, what were the lessons we learned?
You know, what new ground did it pave?
And I think that Shards of Alara was pretty bold and did a lot of cool things.
Like, it was, for example, us doing factions, you know, like pushing,
like, we had done Ravnica, but this was us trying to do, you know, a different kind of
factioning, and so, people always ask, will we ever go back to Alara, and I think there's
a better chance we will than we never will. So, I hope one day to go back to it. I like
Alara, I like the shards. My biggest problem with the block is we
took away what made the world
awesome, which was the shards. And like
in the story, the shards started coming together.
So, um...
Yeah, and like it is a fun moment in the story to think of like
these different shards encountering each other and just
have their minds blown. Where
if you're from Bant and used to a world of honorable
combat where no one ever dies, and you
get shoved into Grixis, where it's like a world of necromancy where
everything is dead.
Everyone's killing each other.
There's all these ghoulish horrors that will like rip your head off.
It's like,
that would be quite a shock.
And,
uh,
to the.
John,
the guys that have never encountered like logic and knowledge and smart
people.
And then suddenly run into Esper and the S people are like,
you know,
running circles around them with all their tricks and blue cards, that would be pretty
mind-blowing too. So it's fun to think of those
worlds colliding. I mean, it made sense
in the story, it's just so.
But anyway, by the way, we gotta wrap
this up because I'm at my desk.
But it was, it was, uh,
Shares of Laura is fun to look back at. There's a lot of cool things.
There's cool things we tried. There's things maybe
we could have done a little bit better, but that's true
of anything when you look back in time.
It paved the way for what came after it.
But there were successes and failures.
And you learned from both those.
Yeah, it's all stepping stones to where we're going.
So anyway, I want to thank you for being with us.
Devin, it was a lot of fun.
I like reminiscing with you.
Looking back.
Likewise.
So thank you for being with us.
My pleasure.
I love the podcast,
and we have to be on again sometime.
Thanks for having me. So to everybody else,
I can see my desk, so we all know what that means.
It means this is the end of my drive to work.
So instead of talking magic, it's time for me to be
making magic. So once again, thanks to
Devin for joining us.
And I'll see all of you guys next week.
Bye-bye.