Magic: The Gathering Drive to Work Podcast - #878: Planar Chaos Color Pie
Episode Date: October 15, 2021In this podcast, I explore the alternate-reality color pie of Planar Chaos. ...
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I'm not pulling out of the driveway. We all know what that means. It's time for the Drive to Work Coronavirus Edition.
Okay, so today I'm going to take a look at the color pie of planar chaos.
Okay, so many years ago we made a set where it was part of the Time Spiral block.
Time Spiral was the past, Future Sight was the future, and I was trying to figure out how to make planar chaos the present.
But the present is a hard concept, since all sets are the present.
And so we came up with this idea of an alternate reality.
So one of the big concepts behind it was,
what if magic were a little different?
And the main thing we changed is we said,
well, what if the colors all had the same philosophies,
but they've been represented mechanically a little bit differently?
And so we did that.
We made a set in which the color pie was different than the normal color pie.
This has caused all sorts of confusion
because some of the things we did there, we would later go on to do.
Some of them, we definitely were experimenting a little bit.
So some of them actually became real, if you will.
But some of them was us trying something that we never went back to,
that was not really, that was us experimenting with something,
and it's not really what the Color Pie is.
It's this alternate version that we've never done since we did it here.
So anyway, I thought I'd walk through the Color Pie today
and talk about what we did and how we moved anyway, I thought I'd walk through the color pie today and talk about
what we did and how we moved things and why we moved things, and then talk a little bit about
what ended up going in that direction and what didn't. Okay, so first I'm going to talk about
the creature mechanics. Some of these at the time were named and some of them were not named,
interestingly, although many of them were later named. Okay, so first up we have fear. So for those who don't remember,
fear was a mechanic that, I mean, it first showed up in Alpha on a card
called fear. It wasn't named fear for a while, and fear is a weird
name for it anyway, but it says this creature can't be blocked except by artifact
creatures and red creature, or red creature, not red creatures, or black creatures.
Normal fear is right. You can only be black by artifact creatures or black creatures.
In Planter Chaos, we said, well, what if fear, instead of being a black thing, was a red
thing?
So the idea is, but we didn't change it, so it can only be black by artifact creatures
or red creatures.
Interestingly, I think the reason we did that was red has a lot of panic effects.
It can affect emotions. What if this represented you sort of, the reason
you're not blockable is you're manipulating their emotions, but maybe fellow red mages,
it's harder to manipulate their emotions than everybody else.
And I guess artifact creatures don't have emotions.
But anyway, interestingly, fear would later become intimidate,
and intimidate was exactly this, where we said,
well, let's just make fear into, let's apply it to all colors,
and so intimidate just said I can't be blocked by artifact creatures or my color,
whatever my color is.
And interestingly, we put intimidate in black and red,
so this is very much us sort of hinting at where we would go.
Next up, First Reich.
So First Reich is normally in white and red.
In Planet of Chaos, we moved into black.
Now, black has always been tertiary in First Reich.
It showed up actually in alpha on Black Knight.
And occasionally on, like, usually it's on knights.
Every once in a while, we do it, every once in a while we do it
on Black. The idea here is
what if just that was, you know,
what if First, like, in Red and White
it's more like prowess, right?
The reason that I'm, um,
I hit you first is that I'm a better fighter than you.
Like, well, maybe in Black it's a little more like
I'm not so honorable in how I
fight, and I get that cheap
shot and fast before you realize what's going on.
First record's kind of stayed tertiary and black,
so this is something that we,
what we did in Planar Chaos,
we do occasionally,
but it hasn't really changed since then.
Flying, normally flying was primary blue,
and we decided in Planar Chaos,
really what we did is not so much that we changed what flying was.
We kind of need flying to exist in the colors that existed.
Really what we did is we shifted kind of the color that was worse at flying
from green to red.
And so we did let green have some flying in Planet of Chaos,
and green normally doesn't get much flying.
Once again, flying's tertiary in green.
Every once in a while, when it really makes sense,
there's a cycle of dragons or something,
green gets flying in the blue moon.
But here we gave green a little bit more.
So instead of blue being number one,
we made everybody but red kind of equally.
And really what that meant was
blue, white, and black that normally get flying
had it, but green had flying
where a lot of times it doesn't.
Next up, haste.
So, haste at the time was
just in red, and so we changed it
to green. Ha ha!
And I think we were playing with the idea
of
part of the way we tend to
play haste is you're so focused that you're not, you know, somebody's sickness doesn't disorient you. And we're like, um, part of the way we tend to play haste is you're so focused that you're not,
you know, somebody's sickness doesn't disorient
you. And we're like, okay,
green could do that as well as red.
Interestingly, after this,
um, we ended up putting haste secondary
in black, and then we
put haste tertiary in green,
and then recently, a couple years ago,
we just said, you know what, green can be secondary in haste.
Uh, so green, so green is the number two.
Black still has it secondary, but not as much as green.
So green is kind of number two at it, and black's number three.
So this is us definitely hinting at the future.
Not that we always knew the future, but us hinting at what made sense, and that turned out to be the future.
Regeneration, which is something we did in black and green, we did in white.
regeneration, which is something we did in black and green we did in white
I mean, I think white has a lot of defensive
qualities to it, and white had a lot of
healing flavor
so if you think of regeneration as healing, which is
how we flavor it in green, it makes just
as much sense in white
and so
in some ways, we've now, we've got rid
of regeneration, instead we do
temporary indestructible
and white is one of the colors do temporary indestructible. And
white is one of the colors that does indestructible.
Black is more the temporary
indestructible color than white, but it is something
white can do, so this is us, you know,
it's playing in space
that we still play with a little bit.
Next up, it's funny,
at the time, we just called this Spirit Link.
We now know it as Life Link.
And Life Link was thought as being a white thing.
So in this set, we put it in black.
Interestingly, the very first creature that ever had the Life Link ability
was in Arabian Nights on a black card.
El Hajaj, I think it was called.
So the flavor here was,
hey, Spirit Link has a lot of similar flavor to Draining Life.
What if we put it in black?
Interestingly, in Future Sight, which would be the next set, we would keyword this ability,
and we did end up putting in, we put Life Link in black.
So in some ways, this is a teasing of something that we pay off right away, which is, what
if it were black?
And then the next set is, it could be, it's black.
But I guess we were just playing around with something
that we knew we were going to introduce.
Trample.
So Trample at the time was a green, it's still a green, it's primary green.
Here, we changed it to red.
And the idea being that, you know, red is probably second most in size, and it has an
aggressive quality that makes sense with trample. Ironically, and ironically, but this is another
case where we would later go on to make red secondary in trample. So red gives trample all
the time now. So, you know, this isn't such a weird thing. Next, what we, at a time called
untargetability, we now would probably call hexproof, or actually, sorry, at a time called untargetability, which I would probably call hexproof,
or actually, sorry,
at the time, untargetability was more like shroud.
I mean, nobody can target me.
So I think when we first made the card,
at the time, blue and green were kind of where hexproof type spells went,
and we put it in white.
It is interesting that hexproof, which is sort of the modern day, or
Ward, I guess, I guess it's a better question.
Ward, which is kind of the modern day
in this, I mean, Hexproof as well.
Hexproof still is in green and blue, but we have
started putting Ward in white, and so
the idea of white having protection qualities
that keep it getting targeted is plenty
flavorful in white.
Next, Vigilance. Next, Vigilance.
So Vigilance at the time was in white.
We decided to put it in blue
in Planar Chaos.
And the idea was
blue had had Vigilance really early on.
There was a card, I think,
in Legends where it had Vigilance.
And blue has the ability to untap itself.
It can have creatures that can untap itself.
So Vigilance isn't that far away from untapping yourself.
Interestingly, in Future Sight,
we then looked, we did keyword,
or not site, Vigilance wasn't keyword,
Vigilance was already keyworded,
but in Future Sight, we started talking about
do we want to branch out what could have certain abilities,
and Vigilance, we ended up making secondary in green.
But, very
recently, although it's not
in cards yet, but I talked about this in my
Color Pie, the Mechanical Color Pie
article, we are planning, or we
are currently putting blue,
Vigilance into blue as secondary. So
both green and blue will keep Vigilance
secondary. White will have it
primary. But we are letting blue have some access to vigilance.
It's something play design felt it needed.
Like I said, blue can untap itself,
so it wasn't that far away from having vigilance.
But anyway, so this idea of blue having vigilance,
once again, us teasing something it would come to be.
Finally, of the creature keywords,
what we called web at the time,
which now we would call reach,
normally was a green thing.
We moved it to red.
So the idea at the time was
we shifted around so that
instead of green being the weak at flying color,
red was the weakest at flying color.
And then to supplement that, we gave red reach.
So kind of what we did
is we exchanged red and green, where
red didn't have flying, but had reach,
and green had a little bit of flying.
So those two colors were sort of swapped.
We do, interestingly, do reach,
red is secondary in reach,
we do occasionally do reach in red.
So it's interesting to note,
of all the abilities,
just a quick recap here.
Fear, which now is Menace.
So Fear got replaced by Menace.
Menace is core in black and red.
So red does have that ability.
First strike, still red and white,
so black is tertiary,
but we did not move there.
Haste is now primary red,
secondary green,
and tertiary,
or not tertiary,
secondary black.
But green,
green is now doing that.
Generation has gone away.
Spirit Link is now white and black.
Life Link is now white and black.
Trample is now red and green.
We have various untargeted abilities,
like Ward,
so white does have access
to some kinds of untargeted ability.
Vigilance is now in blue.
Reach now is secondary in red.
So it's interesting that a lot of
what we did on the creature keywords
would
come to pass. Because
one of the things that was interesting at the time
was, early on in Magic, we
really put creature keywords in
one color. Like, black
is fear. Vigilance is white, haste is red.
And what we learned over time was it was just more valuable
to have keywords in more colors. It just gave us more flexibility
to do more designs. And we made sure it's not in every color.
With a few exceptions, like flying or flash, really three is where we
cap. Like, three colors will do something,
and usually we won't let the other two do it
just so it feels like it means something in those colors.
And even if it's in three colors,
usually there's a primary and some secondaries
that there's some ranking to how often they do it.
But it is interesting,
as we talk about all the creature keywords,
how almost all of them,
maybe not First Strike, but almost all of them,
and interestingly there, First Strike was already in two colors.
It was one of the ones that was already in two colors.
So we didn't really need the other color,
but it is neat to talk about how many of these did eventually go there.
Okay, but now we get to the half that was a little more us pushing in areas
that we didn't follow up on, which is talking about spell abilities.
Okay, so first up is what we'll call bounce,
returning a creature from the battlefield to its owner's hand.
So we did something interesting on bounce in Planar Chaos,
is we said, let's chop it up.
What if instead of bounce being one color's thing,
what if it was two colors?
What if white was defensive bounce, meaning it could bounce your own stuff,
and red was offensive bounce?
So the idea we liked in white was, well, what if white used it protectively?
What if white bounce was a way to sort of save its creatures,
because white's very defensive,
and what if red used bounce as sort of a means of short-term fixing of problems, right?
Red is all about the short-term answer.
It doesn't think long-term. So we're like, okay, it sort of makes some sense short-term fixing of problems, right? Red is all about the short-term answer. It doesn't think long-term.
So we're like, okay, it sort of makes some sense in,
you know, the philosophically makes some sense, right?
Red's trying to solve the problem now,
not worrying about tomorrow.
And bouncing things is very much worrying about it now.
Like, it's going to come back.
It's not a long-term answer.
So philosophically, we thought it made a lot of sense.
So interestingly, I just said that not a lot of the spell things moved,
but this one did.
While blue obviously bounces still in blue, that hasn't changed,
we have started doing defensive bounce in white.
We do let white bounce their own stuff.
So that part that we were experimenting with did become part of magic.
Red doing aggressive bounce,
what we ended up finding out was it was just too synergistic
with red. One of red's
things is that I'm the
aggro color and I'm trying to hit you
and I'm trying to just get things out of my way.
Like red's trying to do as much damage
as fast as possible and that
tempo-based things are just better
in red than they are in other places.
Blue likes tempo but blue's's a slower based deck.
So blue's tempo is about getting to a state of control, not about winning quickly.
And so what we found was red bounce was just, it was a little bit too synergistic with what
red did.
Philosophically, it made a lot of sense, right?
It made sense that red did it, like philosophically, but it mechanically didn't work well.
that red did it, like, philosophically, but it mechanically didn't work well. And that's another thing to remember is it's not hard to find a way to flavor something. The color pie is pretty
flavorful, and there's a lot of flexibility to flavor, but fundamentally, things have to work
mechanically or else, you know, it just, it doesn't work out. Okay, card drawing. Ah, card drawing.
Here's one of the ones we went a little off.
So card drawing traditionally is in blue.
We use it in blue to represent knowledge.
I'm gaining knowledge.
But we said, okay, what if instead we put it in green?
Green is, I mean, green and black are secondary in card drawing.
Normally green card drawing is tied to its creatures.
For a while it was also tied to land.
We stopped doing that just because it made it a little too easy to draw things.
But anyway, we're like, okay, what if card drawing represented growth
rather than represented knowledge?
And green's all about growth.
And like I said, green was number two in card drawing.
But it turns out that green's weakness is its over-reliance on its creatures.
Or one of its weaknesses.
And like tying its card drawing as well as its creature destruction to creatures
really says, hey, green starts having problems if it doesn't have creatures.
It has trouble with card flow.
It has trouble with answers.
And so it really says, okay, green really is over-reliant on its creatures.
And so giving card drawing to green
without its creatures just made it too good.
And you can tell, like,
you know, the card we did card drawing on,
Harmonize, is just a staple in Commander.
Like, it's a break, really.
It's not something like...
What we learned is we let green...
I mean, this is one of the lessons of Planar Chaos is
we're like, oh, well, green's secondary in card drawing.
We'll just change this one aspect.
We're like, no, no, no.
That one aspect, that restriction,
that creature restriction
is a big point of being...
green being what it is.
And so this is a good example
where we were trying to flavor something,
and flavor-wise it made sense,
but it kind of broke things a little bit,
and to let green do something that really was problematic for green.
Next, counterspells.
So we did something interesting in counterspells,
which was,
we didn't take it out of blue,
because it was so iconic to blue.
What we did instead was we added it to a second color,
and that color was white.
And basically the idea was, look, white does taxing,
so white should be able to do counter spells that tax.
I think Mana Tithe, for example, was in the set.
So what is that called?
It's spend one mana, they have to pay one or it gets countered.
Force Spike is the blue
version of the card.
And we also did a
memory, oh, we tried to do memory lapse. I think we later
did memory lapse in a different set. The idea that
I'm countering it, but I'm putting it back in your hand.
So I'm not forever stopping it, I'm just temporarily
stopping it. Felt like a very delay
thing. Interestingly,
I believe white
can and
is capable color pie wise of doing both those
things right now outside of
planar chaos
the play design isn't real fond of it
and so it's become this
thing where I think white can do it
color pie wise like it doesn't really
break anything color pie wise but
counter spells have
sort of enough issues that just spreading
out Counterspell to second color has decided
Play Design really didn't want to do that, so we haven't done it.
I do think it's the kind of thing from time
to time we can sort of dip our toe in, but
it's not something we're really dedicating ourselves
to doing.
Next, Damage Prevention.
So this was something that was
white. White
stopping damage.
We ended up putting it in green.
The reason there is that green has a strong flavor of healing.
And we're like, okay, well, green can gain life.
How horrible is it if we let green stop damage prevention?
Like healing leaves was healing salve, right?
You can either stop damage or gain life.
And we're like, okay, we're going to let you gain life
if we prevent damage.
Now, this does let you save creatures,
but green can giant growth creatures
and green can hexproof creatures.
Green has ways to sort of already save its creatures from stuff.
So, now what it turned out,
what really turned out in this is
we've moved away from doing damage prevention all that much.
It just slows the game down.
I mean, it's something we do from time to time.
It's not something that needs to be in a second color.
So while green makes some thematic sense
and mechanically it's fine,
we barely do it in white these days.
So I do think green would be where we went if it's not in white.
It's just not really necessary to do that.
Next.
Deflection.
So the changing of a spell.
Normally we do that in red or blue.
But we decided to let...
We decided there's kind of a mean quality to redirecting,
and so we decided to do it in black.
Black definitely does a decent amount of manipulation,
and so we decided to let black do that.
This is another one of those things where,
in general, part of keeping the color pie unique and different
is making sure that each color does something that's unique. And so
on creature abilities,
we're willing to stretch a little more.
A lot of them are on, I mean,
a bunch are on two, some are on three.
Like, a few, like, flying actually
up on four. But the
idea is there's a lot of creatures we have to make. The spell
effects, usually there's not as many
of them as we need to use.
And so we want to be careful,
like how often do we use deflection? Like maybe once, you know, twice in a year. I mean, like
we don't do lots of deflection effects. So like the fact that two colors already have deflection
really means the black just doesn't need it. And it just fits better in red and blue. So we put it
here in black and it's kind of a little out of place
for where we'd want it to be.
Next, dehydration effect.
So that is an aura that keeps things from untapping.
It's something we do in blue.
We need answers in blue,
especially in limited to creatures,
and dehydration is kind of blue.
It's a limited answer to creatures
that I can put on a creature,
and it sort of locks it down so it can't attack.
Often it'll also tap
it when it puts it down.
So we
ended up putting in black. I mean, black had
paralyzed an alpha,
and the idea of, like,
I'm draining your energy, or I'm
the reason you... Blue is
sort of like, I'm
either freezing you or I'm tiring you... Like, blue is sort of like, I'm... Either I'm freezing you
or I'm tiring you out.
Black would just sort of be fatigue
was sort of the idea.
So anyway,
it made some sense in black.
I mean, black...
Black doesn't really need this effect.
The reason why you really haven't seen this in black
is black can kind of just kill things.
So, like, why...
Like, why do something
that maybe can be answered?
So black doesn't do a lot of temper answers.
White's more king of like,
I answered it now, but maybe the answer's my answer.
Black is just like, you know what I'd rather do?
I'd rather just kill the creature.
And dehydration is a pretty important part of Blue.
Blue doesn't have lots of good answers in Limited
for creature answers.
I mean, it can counter things and bounce things and stuff,
but it's probably
Blue's number one permanent answer
in
Unlimited.
Next, Discard.
Okay, so Discard
is a black ability, something that's
pretty core to black.
We moved it in Planar Chaos to Blue.
The idea being
Blue is the other mental color that, you know, interacts with the brain.
Like, it mills you.
It can lobotomy you.
It can extract you, take a car out of your...
Although, black is more abstract than blue.
But blue can definitely mess with the other player, their mental state.
And we're like, okay, I guess it makes sense.
Blue is, like, probably a black,
like, the most likely to do a black
number one primary in
discard. Blue is, like,
I'll call it tertiary, because it's so far away from black
that I wouldn't call it secondary.
Usually when blue's doing
discard, it's like, I make
you draw and discard cards or something,
like, I'm making you sort of filter cards.
Blue doesn't do much straight up discarding.
And this set's one of the few places
where it just did a straight up discard spell.
Thematically makes some sense.
Blue kind of has counter spells
and counter spells and discard play in similar space
in the sense that I can preactively answer things before there are threats on the board.
And so there really hasn't been a reason.
And then discard is like a counter spelling.
We want it in the game.
It has function in the game.
There's some flavor there.
It's not particularly fun in large volume.
And so we really don't want it in a second color.
So we've sort of just kept it black.
Next, gating.
So gating, it's a nickname,
is the idea of when a creature enters the battlefield,
I need to unsummon another creature.
And this is something that we made a white thing,
saying that it's something that wasn't even a staple ability,
but we decided in Planar Chaos
that what if White did this a little more?
And it ended up being something that did stick around.
The idea of White creatures on the end of the battlefield,
you have to return another creature,
is a means we've let White use its resources
of small creatures as a tool.
Oh, I'll play a one-drop,
and then I play something that's bigger than it should be,
and oh, I can return my one-drop with my hand,
but it's easier to play again because it's so small and cheap.
So this is something that,
interestingly, we have moved into the color.
Next, giant
growth. So just boosting
power and toughness.
Normally it's a green thing. We made it a red
thing here.
The idea that red
is a combat color and
we like red sort of surprising
things in combat. It made a lot of sense.
In fact, it's funny. We essentially
have let red have those
kind of effects. Usually the
rule of thumb now is that power
is greater than toughness just to give it a feel
that's a little bit different. Green's
obviously primary in it, but we have made
red, I guess secondary, although
we don't use it tons in red.
Red will do plus N plus O
a lot, but we've now let it to do
more, you know,
plus N plus N minus 1, plus
N minus 2. We've done a little bit more of that type of stuff.
Okay, next.
Mass creature destruction.
Probably one of the most iconic
of the alternate reality cards is Damnation.
White basically, Wrath of God had been sort of, like,
White had been primary in just destroy all creatures.
Black and Red both have some ability to do it.
Red can do lots of damage, and black can kill all creatures.
Usually black will do stuff like minus X, minus X,
you know, minus N, minus N to all creatures,
or make creatures, play or sacrifice the creatures.
But this is something black can do and has done.
It is primary in white.
But it is, like, this is one of those things we stretch,
but like, okay, it's not that much of a stretch.
Black does, black is king of killing things.
It can kill one thing, it can kill all things.
Um, I will say that black is more likely, black is the color where I kill all your things,
and white is a little more the color that kills everybody's things.
White's a little more balanced.
Although, obviously, it gets to be cheaper, and so,
white is very good at creature destruction because it has the most efficient form of it.
And yes, you destroy your own creatures, but you can build around that.
Okay, next up, pacifism.
So pacifism is an aura in white that keeps things from attacking or blocking.
Sometimes we do like a rest, but it also uses activated abilities.
Normally we do that in white.
We did that in green in this set.
I'm not sure why.
This is another one of those things where,
okay, well, who would do this?
It's interesting that it makes more sense in blue,
actually, than it makes in green,
because blue can sort of lock you down,
or blue could overwrite you and make you lose your abilities.
So ironically, we should have
put this in blue, not in green, but we didn't.
And this is one of those things where
green really isn't supposed to do...
Green's answer
to creatures should be other
creatures, and this contradicts that.
So this actually was another...
Planar Chaos
probably gave green more breaks
than any other color, because it gave green more answers than any other color because it gave green
more answers. It gave green card
drawing and answers to creatures
to things that were supposed to be locked to
creatures and that because of Planet of Chaos
aren't and that that is a problem.
Next up, power
toughness changing.
Black and red does a bunch of plus X, minus X.
Green, occasionally
do minus X, plus X, not too much.
We did it in blue as sort
of this color, this
shape-shifting thing.
Ironically, it is something we on
rare occasion do in blue. Like, when we're trying to
shape-shifting blue, sometimes we'll do that.
Like, obviously, Morphling did it, so
this is something we do a little bit in blue, so this
wasn't all that out. Blue,
the thing that blue doesn't do that it does here
is that blue cannot give other creatures plus N minus N
because blue's not supposed to be able to kill other creatures.
And, like, Shaper Parasite let you give target creature plus two minus two,
which will let you kill something.
And so blue, that part of blue is a little bit of a break that blue shouldn't have done.
But blue can do it to itself.
We did Punisher effects,
and normally Punisher effects are in red.
Punisher is, hey, opponent,
shoot, let me do thing A or thing B,
and thing B is, I do damage to you.
So do you want to let me do thing A,
or do you want to take the damage?
We did it in black with Loss of Life.
It flavorfully makes sense in black
it's the kind of thing
we don't really need in a second color
and it's a little bit more flavor for red
we sort of like do thing x right punch in the face
and so
it's fine in black
it's not that black couldn't do it
but it's more that it makes more sense in red
raised dead
raised dead is normally a black thing
so put a creature card in your graveyard
into your hand.
Green can regrowth
any card in the graveyard,
so we let green do
raise dead effects.
It really,
it's not a problem
for green to do it.
We don't tend to
spout out in green.
Usually the place
you see it nowadays
is when we're doing
like hybrid type effects
in black green
because it's a subset
of something green can do.
So it made sense here.
It didn't really mess
with the thing too much.
Stealing creatures. Normally we do that in blue and red. So it made sense here. Didn't really mess with the thing too much. Stealing creatures.
Normally we do that in blue and red.
We did it in black.
Black is tertiary in stealing.
We do occasionally black steal.
It's one of those things that blue
does permanent stealing and red does temporary stealing.
We don't do enough of it, really,
to be in a third color.
But every once in a while, it's
flavorful in black. Black is kind of... The idea of black taking things, there's some flavor there. So we do do it a third color. But every once in a while, it's flavorful and black. Black is kind of...
The idea of black taking things, there's some flavor
there. So we do do it a little bit.
And finally,
tapping creatures. This is something we normally
do in white or blue. The blue
often will tap or untap things or tap
and freeze things so they don't untap.
In this set, we put it in black.
It made some flavor sense, sort of like I'm dealing with it.
But it's not...
I mean, because blue and white both tap things,
and everyone's in a blue moon...
Well, mostly it's white and blue.
We really have no need to put this in black, so it's not...
It's not a problem in black.
Black can kill things, so tapping them is a lot tamer than killing them.
So it wasn't a break or anything. them in black. Black can kill things, so tapping them is a lot tamer than killing them. So
it wasn't a break or anything.
So a real recap on the effects
here.
Bounce. We did
later on bounce would be
bounce your own stuff
in white. We did do that.
Card drawing didn't change.
Counterspells. We let
white do a little tiny bit, but we haven't done very much with that. Damage prevention, we don't do much anymore.pells, we let white do a little tiny bit,
but we haven't done very much with that.
Damage prevention, we don't do much anymore.
Deflection, we did not move.
Dehydration, we did not move.
Discard, we did not move.
Gating, we did let white.
White has done more gating now as a regular thing.
Giant growth, we did now let red do some giant growth effects so they're normally power higher than toughness.
Mass destruction, yeah,
black can do mass destruction.
It can actually do before,
it can still do it.
It tends to do more like minus N minus N,
but it can just destroy things.
Pacifism, still in white.
Occasionally we'll do it in blue,
where we lock things down
or change the power or something,
but we don't do it in green.
Power toughness changing.
Blue is allowed to change its own power toughness.
It can't change other creatures' power toughness. Punisher really sucks in red. We don't do it in green. Power toughness changing. Blue is a lot of changes on power toughness. It can't change
other creatures' power toughness.
Punisher really sucks in red.
We don't do much in black.
And then,
Raise Dead,
we occasionally do in green
in hybrid situations.
Stealing creatures
is tertiary in black,
so we do it occasionally
and frequently.
Tapping creatures,
we really just do in white
and in blue.
Anyway,
I hope this gave you
a little sense of sort of
what we did,
why we did it,
and interestingly, hopefully you'll see, a sort of what we did, why we did it, and interestingly,
hopefully you'll see, a lot of what we played
around with did become something we do.
There was a lot of testing and playing
with Color Pie that would later become
actually the reality.
But there's a few things,
the two biggest breaks in green, in
card drawing and in pacifism,
are things we don't want to do, and
really aren't something.
Planar Chaos did a pretty good job of playing in space
in which mechanically we could adjust to,
and in a lot of cases we did,
but there were a few mistakes.
And so it is not a great place to strike precedent.
If the only place we've ever done it is Planar Chaos,
that is not the place to go.
See, you can do it.
Planar Chaos did it.
Although, come to my blog.
That happens every week.
Anyway, I hope you guys enjoy this.
It was interesting for you.
But I see my desk.
So we all know what that means.
This is the end of my drive to work.
So instead of talking magic,
it's time for me to be making magic.
I'll see you guys next time.