Magic: The Gathering Drive to Work Podcast - #902: Champions of Kamigawa Block Mechanics
Episode Date: January 29, 2022In this podcast, I take a look at all the named mechanics from the Champions of Kamigawa block. ...
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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 Kamigawa Neon Dynasty is coming out very soon.
And I'm going to be doing podcasts soon talking about how it got made and such.
But before I do that, I wanted to take a podcast to look back at all the mechanics from Champions of Kamigawa Block.
And sort of walk through them a little bit
and kind of give my opinions on them and talk about them.
I've said this before.
I believe that Champions of Kamigawa Block
is the weakest block mechanically.
I don't mean power level.
I just mean from a design standpoint.
It's the block worth the design mechanically
that I'm least happy with.
There are individual sets that I think were worse designed from early Magic,
but this is the whole block that I...
The block is very parasitic, meaning a lot of the mechanics require you to have the same mechanic to play.
We'll talk a little bit about that today.
But anyway, it was just...
It wasn't ideal. But one
of the things about returning to it is it made us go back and look at it. And one of the things
I'll get into is we had to figure out what exactly we wanted to bring back. So today I'm going to
look back at all the old mechanics to sort of give my honest opinion on all the original champions
of Kamigawa, sort of named mechanics,
although a few of them were more nicknames than names, maybe.
Okay, so we start with Bushido.
When this creature blocks or becomes blocked,
it gets plus one, plus one until end of turn.
So Bushido first actually showed up, that mechanic,
on a card called Chubtoad all the way back in...
What was Chub Toad? Ice Age.
In fact, Modern Horizons 2 has a card that is a frog samurai
with Bushido that's making joke of Chub Toad
and sort of redoing Chub Toad.
Anyway, we finally named it
Enchanted Kamigawa Block.
It had existed before.
Bushido means, I think,
a way of the sword.
Oh, so in the set, what we did is
every samurai
in the block has Bushido,
and every creature with Bushido is
a samurai. It's one for one.
There's no samurais without Bushido.
There's no Bushido creatures that aren't samurais.
I think
Bushido's a fine mechanic.
I mean, it plays fine. Probably the biggest strike against Bushido's a fine mechanic. Um, I mean, it is, it plays fine.
Um, probably the biggest strike against Bushido as a mechanic, as a named mechanic, is you
don't want a lot of it.
Um, it's a much better mechanic in small doses than in large doses.
Um, and so, uh, that was, I think, the biggest strike against it.
Like, I'm not sure whether, it came about because they were trying to find a keyword for samurai.
And it is a clean combat mechanic.
And the idea is samurai are good at fighting.
But looking back, it just isn't something like...
It's the kind of keyword in small doses that just does a much better job.
And there are a lot of samurai.
So that's my biggest strike against Bushido.
I don't think we wanted it in the volume that we had it.
Okay, next, flip cards.
So flip cards were cards in which a single side of card,
it was single face, but there were two sort of cards.
Imagine if you had a card and you turn it 180,
and there was a separate card,
and sort of the art overlap between them.
And the idea was that you would play the first card, the one that had the casting cost, the mana cost,
and then you would, under a certain condition, it would flip.
So it would turn 180 degrees.
So the biggest problem we have with flip cards...
I think flip cards were really cool
thematically and
even mechanically were cool
there were
two problems with them
two main problems with them
one was
a logistic issue which
it was hard to tell when they were tapped
which side it was
so let's say I put out the first creature and then I attack.
Oh, is it that creature or is it, did it change already?
Like, it was hard to tell.
It's already, when you just had it oriented up and down, okay,
it's oriented in the direction of what it is.
But once you turn it sideways, like, not everybody taps to the right or taps to the left.
Like, people sort of vary a little bit.
And so there was logistics issues with it. That was one of the big problems. The second thing is the aesthetics of
the art. The way the art did it is, we kind of did two pieces of art. So, no matter which orientation
you have, there's a right upside piece of art. But it means that there's art that doesn't matter.
Like, it just, it wasn't aesthetically very pleasing.
And now, I think flip cards were a cool idea.
In some ways, they paved the way for double-faced cards.
I think double-faced cards were a better execution of what flip cards were.
Because it allows you to show two states in a very clean way.
You get creative for each state.
They don't confuse each other. And it's always clear which state the card is,
because whatever is up is what it is.
And there's no sort of elements of the card
that you're supposed to ignore.
But I do think,
I mean, I think flip cards
were a nice, like,
I don't know if we got to double-faced
cards as easily without flip cards
being there
as sort of us pushing in that direction.
Okay, next, Soul Shift.
When this creature dies,
you may return target spirit card
with mana value N or less
from your graveyard to your hand.
Okay, so the flavor of the story of the block
was the humans were fighting with the spirits from the spirit world.
And we wanted to represent both the humans and the spirits.
And so the spirits got two mechanics, one that was named Soul Shift and one that was not named Spirit Craft.
I'll get to it in a second.
So the idea of Soul Shift is whenever you kill a creature and soul shift only went on spirits
you got back a smaller spirit
so the idea was it went on spirits
and when you kill this spirit you can get back a
smaller, it defined as
cheaper, lower mana cost spirit
the biggest issue
at the time, one of the biggest issues was
I talked about the parasitic stuff
of you only can play stuff with a set.
Spirits pre-existed to Champions of Kamigawa,
but there weren't a lot, and there weren't a lot that were particularly good.
And so you really ended up playing a lot of cards from this set
to have enough cards to play your spirit.
It was also tribal.
I mean, I generally like tribal mechanics, and I like the idea that we
were connecting the spirits through a tribal
spirit mechanic, so I like that.
Things that constantly return
creatures
are, from a play design
standpoint, a little hard to balance.
Much like, for example,
when we make Persist or make Undying.
Creatures that come back
as other creatures are tricky
to balance. And
with Soul Shift, you can Soul Shift
into another Soul Shift creature, so when it
dies, it shows. So you can sort of like,
it slowly gets smaller
over time. And while that's kind of cool
and it's kind of neat to build around,
it is pretty hard to balance.
And it also requires
a really high amount of spirits.
In that particular
story, I guess it worked because
of it. But it also
forced our hand to make a lot
of spirits. And I know there was a war with the spirits
so we needed a certain amount of spirits. I think we
might have made more spirits than we needed
because we were trying to support a lot of the spirit
tribal stuff going on.
Okay, next is Spiritcraft.
So Spiritcraft wasn't on the card.
Nowadays, we probably would have ability
worded it. We didn't at the time.
So what Spiritcraft meant was, whenever
you cast a spirit or arcane spell,
I will get to arcane
in a second. Arcane was just
a spell subtype, one instance in Sorceries.
Or a spirit, like I'm talking about here.
So the idea is, there are cards that sort of
care about you casting
two of the things that this
world did. But once
again, talking about parasitism,
there were
spirits that predated the set, but like maybe
20 in all of Magic before Chams and
Kanagawa block, and Arcane
only existed. It was a
spell subtype that only existed. So
Spearcraft, once again, was pretty parasitic.
It worked in Limited.
Like, a lot of the parasitism
wasn't a problem in Limited. I actually think
Champs of Kamigawa had a pretty
fun Limited environment. There's a lot of fun
stuff going on.
And the biggest strike against
the block is the parasitism,
which, when you're just playing that block, isn't a problem.
So I did like Spiritcraft Unlimited for what it's worth.
In Constructed, it never really worked too well.
Okay, next.
Splice onto Arcane.
So as you cast an Arcane spell,
you may reveal this card from your hand and pay its splice cost.
If you do, add the card's effect to that spell.
So the idea was, it was this one on spells,
and then if the spell was in your hand,
and you played an arcane spell,
you could play the Splyce cost,
which was usually cheaper than the normal cost,
to sort of, you're sort of stapling it on to the card.
So the card does what it normally does, the arcane spell,
does what it normally does, it does this effect
in addition, but you still get to keep the effect
in your hand. It's kind of like
a variant of buyback in some ways.
Interestingly, by the way,
when I first made this mechanic, it actually
worked out of the graveyard, not out of your hand.
The idea was
that you would get to cast the spell
and then later you could use it to enhance
things.
But anyway, there's a lot of talk to cast the spell, and then later you could use it to enhance things. But anyway,
there's a lot of talk, by the way,
as I get into the parasitism.
That's hard to say.
We had talked, like, late in the process,
we had talked about maybe they're supposed to be
spliced onto instant or spliced onto sorcery
or probably spliced onto instant or sorcery.
I came up with that idea too late for us to work on it.
It was just too late in development, so we didn't change it.
We did, when we went the most recent trip to Ravnica,
Guilds of Ravnica,
we did try Splice on the Incinerator Sorcery as the Izzet mechanic.
It ended up not playing quite as well as we
were hoping. It was a
little less parasitic than Splice Under Arcane,
but it, I don't know,
it ended up being, there was a lot
of repetition of play in a way that wasn't
necessarily fun, so.
I do like
the general concept of Splice Under Arcane.
I like what it's trying to do.
I like that you're adapting future spells.
Just the thing
to be careful of
is whenever you have a spell
that just keeps doing
the same thing
turn after turn,
there are just issues
that you have to be careful of.
Okay, next up, Arcane.
Let me talk about Arcane.
So Arcane was an
instant or sorcery subtype.
So it...
Most... Not all, but most
of the instants and sorceries, a lot of
the instants and sorceries in the set are arcane.
So by the way,
instants and sorcery subtypes...
Instants and sorcery can share subtypes,
but they can't coexist on other
things.
Maybe they can with tribal, but we don't really support tribal anymore.
But anyway, so arcane
really only goes to instants and sorceries.
It might have been interesting in retrospect
had we had more things that cared about it.
Like, the only thing that cared about was splice,
but
it is, I will say something, it is something that
over the years, like, whenever
we care about sorceries,
we always say, oh, might we want to make these arcane?
We have a rule that
we tend not to use subtypes outside of creature
types unless it's mechanically relevant.
And so
every once in a while when we want to care about
instance of sorceries or have a subtype, we'll talk
about arcane.
Maybe one day, but
it's
definitely sort of this word and wanting of something more than just what it was.
Okay, next.
Ninjutsu.
So you pay a mana cost, return an unblocked attacker you control to hand,
put this card onto the battlefield from your hand, tap, then attacking.
So I made ninjutsu...
I think we had decided to save ninjas for betrayers of Kamigawa.
I think that might have been a mistake, but we were trying to give something to betrayers that champions didn't have.
And so we saved, we put samurai in champions of Kamigawa, but we saved ninjas.
So one of the big things of betrayers of Kamigawa was ninjas.
So we really wanted a ninja mechanic.
things of Betrayer's Kamigawa was ninjas.
So we really wanted a ninja mechanic.
And so the thing I really played into is the idea of sort of the sneakiness of ninjas.
Like, and the idea that I originally played around with
was the idea that the ninjas of this world
had sort of illusionary magic.
So they could fool you into thinking
they were something else.
I know there was a joke at the time this came out of, like,
you know, people hiding, like,
ninjas hiding in elephant suits or something.
The idea had always been that you're using magic
to sort of create an illusion to hide what you are.
That was the flavor I had intended.
So ninjutsu probably was the most popular mechanic
of all of Champion's Block.
It is the only mechanic I think we've brought back to a set outside of a Kamigawa block.
Outside of a Kamigawa set.
Ninjutsu was in the first Modern Horizons, for example.
My biggest strike against ninjutsu, like I said, as the creator against ninjutsu, um, uh, like I said, as the creator of ninjutsu,
I do think it plays well.
I do think it fits ninjas.
Um, the one weird thing is we did the same thing with samurais, with ninjas that we did
with samurai.
Ninjutsu, every single ninja had ninjutsu.
Every creature with ninjutsu was a ninja.
It was one for one.
In retrospect, looking back, by the way,
I wish we hadn't one for one all samurai and all ninjas.
I think there are fun things you can do with samurai and fun things you can do with ninjas
that don't require this.
The reason for that, by the way,
for those curious behind the scenes,
is Bill really had pushed the idea,
like back in the day, we used to make the mechanics.
When we were mostly done with the mechanics, we made
the creative. And Bill had the idea
of turning that on the head. Now, nowadays,
we make them,
we make them together. Like,
creative and design are working together
back and forth as we make something. So it's not
we make one, he makes it and hands it off.
But anyway, Bill was trying to flip the script.
He wanted to do sort of a top-down
block. But what Bill did was trying to flip the script. He wanted to do sort of a top-down block. But what
Bill did is he swapped how it worked.
And at the time, like, we would finish design
and then do creative. So he had
creative do all their work, or a lot of their work
first. And so what happened was
we were trying to match
mechanics to existing creative.
And I think at the time,
this was Brian Tinsman's set,
I think Brian, or Champions was,
I think Brian really felt this need
to sort of use the mechanics
as strongly as
possible. And so, it was very
ham-fisted in that, like, every
samurai has this ability, has, you know,
has
Bushido. Every ninja
has ninjutsu. I think that was a little
heavy-handed. And
there are a lot of cool things that, like, there's a lot
of neat things you could do with ninjas,
top-down ninja things, that aren't
about being sneaky in attack.
You know what I'm saying? And so
one of the things that always bugs me about ninjutsu
is, because we've done a one-for-one,
we just missed out on other cool
ninja designs. Now, when we brought ninjutsu
back in Modern Horizons,
not all the ninjas have
ninjutsu. There are some simpler ninjas
in it. So I thought that
was cool. Okay,
so those are all the... I'm sorry.
Ninjutsu was the first mechanic for
Betrayers. I'm well into Betrayers.
Or not well into, but I'm into Betrayers right now.
Okay, so next mechanic was
Offering. So Offering would
have a creature type in front of it, creature type Offering.
You may cast this card anytime
you could cast it instant by sacrificing
a creature type, same creature type,
and paying the difference in mana cost between
this and Sacrifice Creature.
So this mechanic
only showed up on a rare cycle,
and it was
a cycle, so each type hit upon
a different creature type
from Kamigawa block.
This is a couple things.
One is, I'm not the biggest fan
of keywording five cards.
Usually, if it's a cycle,
I won't keyword cycles.
I think we needed to keyword this so it
worked. Like, I think in order
sometimes one of the issues
is if you write something out
in the technical language, it can be
a little more complicated. And if you keyword
it, it allows you to do some shortcuts
in language. I think
that's what's going on here.
But anyway, there's only
five cards and it's the kind of thing...
I didn't necessarily dislike the cycle.
I don't know if it needed to be keyworded,
and it is a tricky mechanic from a play design standpoint.
It's a hard thing to balance
because you're sort of like getting to do something cheaper
based on what you have.
And once again, the theme of this block is, you know, it really only worked if you were very
dedicated to that creature type. And so in Constructed, you could sort of build around it,
but in Limited, it got harder to do. I mean, you could do somewhat
and sometimes if you, I mean, it was in the second pack, so you didn't know
necessarily until midway through the draft that you wanted to care about something, but
you had a little bit of time after that to try to
help make that so.
The good news is, the creature types were very
color-coordinated,
so if you had drafted a lot of
a certain color, there was a certain creature type
that you probably had by accident.
So...
Okay, next up, Channel.
So, Channel
is an ability word.
It has a mana cost.
It says discard this card and then generates an effect.
Usually with Channel, the effect you generated was thematically tied to the card you're discarding.
Often it would be a smaller version of the effect.
You know, you do a bigger effect if you just cast it,
or you could spend Channel, spend a mana cost, and discard it.
Channel is a pretty cool effect.
My biggest strike against channel is the same strike I have against kicker,
which is it's so broad in what it does
that there's just a lot of mechanics within that space
that I'd rather just make those individual mechanics.
Like, one of the problems with kicker is you make mechanics
and people are like, oh, that's just kicker. Like, well, yeah, with Kicker is you make mechanics and people are like, oh, that's just Kicker.
Like, well, yeah, because Kicker is wildly broad and there's a lot of nuance and differentiation you could do.
And one of the things you want with making magic sets is you want the ability to make keywords and flavor them and really build on the word.
And that Kicker is so generic that I don't want to constantly just be putting Kicker in.
A, it doesn't feel new, and B,
it doesn't give you the words
that thematically sort of tie things together.
I do like Channel.
I do think that Channel is,
I mean, what it's doing is kind of cool.
I like the idea of
get a larger version of the effect or a smaller version of the effect.
That's kind of cool.
And Channel gets used a couple other ways.
I do think that it is useful.
Like, from a design standpoint,
there's neat things you can do with it.
It's just pretty generic in its overall.
It hits a wide swath.
The idea of, oh, I can spend mana
and discard this card to do something
is pretty wide.
Okay, so now we get to
Savers of Kamigawa.
Okay, so next up is Epic.
So Epic says,
for the rest of the game,
you can't cast spells.
At the beginning of each of your upkeeps,
copy the spell except for its epic ability.
So this is another cycle.
There's a cycle in Savers of Kamigawa.
Oh, by the way, I just realized, Channel cycle in Saviors of Kamigawa oh by the way I just realized Channel was from Saviors of Kamigawa
so
what happened was
real quickly
Bushido, Flipkart, Soul Shift, Spirit Craft,
Splice and Arcane and the Arcane subtype
were all in Champs of Kamigawa
most of those carried over
Njutsu and Offering showed up
for the first time in Betrayers,
and then Channel, Epic, Sweep, and The Wisdom,
which is an unnamed thing, I'll explain in a second,
were all in Saviors of Kamigawa.
Okay, so Epic came about
because Brian Tinsman was trying to basically make legendary spells.
Like, he wanted to make something that was so grandiose that it felt like
that it felt truly
epic in scale.
So what they ended up with is this mechanic
where, like, you cast this spell
and it's so grandiose, that's it.
You're never casting anything else for the rest of the game.
So there are two problems with Epic.
One is, by the way, it's on a cycle.
Like I said, I'm not completely against keywording just a cycle,
but this might be another one of those where
if we put it in reminder text,
we could write it in much cleaner, friendlier language
than if it was in sort of magic ease.
So the big...
Okay, problems with Epic.
Number one problem with Epic is
you can't cast any more spells.
It's a little bit too much of a downside.
Like, players are just like, you know,
wah, wah, wah. It's really
a huge downside.
A few of them, like the white one,
do let you generate other effects.
But a lot of them are just like, I do this giant thing
and then I don't... Like, the... I don't get to do anything else for the rest of the game.
It's not really compelling gameplay.
The other problem with Epic is
it is just very, very narrow game space,
or game design.
There's just not a lot of game design.
You know, there's not a lot of...
I remember we struggled to make five Epic spells,
so it's a very narrow space.
I do think it was grandiose.
Like, one of the things that Brian Tinsman...
So Brian Tinsman...
Champions and Saviors were led by Brian Tinsman,
and Mike Elliott led Betrayers.
So one of the things that Brian is a big fan of
is he loves the grandiose gesture.
He loves mechanics.
They're like, what?
Can't cast spells for the rest of the game.
What?
It didn't end up being like, when we do market
research, we can... So basically
when a set comes out, we will go out.
Usually we do it twice.
Usually right when the set comes out, and then
I don't know, three, four weeks later.
We want to sort of get initial impressions
and then impressions after people had a chance
to play with it for a little while.
And Epic's the kind of thing
where it just did not test well.
People don't mind flavorful spells
that have a little bit of a drawback
where the drawback's super flavorful.
But in general, the audience doesn't like drawback. They don't like giant drawbacks. And this just felt like a little too much of a drawback, where the drawback's super flavorful. But in general, the audience doesn't like drawback, and they don't like
giant drawbacks. And this just felt like
a little too much of a drawback.
Okay, next is
Sweep. So Sweep is an
ability word. Return
any number of basic land types.
It varies, whatever the, like, if the white
spell says plains, if the red card says mountains.
So return any number of basic land
type you control to Odinor's hand. And then
it cared about how many cards you would
bounce back to your hand.
So there were four cards
in the set. So you know how I say I don't like
when a single cycle uses a keyword?
Well, how about a non-cycle on four cards?
A lot
of times, people do top ten
of, like, keywords slash
ability words, mechanics that should never have been.
I think sweep falls in this category.
I think what happened was they, oh, there's four cards that kind of work the same.
Maybe we'll just label it.
And it's a weird mechanic to label.
And it's, I don't know.
It also has, like, so the reason it's in the set is,
I will get to wisdom in a second,
but there was a hand-sized matter theme
that I'll get to in a second,
but sweep existed really to go,
oh, late in the game,
I can return a whole bunch of lands
so my hand is bigger,
and then I can care about my hand being bigger.
That's really why this is in the set.
It is not...
I mean, I'm not against individual cards
that might do this.
I don't think you want a lot of them. I don't think you want to might do this. I don't think you want a lot of them.
I don't think you want to band them together.
I don't think you want to name them.
But, you know, in a vacuum, I guess.
Like, I understood what I was doing for this set.
It is not the kind of thing that many sets want to do,
nor is great gameplay.
So, Sweep.
Sweep is probably, of all the things I named,
like, if I had to, like, Sweep is probably, of all the things I named,
like, if I had to, like, go back and say,
I'm removing a mechanic from the block,
I think sweep is my first choice,
just as far as, like,
I mean, like I said,
there's two different mechanics that are just a single cycle, you know, named.
But anyway, I'm not a huge fan of sweep.
Okay, the final mechanic,
which is not even a named mechanic.
It's an unnamed mechanic, is Wisdom.
So when Brian made...
So back in the day, we had this third set problem
in that the audience kind of got tired by the time you got to a third set.
In fact, they got a little tired often by the second set.
But they were very tired by the third set.
So we started
making third sets that really just deviated
greatly, just added a brand new theme
that wasn't in the block, just to give,
to shake things up. And so the
theme that Brian had come up with
is hand size matters,
meaning something that cares about how
many cards are in your hand.
I think the first card that had ever done that
ironically was Morrow, a card I had ever done that, ironically, was Marrow,
a card I had made way back in Mirage,
which is power and toughness
equal to the size of your hand.
I think hand-sized matters
is interesting in small doses
on individual cards.
I think there are fun hand-sized matter cards.
Oh, and the reason Wisdom is
we wanted to refer to the mechanic
and we wanted to feel... It was already a weird fit for Kamigawa.
And so we gave it a nickname that we could talk about it.
So it felt a little more like it made sense in Kamigawa.
So that's why it's called Wisdom.
But I don't even think that appears on cards.
That's just our nickname for it.
So anyway, the biggest problem with Hand Size Matters as a, like, set theme is one of the things you want when you make a mechanic is you want to have the set that it's in naturally pushed in that direction, right?
You want it to be organic to what the set is doing.
And Hand Size Matters is hard.
Because, for example, mostly mostly what hand size matters says is
hey I want cards in my hand
well how do you get cards in your hand
well you don't cast them
we can't let you draw lots of cards
because that unto itself is broken
there's a few things like sweep
how do we get cards in your hand
they're not spells but there's more cards in your hand
that's how stuff like sweep happens
but pretty much the main way to make the mechanic work cards in your hand that, you know, they're not spells, but there's more cards in your hand. That's how stuff like sweep happened.
But pretty much, the main way to make the mechanic work is not to do
things. And as a big tip for
game design out there, if your
main mechanic encourages you not to do
things, it is a sign of a bad mechanic.
And so
hand-sized matters was a
really odd fit. It both
didn't thematically make sense.
Like, it didn't even tie into what the rest of the block was doing.
It didn't thematically tie.
It didn't creatively tie.
It didn't really mechanically tie.
And so it was a weird mechanic sort of sitting by itself.
And then a lot of the things that sort of design development had to do
to make the theme work just, I don't know, it was kind of awkward.
It made a lot of awkward designs to enable it, like Sweep being a good example.
That's not to say that I don't think hand-sized matters can't be interesting.
For example, I'm a big fan of Maro, for example.
I'm a big fan mechanically.
I like that card for other reasons, obviously.
But I do think there's some fun in individual cards
where you care about hands.
I like having moments in time where,
ooh, all of a sudden I care about what's in my hand.
But I think that as a theme, it's a little bit much,
and it pushes toward some sort of unfun play. Anyway,
I should mention, by the way, that there were
two other, well, two other
they weren't named, but they were cycles.
One was Shrines, which I didn't list here.
Shrines are enchantments
that cared about how many other shrines were in play.
It had an enchantment subtype.
And then every turn,
it would do an effect based on how many shrines there were.
And there was a shrine in each color.
And they were legendary,
because we were trying to do legendary enchantments.
And so,
shrines were kind of interesting.
They have a little bit of a pinch point
for design because it's scalable
and it's in all five colors
it was a little bit of a challenge to design
but it was a very fun design, it played well
and we did another set of shrines
in one of the core sets
so it is
it was something that was fun, but like I said
it wasn't named. The other thing that was pretty popular
that wasn't named as well is
the dragons, the dragon
spirits. In
Champs Kamigawa, there were five dragons
and we gave them
very powerful death
triggers. Because the idea at the time
was, what's the worst thing about
like, I have a dragon, dragons are great.
What do I least like about dragons?
When my opponent kills them. Well, what if I rewarded you when my opponent kills them?, like, I have a dragon. Dragons are great. What do I least like about dragons? When my opponent kills them.
But what if I rewarded you when my opponent kills them?
So, like, if they don't kill them, I have a giant dragon.
I'm winning the game. If they do kill it, well, I get a reward and I'm happy to get that.
And those also weren't
named, but were pretty popular.
Anyway,
that, my friends, is a recap.
As you can see,
I think there were a lot of individual fun designs
in the block. I think there were a few cycles
like the shrines and the dragons.
I think ninjutsu was a fun mechanic.
I mean,
I think there were some mechanics
that definitely...
It wasn't as if none of the mechanics
were fun. A lot of the mechanics were fun. A lot of them
in Limited were especially fun.
I think a lot of the parasitic stuff didn't matter in Limited
and was fun. I think flip cards
paved the way for a cool
thing, even though flip cards didn't quite
figure out the best way to do it. It definitely
paved the way.
It was definitely a
challenging block, and there were a lot of mechanics
in this that, looking back,
if I could do them again, I would do them a little bit differently.
But anyway,
today's a look back.
When I get into
the story of Champions,
I gotta talk about all the mechanics in the past.
And I realized that instead of
using most of my time on a podcast
that's about Neon Dynasty, talking about
Champions of Kamigawa Block, that I would do
a separate thing. So I'm doing this first,
just reminding you all of the mechanics of Champions of Kamigawa block, that I would do a separate thing. So I'm doing this first, just reminding you all of the mechanics
of Champs of Kamigawa block,
and sort of reminding you that it's,
it was not a high bellwether of mechanics for blocks.
Anyway, guys, I'm now at my desk.
Oh, and real quickly,
coming up will be podcasts
where I talk about Champs of Kamigawa,
not Champs of Kamigawa,
Neon Dynasty, Kamigawa Neon Dynasty. So I will, up and coming, I will be doing where I talk about Champs of Kamigawa. I'm not saying Champs of Kamigawa. Neon Dynasty.
Kamigawa Neon Dynasty.
So I will, up and coming,
I will be doing some podcasts about the making of Neon Dynasty.
But I'm not at my desk.
So we all know what that means.
That means instead of talking about magic,
it's time for me to be making magic.
So I'll see you guys next time.
Bye-bye.