Magic: The Gathering Drive to Work Podcast - Drive to Work #139 - Rise of the Eldrazi, Part 4
Episode Date: July 11, 2014Mark continues with part 4 of his five-part series on the design of Rise of the Eldrazi. ...
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I'm pulling on my driveway. We all know what that means. It's time for another drive to work.
Okay, so the last three podcasts, I've talked about Rise of the Eldrazi, but I'm not yet done.
So we will continue to do that. And I've gotten up to Kozilek, Butcher of Truth.
So one of the things is, there were three Eldrazi titans.
There was Emrakul, Kozilek, and Ulamog.
And each one of them had a very different flavor to them.
So I think that...
I already talked about Emrakul.
Emrakul, I think, sort of made you question your sanity.
And I think that...
I don't know what Emrakul did.
I know that Kozilek messed with your brain
maybe Kozilek's the one that made you
go crazy
well I know that each of the
I know Ulamog liked to eat things
each one of them had a certain flavor
that they did
I'm not an expert on the
Adrazi flavors exactly
but I know
we're talking about Kozilek
I know Kozilek, Butcher of Truth,
was all about
messing with your mind.
That's why he was the Butcher of Truth.
And why he very much
was about knowledge and misinformation
and he just
messed with your head, I'm pretty sure.
So anyway, what is
Kozilek, Butcher of Truth? So he's a ten mana creature,
legendary creature Eldrazi, 12-12.
When you cast him, you've got to draw four cards.
He had Annihilator IV, and he had the Shuffling Claws.
If for any way he got to the graveyard, he got shuffled into your library.
So it's interesting.
He is the cheapest of the three.
I went and looked this up because I think I got it wrong
last time. So, Kozilek costs
10.
Ulamog, I think, costs 11.
And Emrakul costs 15.
And so, the more expensive ones,
they gave... we gave Emrakul
protection from colored, which protected him a lot.
We made
Ulamog instructable.
So, Kozilek was the most fragile of them, but it was the cheaper.
But he also drew you four cards that you
couldn't stop. Even if you countered it, you didn't stop
drawing on the four cards. And so
he had a huge card advantage. So even
if they stopped him,
just getting him in play gave you a lot of
advantage. And
I think all of the big guys,
the Titans had at least Annihilator 4
I think
is Ulamog the one they had?
I forget which one they had
I think two of them had 4
and one had 6
I don't remember, Gryroth got my head
but anyway, Coastal Lake was definitely
daunting when you got him into play
okay, next
Linvala, Keeper of Silence
2 white, white, 3,a, Keeper of Silence.
Two white, white, three, four angel.
Flying, because there's an angel.
And activated abilities of opponent can't be activated.
So one of the things that's interesting is,
let me talk a little bit about our iconics.
One of the things we like to do is,
we like to have each color has a large, rare, splashy creature that's kind of just connected with that color.
And we try to make sure that not only is it connected,
but that thematically, philosophically, it matches up.
And so one of the things we've tried to do with angels
is we've made them very protective,
and that their abilities tend to protect their owner.
A, they'll fight for you, and they're good fighters,
but also usually a lot of their abilities
protect your creatures or protect you, the player.
And this one clearly protects both you, your player, and your creatures
from your opponent's activated abilities.
And so it definitely is kind of like, while I'm here,
I shut down things that you might do to harm me.
Okay, next, Mnemonic Wall.
Okay, Mnemonic Wall is for 4U, 4 in the blue.
It's a 0-4 wall that when it enters the battlefield,
you get to regrow an instant or sorcery.
So one of the things I was talking about was
there definitely was a theme in red and blue of playing spells.
There was a deck that sort of allowed you to take advantage of playing spells,
get some cheap creatures in.
And this...
Well, actually, this was doing double duty.
So it played in that deck,
but it also, if you wanted to,
could play in a deck with a defender theme.
Now, blue, interestingly enough,
I don't think had as many defenders.
One of the colors that should have had defenders.
Instead, it was in red.
I talked about that already.
But anyway, this was a good...
This both was...
We had a Defender of Matter theme.
We had a Spell of Matters theme. we had a Spell of Matters theme,
and this sort of was the crisscross,
where both decks might want to use this card.
And in general, when doing design,
I call them crisscross cards,
because they're important.
And what that means is,
you want cards that say,
oh, well they hit this strategy,
and they hit that strategy.
Because one of the things to remember is,
if your card is only good for one particular type of draft environment,
one draft archetype, if it's only good in one particular deck,
then what happens is it always goes to that deck.
That no one else wants it but that one deck, and it drifts until they get it.
And so the problem is, A, it means the person playing that deck always gets this card,
so there's a lot of repetition of play, and it's important that we want some variety.
And so there's a lot of repetition of play.
And it's important that we want some variety.
Also, we want to make sure that when people play that there's different things they have to do.
And so if you just automatically know what you're going to get,
a little of that is okay, but too much leads the decks to being the same
and cuts down on a lot of the strategy of figuring out when to take things.
The strategy shouldn't be, well, no one's going to take these things,
so I don't worry about it. It should be, well,
people will want it, but
do I want it more than them? Do I take it earlier than them?
Okay, next.
Mortician Beetle. B. Instant.
1-1.
Whenever a player sacrifices a creature, put a
plus one, plus one counter on it.
So Mortician Beetle is
definitely
playing, I mean, once again, this is another
card that plays into the spawn.
Um, uh, in fact, the nice thing about this is it just gets bigger as you, as you cast
your spawn.
And black is one of the colors that had spawn.
Um, I think black also had a little bit of a sac theme that could play with this card.
Um, I'm pretty sure this card was made, made to be a token thing.
And then as we had other sacrifice effects
we realized that it had a secondary value
which was always good
next
Moldiah Channelers
1GG, 2-2, Elf, Druid, Shaman
play with the top card of your library revealed
if it's a creature
the card gets plus 3, plus 3
if it's a land it can tap for 2 of any color mana
I believe 2 of the same for two of any color mana.
I believe two of the same color mana,
but any color you choose.
So this is definitely one of the things that's fun to do is this is a neat way to have variance.
So one of the variances in the game of Magic is
the card drawing.
Like I always talk about how important variance is.
Well, Magic has a huge variance built into it.
You have a deck that you shuffle,
and you don't know the order you're getting your deck.
So sometimes when we need to do variance,
what we've discovered is,
if we make you use things that are more iconically random,
a die, a coin,
the people get a little more uppity,
because it just feels too random to them.
But the library, which is just as random,
feels okay, because you've already accepted that kind of that's the randomness in the game.
And this is important.
In design, what you find is psychology becomes very important.
And that it's about sort of how people perceive things sometimes as much as what it actually is.
Meaning, you can make a card where you're doing the exact, the randomness is the exact same percentages.
And you're flipping coins versus top of library
and people will really bristle against,
bristle, sorry, bristle against the coins,
but they'll be fine with top of library.
And that just has to do with where people accept things.
And there's a big thing on, in psychology of,
there's certain givens that people have in a game
and if you work your things into the given,
you know, you sort of, you can get
like people have already accepted something, so
if you work something into the area that people have accepted,
it just, you don't have to sort of get
them to accept a different thing. They've already accepted
that thing, and that's valuable.
Okay.
And, by the way, the other thing about Moldiah's channel
that was fun is that
it was a card in which it really changed your strategy from turn to turn.
Because, you know, being a 5-5 creature really wants you to attack with it.
Being able to attack for two mana really wants you to cast spells.
And so there definitely was a neat interaction of sort of, it's a creature that was very useful, but very in its use from turn to turn.
Oh, another thing I want to bring up, another reason that Variance is very fun is it is fun to force players to have to adapt.
One of the most fun things I think about variance is
adapting is fun, meaning
one of the things that, I mean,
players don't seek this out usually,
but when it happens they enjoy it is
the idea that, oh, well this is what I was given
and I have to do, I have to make work with what I have,
what I call MacGyvering in gameplay,
that there's a lot of fun in going,
well, this is what I got, you know.
I have some shoelaces and a lighter and a bag of chips.
What can I do?
And that you really, really feel good
when you figure out how to take that thing.
When you draw the perfect draw,
well, you do what you do.
Obviously, winning is fun,
and it's fun to just get the perfect draw.
But sometimes it's also fun to go,
wow, I've never had this combination of cards before.
What do I do with that?
And a lot of magic,
it's that kind of dealing with things that is fun.
And so cards like this,
it sort of forced you to go, okay,
well, I have a 5-5 this turn.
I didn't necessarily plan on attacking,
but now that I have a 5-5, hmm,
maybe that changes what I want to do.
Anyway, I
like cards like this a lot.
Next.
Near-death experience.
So this is an enchantment for two white,
white, white. So that's two colorless and three white.
At the beginning of the upkeep,
if you're exactly at one life, you win the game.
So this is what we call an alternative win condition,
or an alt win condition for short.
We try to stick one of these,
not necessarily in every set, but at least in every block.
And the idea is, magic has, you know, a few key...
I mean, the main way to
win magic is through damage.
Secondary, you can deck people.
Those are both built into the game.
And then we like giving people other means by which
they can win.
Usually it's the Johnnies of the world
that have the most fun with this, which is kind of like,
oh, well, how do I do this? How can
I win with this? It's a challenge to try to figure out.
And usually our alt win cards aren't so good
that they show up in tournaments.
There's a few exceptions, obviously.
Poison managed to make fringe in tournaments.
Battle of Wits showed up at fringe in tournaments.
But usually the alt wins tend not to be the dominant decks,
only because we want to make sure that it's not,
you know, if it's too easy to win a dominant decks, only because we want to make sure that it's not, you know,
if it's too easy to win a certain way, then it shifts the game too much,
and you want the balance in the game.
But it is fun, and this is a perfect example where,
okay, I have a challenge, I've got to get to exactly one life, how do I do that? And not only do I have to get to one life,
I have to keep it to the beginning of the next upkeep,
or the beginning of my upkeep.
And we always tend to do alt wins, we tend to do alt wins as triggers,
because we want to give your opponent
a turn to deal with whatever you're doing
to try to stop you
okay, nest invader
1g22 Eldrazi drone
when it enters the battlefield
you get a drone, a spawn
sorry, a spawn
a spawn, once again
for those that haven't listened to all the podcasts
is a 0-1 colorless creature token
you can sac for 1 colorless mana.
So this is a perfect example
of how we make Grizzly Bear.
So Grizzly Bear, which is 1G2-2,
or what's it called now?
You can tell I...
We've remade Grizzly Bears with a different name.
As an old-timer,
I always remember them as Grizzly Bears.
1G2-2 is something that we're just allowed to do better than,
and in fact, we often do better than.
In fact, there's a long list of cards,
which I would call the Strictly Better Than Grizzly Bear cards,
and this is one of them.
And the idea is, you get a little something extra on Grizzly Bear.
Grizzly Bear is not at the top of the curve.
And so, for example, you can get a spawn.
This card is actually pretty good.
If you ever play Limited and Rides on Drive, that curve is good.
It's funny, because I talked about how the one W22,
that was just a vanilla, was not good.
And this, which is a 1G22, just gives you a spawn.
Turns out that's the difference.
Getting a spawn definitely makes it worth its while.
That actually is, in this environment especially,
especially in green, which ramps.
Okay, next.
Narkana Revenant.
So this is a 4 BB, 4 black black, 4 4 vampire shade
that all your swamps tap for an additional black,
and it has the shade ability,
tap a black mana, get plus 1, plus 1 until end of turn.
So there is, in this block block there was a vampire theme
and while we didn't
continue allies
we did continue vampires
which makes me question
why we didn't do allies
it was a mistake by the way
on the record
I mean not that we should have
carried the ally mechanic over
but we should have
added creature type ally
it flavored what made sense
it would have played nicely
it really wouldn't have
been hard to do
so anyway
mistake on our part
but anyway the vampires did carry
through, and this was us
sort of mixing a vampire with a shade.
So black has an interesting
relationship with mana.
So green is the color of long-term
mana, of rampant growth
and, you know, elves
that tap for green and stuff.
Red, we get the short-term, the rituals,
the things that you get mana that's here and gone.
Black kind of dips its toe in,
and where black gets to dip its toe in is
it can...
They say the rich get richer.
Well, the swamp gets swampier, if you will.
The black is allowed to both get swamps
and to make its swamps produce more black mana.
They can get black mana out of its swamps.
So one of Black's themes is that it tries to encourage you to just play black.
That it definitely, of all the colors, the color that most says,
you know, these other colors are nice, but wouldn't you like to play more of me?
Play more black. Black's your friend. Black's your buddy.
Play more black. What could go wrong?
And so the idea is we were mixing up two different things
here. So one was black is allowed to tap
for more, you know, is allowed to make a swamp to tap for
additional black. Oh, and black also is a color
of shades. Shades being creatures that
can pump themselves up.
The problem we ran into was, well,
normally we do the pump up on shades,
but in this environment, we were trying
to make vampires matter. So the answer?
Vampire shades.
I don't even know what that means.
I'm not sure what a vampire shade is.
But we have one.
So it is both vampire and shade.
Maybe it's a shady vampire.
I don't quite know what that means, but the creative team was okay with it, so I was okay with it.
Next spell, not of this world.
Seven mana for a tribal instant Eldrazi.
So you counter-target spell of an ability targeting a permanent you control,
but
it costs seven less, or it's free
if the creature
or the permanent you are protecting
is a creature with power seven or greater.
So the idea is, if I want to tap out
to play Giant Eldrazi,
if you want to do something,
oh, well I have this free counter-spell
that can protect my giant Eldrazi.
It doesn't just protect Eldrazi.
It also protects other giant creatures.
But the idea of the spell was
it means the wish to protect your Eldrazi.
Ogre's Cleaver.
A two-mana artifact equipment
that equips a creature
and gets plus five, plus oh,
and you equip it for five.
The idea here
was we wanted
the
denizens of Zendikar
definitely needed
to fight the Eldrazi, and so we wanted to give them
a few tools. They tended to like their equipment,
so we're like, how do you fight a giant
creature? Well, how about with
a giant equipment?
We made this expensive,
and it only pumps power, so it
doesn't really, you don't survive the fight with the
Eldrazi, but at least you can stop them.
Hopefully. Hopefully.
Unless it's like Ulamog, or
I guess Ulamog's less indestructible.
Okay, next.
Aust. W. Sorcery.
Put target creature second from the top of
owner's library. Its controller gets three life.
So, one of the things that happens from time to time in design
is you have design philosophies sort of clashing together with mechanics.
And I'll explain.
So, blue is the color of unsummoning.
So, what is more severe than unsummoning?
How about unsummoning to the top of your library?
That's like super unsummoning.
Meanwhile, white is the color of delay.
Well, how do I delay something?
I mean, not get rid of it, delay it.
Like, well, I could put it back in your hand, or I could put it back in your library.
I could, you know, put a tooth from your top.
You're not going to get it for a little while.
That's me delaying you.
And so for a while, both white and blue were putting cards on the top of the library, or, you know, a few down from the top of the library. And we had a thing
called card crafting, where we talked about sort of design development issues, more technical
stuff. And basically we said, okay, do we want white and blue both putting cards on
top of the library? We decided a long ago we didn't want green doing that. And so the
question was, who should be doing this?
And we went back and forth.
We finally decided it was better to pick a color.
And so we decided that blue made more sense
and that it felt more like a super-run summon.
And so white no longer has this ability,
and blue now does.
Okay, next.
Overgrown Battlement.
1G04 wall.4 wall, defender.
Tap green for each defender you control.
So, one of the things we wanted to do
is we wanted to have a Defender Matters theme.
And so one of the ways to make Defender Matters
is to have defenders that tap for scalable abilities.
What scalable abilities means is
you tap to do X.
X is the number of whatever, you know,
tribal thing you're caring about.
In this case, defenders. Although
technically it's not
tribal, because walls...
You're not caring about walls, because not all
of these are walls. This one happened to be a wall, but
a lot of the red ones, for example, were elementals.
So actually, defender matters.
Technically, it's caring about a mechanic.
But it works a lot like a
tribal card in that it's like,
oh, well, for the number of defenders I have in play,
this one allowed you to cast things.
So what you could do in this version is
you could play a bunch of defenders, protect yourself,
and then use it to get out larger things earlier
because all I need to do is get a couple defenders out
and all of a sudden I'm capping this wall for a while,
especially if I have multiples of these walls.
Okay, next.
Pelica Worm.
4 GGG, that's 7 mana total, 4 colorless, 3 green, for a 7-7 Worm.
It is Trample.
When it enters the battlefield, you gain 7 life.
When it dies, you draw a card.
So this is definitely one of those things where we were trying to make a big creature
that just was attractive that you wanted to play,
and even if they killed it, you weren't super unhappy.
I mean, you're unhappy, but they wasted a kill spell
and you still got a lot.
So notice it's a seven converted mana cost card.
It makes a seven seven. You gain seven life.
Yeah, drawing seven cards would have been too much.
So basically what you do is up front you get some life
and you get to play with this.
But if they ever kill it, you get to replace it.
You get to draw a card.
And so it definitely just tries encouraging you to go, hey, it's worth your while to play with this. But if they ever kill it, you get to replace it. You get to draw a card. And so it definitely just tries encouraging you to go,
hey, it's worth your while to play this creature.
And then in play, it's a 7-7 creature.
It's a giant worm.
So that was pretty cool.
Pestilence Demon.
Five black, black, black
for a 7-6 Demon flying.
And then for one black mana,
it can do one damage to every creature and every player.
So, Time Spiral was a set where we did a lot of nostalgia,
and we filled it to the brim with cards referencing other cards,
and every card was like, remember this? Remember that?
So we don't, we really haven't done another nostalgia set,
but that doesn't mean we don't do nostalgic cards from time to time.
And so this card is a callback to a card from Alpha
and Urza's Saga at Common for some reason.
It calls Pestilence, for those who might not know this.
So Pestilence was an enchantment,
and it allowed you to do one damage to each creature and player
for each block you spent.
And then, if you had no creatures in play, it would go away.
So notice that this card doesn't
have the rider, because, well, it's a creature.
So if you have
no creatures in play, then it's not in play, and obviously
it's gone away. But anyway,
we thought it was kind of cool to put pestilence on a creature.
We felt like a demon made a lot of
sense.
And notice, once again,
a little aesthetic thing the design does, which is
very subtle, but it costs eight and it's a seven six.
Anyway, entertains us.
So next, Rage Nimbus.
Rage Nimbus.
Rage for the Nimbus.
Okay, so Rage Nimbus is a two and a red for five three elemental.
It's got Defender flying, and for one and a red, target creature must attack.
Okay, I've been railing into the red walls.
The one thing I will say is we at least did a decent job in a vacuum of making each of the walls feel red.
I don't think overall walls are red.
And once again, this is technically not a wall. It's an elemental. It's a Defender.
Defenders
aren't particularly red in my mind, but I did feel
like we did try hard to make each...
Something we couldn't change, and we had to have defenders
in red, but let's try to make them feel red.
And this one is interesting
for a defender. It's a high-powered. Usually
defenders have low power, but they're good at
blocking, but they don't kill things. This one's a little
different, which makes it a little more red in my mind,
which is, I'm a good wall, a good defender. I'll block and kill things. This one's a little different, which makes it a little more red in my mind, which is I'm a good wall, a good defender.
I'll block and kill things.
Now, I have a three toughness.
If you send a big enough thing, you'll kill me.
But the neat thing about it is
I have the ability to make things attack.
So both red and blue have the ability
to force things to attack.
The flavor's slightly different.
Red just makes you get all emotional
and not think anymore and go, ah, and charge.
Where blue's a little more mind manipulation.
But red and blue have a lot in common.
If you really, if you start to boil it down.
A lot of the enemies, it's interesting how
there's a lot of things they do in common.
Anyway, so this was definitely a wall.
This wall was pretty powerful
because it also doubled as removal.
That your opponent couldn't play,
it also doubled as removal.
That your opponent couldn't play
couldn't play
small
creatures while this was in play
because they could force you to kill small creatures.
And so
this was a pretty potent wall.
It's the kind of thing we'd be careful about nowadays because
it's repetitive kill and that
it is
even a 5-3 sometimes is a little hard to kill.
Especially in this environment where
the kill is a little lower than normal.
Although a lot of it
can hit a 3, but not all of it.
Next, Raid Bombardment. 2R
enchantment. Creatures with power
2 or less when they attack. This deals
1 damage.
So this card was made to do a couple things.
Probably the number one thing it was made to do
was play nicely with spawn.
We have a lot of spawn enabling in the set.
This allowed you to essentially do damage with spawn.
And you put your opponent in a quirky place.
I mean, they can block and kill the spawn
without any damage to them,
but it allowed you to turn your spawn into damage directly.
It also played with the deck I've been talking about
where you get a lot of little things through
it played nicely with that deck
next, rapacious one
5R54 Eldrazi Drone
trample, and it has what I like to call
spawn link, which is not a technical term
so basically it is
kind of like lifelink, except instead of gaining a life for every damage you do, you get to make a spawn for every damage you do, which is pretty good.
I mean, make no mistake, it is pretty good.
Um, so the, uh, I think the idea was, remember, um, in this set, red, green, and black were more tied to the Eldrazi,
and the spawn making was in red, green, and black.
And so we tried to find different ways to do that.
So we wanted to make sure that the different colors could make spawn a different way.
I really like the idea of combat damage turning into spawn,
and so the question was where to stick it.
I think we loved the idea of it being with trample.
And green was doing a lot more of the make additional spawns.
We said, okay, let's...
We had carved a little more space up for green,
so we decided to give it to red.
It also was nice because red was a little more aggressive.
A lot of green spawn making was a little more controlling and rampy.
And so
the green spawning
had a little more like sit back
where the red we were trying
to make a little more aggressive.
I mean, there was some
aggressive green spawn making,
but
anyway,
that is Rapacious 1.
See how we're doing on
Okay, I'm almost to work.
The the thing that's interesting when I do these, uh, I walk through the cards is what I do ahead of time is I'll sit at home and
I will just go through and anything catches my eye, I'll write it down. And then what
I started doing was I'd write them down so that I know what they are so that I can know
their costs and stuff. Cause early on, I've been with my podcast for a long time. I used
to just name the card and talk about it. And the people are like, I don't, what is that card? I have not,
I read the cards a long time ago. What does that card do? And since I can never remember names,
I'm like, oh, that's unkind to make other people remember names. So I now try to write it all down.
I write as brief as I can since I am driving. But I do have, I have a little bit of notes.
Sometimes you can hear the rustling of my notes.
That's what you hear.
Okay, so let's get to Realms
Uncharted. Okay, so
Realms Uncharted is an instant
for two and a green. You've got to
search your library for four lands
that all have different names. Your
opponent takes two of them and puts
them in your graveyard, and the other two get a go at your hand.
So can anybody figure out the inspiration for this card? Well, let me
tell you a story. So in Tempest, I made a card called Intuition. In Intuition, you went
in your library and you got, I think it was three cards, and then your opponent chose
which one went in your hand
and the other two went to your graveyard.
And the intent of the time
was that
they were all different, but I forgot to write down
that they were all different.
And so development started playing with it
and so the answer was
whatever you wanted you went and got whatever you wanted, you went
and got multiple copies of it,
so that you guaranteed that you got it.
And I was like, well, that wasn't really my
intent. My intent wasn't that you just went and
got however many, like, I wanted
you to have different ones, and I said, okay, guys, no, no, no,
fine, I forgot to write this down, this
is what I meant. And development was like, no, no, no,
we like the card as is, we're not going to change it.
And I was like, no, but that wasn't what I meant! And they was like, no, no, no, we like the card as is, we're not going to change it. And I was like,
no, but that wasn't what I meant.
And they're like,
you know, anyway.
So I'm like, okay.
So years later,
during,
I think actually development,
because I wasn't on the design team,
of Champions of Kamigawa,
there was a hole,
and I said,
you know what,
I've always wanted to make this card,
but the way I meant to make it,
which is that there had to be
different choices.
So we made Gifts Ungiven.
So Gifts Ungiven,
you pick four cards.
I think we made it four rather than three
to make it different from Intuition.
And anyway, that card was also very popular.
And so when we were making the set,
once again, I think this was my doing in development.
If this was made in design, I apologize to the designers.
But this card is Gifts Ungiven for Land.
In fact, I'm pretty sure if you went back into the card file
and looked at the playtest name,
I'm sure it was something like Lands Ungiven or something.
But anyway, it is a green Gifts Ungiven.
That is what it is.
And it allows you to sort of have some access to land
and the same reason gifts are given
was sort of fun is sometimes you want things in your graveyard
and sometimes you want it in your hand and it's
neat to give your opponent interesting choices.
So one of the things people
a common misnomer that people often
talk about is how people understand
how we design for Timmy. We make big
giant splashy exciting things. People
understand how we design for Johnny.. We make big, giant, splashy, exciting things. People understand how we design for Johnny
that we make, you know,
things you have to build around
or think about
how you would make
challenging, puzzling cards.
But how do you design for Spike?
There's a belief
that you don't design for Spike.
Spike just plays the good cards.
So just make cards
and price some of them aggressively
and Spike will play those cards.
And the answer is
Spike will play what is good,
but there's a difference between making cards that Spike will play versus making cards that Spike will
enjoy. And one of the things that Spikes very much enjoy is the ability to, they love when
cards, the power of the cards is dependent on the skill of the player. You know, for
example, that, I mean,
Gifts Ungiven is a very classic example of this.
Factor Fiction is another famous one, where it's like,
look, I can take this card
and that if I,
you know, the more skillful player
is going to have
an advantage because, you know,
part of doing both Gifts Ungiven
or Factor Fiction is knowing
what you want, knowing what you have, knowing what your opponent has, knowing what your opponent thinks you want.
And a lot of this is playing off your opponent.
You want your opponent to have a decision because they're going to value certain things.
They're going to find certain things threatening. is really understanding your opponent and making decisions in which the idea is, you know,
realms uncharted or gifts ungiven or intuition,
all these cards,
that if you give it to an experienced player,
they're just going to be better with it.
They're just going to,
it's going to be a more powerful card.
And that is something Spike really, really likes.
The idea that, um,
that a card gains power from their knowledge.
Not inherently just the card themselves,
but their skill as a player
increases the power of the card.
And that, spikes love that.
You know, because the psychographic
is all about sort of proving what you're capable of.
Well, having a card in which it gets better
the better I am,
and I can demonstrate how good I am
every time I play it,
that's pretty spiky and a lot of fun.
Okay.
I am now at work.
And so it is time for me to wrap up for today.
So I got to R.
So next time I will start talking about Cirque and the Mad,
and I believe I will finish.
So one more, well, a fifth podcast, and then we will be done.
I always try to balance this, by the way, between hitting as many cards as I can,
because people like to be talking about the cards,
but I don't want them to be too long.
I did Saros, and that was Aiden.
That was too long.
And so this one's looking to be five.
Five's a little on the long side,
but there's a lot of fun cards.
Razzle Drazzy, like I said,
there's a lot of ups and downs,
but there's a lot of, you know...
Brian made interesting cards.
He definitely was a fun designer.
I loved working with Brian. And he pushed boundaries and did crazy stuff,, Brian made interesting cards. He definitely was a fun designer. I loved working
with Brian and he pushed boundaries and did crazy stuff and they're interesting cards. So it's fun
to talk about. So anyway, as much as I like talking about magic, even more, I like making magic. So
it's time for me to go, but I'll talk to you next time. Thanks for joining me guys.