Magic: The Gathering Drive to Work Podcast - Drive to Work #276 - Primary, Secondary, Tertiary
Episode Date: November 6, 2015Mark talks about the system which explains which colors each evergreen creature keyword falls into. ...
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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 today's topic is a topic based on a suggestion.
So from time to time, a while ago I asked my social media, my blog and my Twitter and different things,
what topics you guys wanted to hear. You gave me a long list.
So from time to time, I do that list. So today is one off the list. So I'm going to talk all about primary, secondary,
and tertiary evergreen keywords and what exactly it means to be primary or secondary or tertiary.
So the funny story about this is last week, I tried to do this podcast. I hit a bunch
of traffic.
I kind of didn't, I don't know.
Oftentimes, the first time I do something, it just doesn't quite turn out.
It didn't help that I had extra traffic, and so it ran a little longer than I intended.
But anyway, I wasn't happy with it. So the next day, I re-recorded it because when I don't like it, I do it again.
And the next day, I nailed it.
It was perfect.
It was an awesome podcast. And then I get to work to realize I never started my recorder.
So today, third time's the charm. So I've done it at least once. I've been really happy
with it to see if I can recreate this experience. So what I'm going to do today is I'm going
to explain the concept of primary, secondary, tertiary as it applies to evergreen keywords.
And then I'm going to walk through all the evergreen keywords and explain what colors they're in and why they're in those colors.
So today is sort of an exploratory day of me, or not exploratory, explanatory day.
I'm going to explain some stuff and just talk about how we do things.
I'll talk a little bit about how we got there, and there's definitely some evolution of how we did keywords, so we'll talk about that.
Okay, so let me begin with primary, secondary, tertiary. And I'm going to introduce a new
word today, quardinary. We'll get to quardinary, too. Okay, so here's what primary means. Primary
means, actually, before I get to that, the color wheel. Let me talk about the color wheel.
I did a whole podcast on the color wheel.
There might be no one on this earth that loves the color wheel more than I.
I love the color wheel.
And I believe it's a really, really important part of what makes magic magic.
So one of the big things is we have five colors in the game.
It's really important those colors are different.
If the colors were all the same, if every color could do the same thing,
then there's no point to having five different colors.
What makes the colors really valuable is
each one has strengths and weaknesses
and things they do, you know,
and there's definitely things that are,
things that we're trying to capture.
And we want different colors to have a different feel.
So what that means is
not every color is supposed to do everything.
So when we get to evergreen keywords, we don't want every color to do every keyword. That just
undermines the color wheel. So what we try to do is primary means this is the main color. This is
where it's centered. When you think this ability, this is the color you're supposed to think of.
centered. When you think disability, this is the color you're supposed to think of.
Primary means you show up at common.
Depending on what you are, you might show a whole bunch of times at common. Maybe you show up once. There are a few keywords that actually don't even show up at common,
so maybe it means you show up at uncommon. But primary means you show up more than anybody
else. That this keyword is more in your color than in anybody else's
color. Also, it means that
you're more likely to grant this ability. You're more likely to get other creatures to have the
ability. So that's primary. Secondary means, okay, I'm not primary. I'm not, you know, I'm not the
number one color that does this, but I also do it. I'm a color that does it.
Usually, if a primary color has this card multiple times a common, you'll have it once a common.
If primary only has it once a common, maybe you're an uncommon.
You know, you fall behind primary.
Sometimes you'll grant the ability, not as often as primary does.
But you're definitely a color that gets to do this. You are definitely,
secondary means you are a color that pretty much
every set will do this ability,
just not as often as primary.
Okay, tertiary means
you get this
ability a little bit. You don't
get it at common usually. You seldom
grant the ability.
But you get it every once in a while.
Not even necessarily every set.
But you, maybe once a block.
You know, it depends.
Some tertiaries will get it every set.
Some tertiaries will get it once a block.
But it means that, like, you're not primary, you're not secondary,
but you can, under certain circumstances, get it.
Usually, tertiary things, there's a, like, there's a rule about when you get it. It's not that
you just get it anytime you want. It's sort of like a very carved out place that you get
it. So, quardinary, that's number four for those that don't know. Primary, secondary,
tertiary, quardinary. Quardinary, I'm going to define today as being once in a long while, you know,
you will occasionally get this.
It's not something of any regularity,
but it is something that we allow
on very rare circumstances.
So today I'll talk a little bit about cordonary.
Cordonary just means like, okay,
you don't get it on any regularity,
but it's not impossible for you to get it.
It's possible.
Okay, so let's jump in.
So once again, the idea is I'm going to talk about each of the evergreen keywords.
I'm talking about what colors they're in, where they are, and then sort of why they're in those colors.
Okay, where do we end with flying?
So I've said this before.
Flying, in my mind, is the best keyword in magic.
It is just an awesome keyword.
It's great gameplay.
It's super intuitive.
People can literally, all you have to do is say, you know, explain what it is.
They go, oh, I get it.
It's flying. It does exactly what you expect it to do.
Okay, flying is the most used evergreen keyword by quite a bit.
There's not even, in fact, when we talk about
things being vanilla, we almost count flying vanilla creatures. You know, they're almost
like, well, flying, that's, that's practically vanilla. So, like, for example, when we make
tokens, tokens usually don't have ability. Everyone's in a blue moon. But the one exception
is we, we make flying tokens and that's just, that's just giving. That's just like, okay,
well, of course, flying can have tokens.
Tokens can have flying.
So the idea is flying is something that just shows up more than anybody else.
So because of that, there are two primary colors
that have flying.
White and blue.
Blue originally, by the way, was the only primary color.
Like, blue was, when the game began,
was the color of flying.
Why was blue the color of flying?
Because blue is the elements of air and water.
And air, elements of the air, that's the creatures of the air.
The original idea is that blue just had access to more flyers than other colors.
Eventually what we realized was that flying was so valuable
that we needed flying to exist more.
And blue being the fifth color,
even though there was a bunch of flyers in blue,
it just meant that it didn't have a lot of creatures.
So white, we realized that white
was kind of king of the small creatures
and that white just wanted to have
a lot of small, evasive creatures
and so it made a lot of sense.
And the flavor made sense in white.
White's kind of the color of light.
It definitely has some space of, you know, like trained animals showed up in white.
And so the idea of trained birds and things and riders that ride, you know, mounted, flying mounted things.
So anyway, we ended up making white also primary in flying.
So the difference is blue tends to be the color that grants flying
and usually has a higher percentage of flying creatures.
Usually white and blue are common.
We most often have three.
Everyone's in a blue moon, they might have four.
White has the more efficient small flyers.
Now, white's iconic as the angel,
so it can have decent larger flyers,
but usually it's an angel, and that's true,
and that white's best flyers are the smaller ones,
as far as the rate of the creature, how good it is.
The secondary color in flying is black.
So what that means is black always has one or two flying creatures. Usually two.
Once again, it's just because flying is so prevalent.
Like, there's so much flying comparative to other evergreen creatures that, like, white,
the primary color gets three.
The secondary color gets two.
That's not true of other colors.
Sorry, of other keywords that's true of flying.
Okay, red is tertiary.
With an exclamation, with a, like I said, tertiary often there's a rule.
So red's rule is it gets flying if it's a dragon or if it's a phoenix.
Other than that, I mean, red, everyone's in a blue moon, but red really, really, the flying is limited to dragons and phoenixes,
which also means that red's flying is mostly at rare.
Maybe there's a dragon whelpy thing, everyone's followed uncommon.
But red really doesn't have a lot of flying, but there's an exception.
A, because we thought the dragons were so iconically red,
it just felt, it breathes fire, it's a creature that just wants freedom.
And it made a lot of sense to make dragons the reds iconic.
And dragons have to fly. We toyed around in the early days with dragons that didn't fly, and it made a lot of sense to make dragons the Reds' iconic. And dragons have to fly. We toyed
around in the early days with dragons that didn't fly,
and it was a problem. People
expect dragons to fly. They look like they fly.
We decided to make dragons,
you know, creature-type dragon the
creatures fly. Now, that's just a given.
And so Red gets that. Red also
gets phoenixes. Phoenixes are birds
made of fire. I just
felt really red, so we made of fire. I just, I don't, felt really red.
So,
that,
that,
that,
we made a special exception.
So,
red is definitely tertiary at flying.
So,
green,
green is quaternary
at flying.
So,
what that means is
green is the worst
flying color.
Green is not supposed
to get flyers.
It really seldom
gets flyers.
But,
every once in a while
we do dragons at Tarkir.
Like, oh, it's a dragon theme, and
every color gets a dragon, and all dragons fly.
And every once in a while, green will get
a flying creature. It's not
like green could never, ever, ever, ever,
ever have a flying creature. But it gets
it very, very rarely.
And when it gets it, it's supposed to be something
like, really, there's a reason for
doing it, you know. Like, the idea of, we're doing a dragon cycle. Oh, really, there's a reason for doing it, you know.
Like, the idea of, we're doing a dragon cycle.
Oh, okay, it's a special cycle.
It's dragons.
It's this dragon set.
You know, green's going to finally get a dragon and match the dragon set.
Okay, it's got flying. So, green can have a flying in little tiny bits.
Occasionally, we get, the core sets of green are a little more flying than I've been happy with.
But I think we're
correcting that so you'll see
so basically white and blue primary
black secondary, red tertiary
green quaternary
so that gives you a good realm of the kind of things you'll see
every color
has some access to flying
because flying is so key to the game
it's such an important mechanic that we don't
it's not off limits to anybody
I mean green rarely really gets it so it's not off limits to anybody. I mean,
green rarely, rarely gets it.
So it's not like green gets it very often.
But green, even green, even the color that hates
flying the most, that's the least flying,
gets it every once in a blue moon.
Okay, next.
First strike, and I'll put double strike with
first strike.
So, mostly because they mostly overlap.
There's a little bit difference, I'll explain.
Okay, so Primary and First Strike. So Red and
White are both Primary. No color
really leads in this one.
I guess we make
a, I mean, I don't know. They're very close.
If anything, White
probably gets a little bit more First Strike than Red.
So it's possible, like, White
is, like, near the end of Primary
and Black's beginning of secondary
I don't know, but red and white
both get first strike pretty close to one another
they are both defensive creatures
they're both combat oriented creatures
and are good at fighting
red and white tend to be the good fighters sort of colors
and so first strike
represents that
usually if you're good at fighting
or you have a long reachrange weapon that aids you.
But anyway, white and red are the colors that do that.
If anything, I guess white leans a little more primary,
red a little more secondary,
although they're very close.
Black is tertiary.
So black's exception is that when alpha was made,
there was a black knight that Richard made
to mirror the white knight, and the white knight had first strike,
so Richard gave the black knight first strike.
I think that was the only first striker in black at the time.
So anyway, it kind of got grandfathered in.
The idea of the black knight, the dark knight, is just compelling.
So every once in a while, we'll make a knight, and we'll give it first strike.
So black really isn't supposed to get much first strike,
and the exception we kind of make for it is, okay, in knights,
black knights get a first strike.
It's shown up once or twice in other places,
people that didn't quite realize that black was supposed to be more restricted in first strike.
It's not supposed to get first strike on larger things.
It's really supposed to be on small sort of knight-like creatures.
That's where black gets it.
And it's tertiary, meaning it can get it. It doesn't
always get it, but it can.
Neither blue nor green is supposed to get
first strike. I know green got a first strike already in alpha, but
neither blue or green are supposed to have first
strike. Next, trample.
Trample
is primary in green.
It is secondary in red
It is tertiary in white, blue, and black
So let me explain
So trample is, green does not get flying
So it needs some kind of evasion
It tends to have big creatures
So one of the big evasions green gets is trample
That if I have a big 8-8 trampler, you can block me,
but if you don't have a lot of creatures to block with,
in some ways it's like I'm unblockable.
So what happened was, during future sight,
so for a long time, a lot of the keywords were limited to one color.
Trample was green. Haste was red. Vigilance was white. And only one color did it.
And so one of the things I realized is that just for the sake of design, we need to diversify a
little bit. I didn't want all five colors doing stuff, but this is where I really said, you know
what? We could have a secondary color. This is where a lot of the idea of a secondary color came
in. I said, you know what? Let's expand. Let's expand it a little bit
so that we can have another color
have some of these abilities
just because we need to have design space
and if you limit things too much,
it just makes everything the same.
Oh, I'm going to do a cycle of creatures.
We're always going to be identical.
If white is the only one of vigilance
and red is the only one of haste
and green is the only one of trample,
it just made cycles of things look very familiar.
So we decided, okay, let's branch this out a little bit.
The other thing I did was I just wanted to keyword more abilities.
I felt like we didn't have enough creature word abilities
because a lot of times we want to make French vanillas,
which are creatures that just have keywords,
or we're doing cycles in which we just want keywords.
There's a lot of times where we need keywords,
and we were kind of shy on them.
So I did two things.
So I stretched the colors. So they
got colors that had one color, got a secondary color. And the other thing I did was I made four
new keywords, which were Death Touch, Lifelink, Shroud, which would later become Hexproof, and
Reach. So I'll talk about those when I get to those ones. The reason I bring it up here
was Trample originally was just green.
During the big future
site change,
I decided to put Trample
into red. So why red?
Why is red the color? Partly
because red,
one of the things I was looking for was I
wanted to find a color that could use
the ability and would do different things with it so that it would play a little bit differently.
And one of the things red has is high power, low toughness creatures.
That's kind of a red thing.
And trample on a 4-1 or a 5-2 is a really different animal than trample on a 5-5 or 6-6 or 7-7.
Because if I attack you with a large creature, like even just a 5-5 trampler,
if I attack you with a large creature, like even just a 5-5
trampler, look, either you're going to
block with 5 power creatures
or it's not really worth blocking
unless you're just trying to shave off a little bit
of points sometimes.
But if I attack with a 5-2 trampler,
there is a reason to block with a 2-2.
Yeah, yeah, you're going to take some damage, but you're going to kill
that thing, it's not going to attack you again.
So what we found was, putting trample in red
just made a different kind of creature
that trample worked differently.
And red flavorfully made a lot of sense.
It's got the creatures with fervor and just
the wild kind of creatures.
Not wild in the sense of the animals, that's green,
but wild in the sense of emotion and just
sort of, you know, the berserkers and such.
So we ended up putting trample in red.
So once again, primary in green,
secondary in red. The reason I say primary in green, secondary in red.
The reason I say tertiary for white, blue, and black is
one of the rules is if you're just big enough,
if you're a big enough creature, you are allowed to have trample.
Sea serpents can have trample.
Demons can have trample.
So here's what I'll say.
I'll say blue and black are tertiary and white is quaternary
and that white is allowed to have trample.
If white has a big enough creature,
white doesn't tend to have that big of creatures.
It's a smaller color.
It's the color that least has the giant creatures.
So white doesn't get trampled very often
because it doesn't have the giant creatures very often.
But when we do make a giant white creature,
trample is something that's on the board
that it can't have.
Blue and black will trample a little more.
It's not odd in a block
to have a black trampling demon
or blue to have a trampling sea serpent.
So that is something that blue and black do occasionally,
but not tons, but more so than white.
That's why I'll say white is quaternary.
Okay, the final keyword that is an original alpha keyword,
the rest of these weren't keyworded in alpha,
is protection.
Protection isn't really,
I've claimed it's no longer evergreen, it's deciduous.
We've kind of downgraded it in Magic Origins.
That is something we're allowed to use, but we're going to use a lot less than we have in the past.
Just real quickly, protection is primary white.
And it is really secondary nowhere.
I'll say tertiary in all the colors.
And what that means is white's big on protecting things.
So white gets protection. White's the color that
we see protection
from colors. White's the one that just gets it more normally.
Every color was
allowed to have protection from its enemies.
And oddly, protection from itself.
Those are things that we granted it.
And then there'd be
specifics. Like green was allowed to have protection
from artifacts, because green handed artifacts
blue
we were trying to make
a thing in blue
that blue had protection
from weird things
originally by the way
and
the idea
in Future Sight
was I made blue
secondary in protection
and the idea at the time was
well blue would get protection
but not from colors
blue would get protection
from other things
from car types
from creature types
from just different things was the idea. Because
we were trying to give blue a little more defensiveness. It never really panned out.
It's something we never really did a lot with. True Name Nemesis, oddly enough, was in that
space because of this desire to kind of go in that direction. We never really committed
to blue. I mean, that was the idea in Future Sight. It never really quite followed through.
And now protection is kind of downgraded
so that's not going to happen.
So I would say that white is primary. We tried
to make blue secondary.
Everybody was tertiary because everybody could have
protection in certain ways.
Okay, next, haste. Haste goes back to the beginning
of the game. Nether's Shadow and Alpha
had haste, but it wasn't keyworded for a
while. Haste, even though the very first one to have it was black, haste, but it wasn't keyworded for a while. Haste for a long, even though
the very first one to have it was black,
haste for a long time was just in red.
Red is the primary color of haste.
During Future Sight, I needed to stretch
it to a second color. I decided to
stretch it to black.
I looked at both green and black, and the reason I chose
black was
green haste creatures ended up being more similar
than a 5-2 haste and a 5-5. Like, 5-2 and 5-5 matters in trample, doesn't matter in haste as much.
It's just like, oh, if you're unprotected, if you don't expect me coming, I get hitched for five.
Black gave us access to flying and just a few more keywords that were a little bit different.
And so we decided to put secondary in black.
a little bit different, and so we decided to put secondary in black.
So green, the problem
was the
development team really, really wanted access
to green. They wanted me to put secondary
in green. And I explained
that I really, for design, for limited, for
a lot of what we wanted to do, black made more sense.
But they convinced me,
or Eric and I made a deal,
which was, I put green
tertiary with the following caveat.
Development can use haste judiciously,
but they can use it on cards they wanted to be constructed.
Basically, Eric said development needed haste as a tool for green.
I said, fair enough.
Can we just make it tertiary?
So don't use it often. Just use it where you need it. But when you need it, okay, green can have haste as a tool for green. I said, fair enough. Can we just make it tertiary? So don't use it often.
Just use it where you need it.
But when you need it, okay, green can have haste.
So green gets haste, but infrequently,
and it only tends to get it on cards where development needs it.
So if you see haste on a green creature,
odds are it at least is an attempt at a constructed card.
Not always.
Sometimes it ends up fringe.
But it's at least constructed trying to take a shot at a constructed card.
What it means being tertiary and green is you will not see it a common,
and you will not see it.
You seldom grant haste.
But it does show, usually every block, or even every set,
usually there's at least a green haste guy.
Often something development.
It's the tool development uses.
We let them, like, in design, we don't often make green haste creatures,
but then development will add one, usually one or two at most in development.
Next is Vigilance.
So Vigilance also started in alpha, but didn't get labeled for a while.
It was on Ser Angel.
Vigilance was a white thing forever.
It just was something in white.
I mean, there were a few other
weird, like Eternal Warrior
had, it was a champion
that granted in red, and there was a blue
bird that had it.
So in Future Sight,
when I was figuring out where to spread it out,
I looked at blue. The reason I didn't
go to blue was that blue and white
creatures look very similar. They tend
to be flyers and low power, high toughness creatures. And it just ended up using vigilance in much the same way.
But by putting in green, I got to put it on bigger creatures, on beefier creatures. A 4-4 vigilance,
a 5-5 vigilance. That's just a very different vigilance creature than a 1-4 or a 2-2 flyer.
So that putting in green just gave me more, Like I said, a lot of my decision-making
was to try to allow us to design different kinds of cards.
So we put visionary, secondary, and green.
So it's primary white, secondary, and green.
Really isn't in any of the colors.
One of the things that I will mention, by the way,
is I talk about quaternary.
There is what I'll call quinary.
That's the fifth one.
Which is every once in a...
Every once in in like,
once or twice in all of magic.
Like,
haste, for example.
We one time put haste
on a chroma,
which is a white creature
that had all these abilities
and just,
white didn't only get haste,
it's not secondary,
it's not tertiary,
it's not even quaternary,
it's just like,
one time in magic,
we'll just do this one special thing
one time once.
That's quinaries,
like, you know,
in 20 years,
maybe one time we'll do it.
That's quinary. And like, haste is quinary in white we'll do it that's quinary and like haste is quinary
in white
because we put it on the chroma
but really what that means is
if there's a really special reason
in isolated
that makes some sense
we'll consider it
but that's not something
we do
just because a chroma got haste
doesn't mean
white ever got haste again
okay
although to be fair
haste is something
that other colors
do have access to.
When we do something like Suspend or something like Awaken,
where we find the players have to wait for something or they animate something,
there's this confusion about which one I chose or can I attack right away.
We'll sometimes use haste there.
The other thing that we tried, by the way, in Future Sight,
I think it was a future-shifted card,
was maybe making haste and ability in blue only on tap abilities.
We were talking about ability haste.
We put it on a blue creature in Future Sight that had zero power,
so you'd never want to attack with it.
Vigilance we ended up sticking in green, primary white, secondary green,
tertiary no color.
Reach. Reach was another thing we made in Future
Sight. I actually didn't want to make reach a keyword.
Reach got made a keyword because of
Mark Gottlieb, who was the rules manager at the time.
It just made flying
a lot easier to write. Because flying
in the base set will
put reminder text.
Flying was, I can be blocked by flying
or any creature capable of blocking
flying, which is really awkward. If you just give it reach, it's like, oh, I can be blocked by flying or any creature capable of blocking flying. It was just really awkward.
And if you just give it reach, it's like, oh, I can block flying by anything with flying and reach.
Just to make it cleaner.
So I didn't actually put it in the secondary color during Future Sight.
It just was in green, stayed in green.
Recently, we're like, you know what?
Why is it just in green?
Reach in the past has been toyed with in white just because white has archers and things
but white doesn't really need it, white's primary in flying
so we recently in Magic Origins
are toying around with red being secondary
in Reach, red is the number
two flying hate color, although
a distant second behind green
so anyway, something we're trying
red
red doesn't have flying
in common, and so red red has a lot of direct damage.
Red has answers to flying in terms of direct damage.
But you don't always want to waste your direct damage on flying,
so we're toying with maybe giving red secondary reach.
And reach is tertiary in all the colors in that
sometimes we make just a big enough creature,
we'll give it reach just because somehow the flavor makes sense.
So it's something we'll consider in other colors. Death Touch. Death Touch is primary in black,
secondary in green. Death Touch, which is another of the Future Sight keywords. So black
is, in black it represents sort of all the deadly things that black does. Green represents
kind of natural poison. We don't really do Death Touch anywhere else. It's just primary black, secondary green.
They're pretty close.
Green is almost primary.
I would say that kind of like First Strike,
where they're close to each other.
Black leads a little more to primary,
and green leads a little more to secondary,
but they're pretty close to each other.
Lifelink.
Lifelink was another ability I brought through in Future Sight.
Lifelink goes back to a black creature called El Hajaj
in Arabian Nights
so that was probably most famous by a card
called Spirit Link in Legends
which was really popular
so the reason Life Link isn't Spirit Link
isn't called Spirit Link
is that aura, whenever you put it on a creature
any damage dealt by enchanted creatures
you gain for life
so you can put it on your opponent's creatures
as a way to stop them because you gain for life
it sort of neutralizes your opponent's creatures but if you give your opponent's creatures as a way to stop them because you gained the life. It sort of neutralized your opponent's creatures.
But if you give your opponent's creature Spirit Link, I'm sorry, Life Link,
then your opponent gains the life, not you.
So Life Link and Spirit Link aren't identical.
We ended up putting Life Link in white, primary in white, and secondary in black.
Life is a color of life gain, and Spirit Link really put it on the map for white.
Black has a nice flavor.
In black, it's more about draining the opponent.
It's more of a drain life sort of feel.
So white and black, kind of the flavor is very different,
but primary white, secondary black.
Flash!
Flash was introduced.
I think Alliances had the first creature
that you could play as an instant,
which was, I think, Benelish Knight in white.
We ended up making a keyword
Flash in Time Spiral.
I'd wanted to try to make instant a super type.
It's been a long time goal,
but I just wasn't able to pull that off. A little too much
of a change.
So originally I think we had Flash
was primary
in green, secondary in white
is what we tried.
And eventually I realized that blue really needed it. And so for a while it was primary green, secondary in white is what we tried. And then eventually I realized that blue really needed it.
And so for a while it was primary green,
secondary blue. But really
it's become primary blue, secondary
green. Blue is more
useful in blue. Blue has a flavor
of kind of being reactive and having
instants and it just kind of plays a little
bit into blue space than green.
Green represents sort of creatures that
pounce at you
and surprise you and come out of nowhere.
So green still gets it, but it's primary blue, secondary green.
It is tertiary in red, white, and black in the sense that
if you have a creature, the most common example would be
an enter the battlefield effect that's essentially an instant.
You know, white is like, I'm going to prevent damage.
Well, if the creature doesn't have flash, then you can't use that ability.
So, we allow red, black, and white when
the, like, mechanically the card kind of
needs to do the functionality to have
flash. So, they do get it.
Next is Hexproof. So, originally in
Future Sight, I introduced Shroud.
Shroud was, can't be the target of spells or
abilities. It was, uh,
I think, it was in green
and blue. I forget, I'm not sure which was primary. Um, I think it was originally primary, was in green and blue I forget I'm not sure which was primary
I think it was originally
primary green
secondary blue
and once again
it shifted a little bit
blue ended up
needing a little more
but what happened was
players were playing
incorrectly
they were assuming
that they could target
their creatures
and that their opponents
couldn't
so we ended up
changing it to hexproof
to just make it play
the way a lot of players
thought it played
and then it wasn't it didn't have a downside quality to it.
And so anyway, right now, it's primary blue, secondary green, I'd say.
Although it is an ability we've been doing less and less.
It's proving valuable in very narrow spaces, and so we use it in those spaces.
But it can be very unfun in the wrong place, so we've really pulled back on it.
It can be very unfun in the wrong place, so we've really pulled back on it.
Hexproof is tertiary in white, meaning that sometimes when we want to do a protection sort of flavor, we'll let white do that.
Often white in the past used to be protection.
Now the protection is a little less used.
It's possible you might see hexproof used a little bit more in white.
Also, if we... I don't know.
The most cases we've done this have been in white and green,
but sometimes if we have an enchantment or something
and we just don't want you to get rid of it,
we will give Hexproof to the enchantment to sort of say,
hey, you can't just naturalize this.
I don't know if you've ever done that in red or black.
I could imagine this maybe one time,
so maybe Cordinary in black or red
if we just need something that we don't need to mess with.
Probably wouldn't be on a creature, but I can imagine
it being on an enchantment or something we just
didn't want you messing with.
Okay, next is Prowess.
So this is one of the new ones.
Prowess is...
Oh, wait, wait, wait! Before I get to the new ones, I forgot
Indestructible. So Indestructible
showed up for the first time in Darksteel.
For a long time it wasn't a keyword, It was just an ability like
Double Strike we tend not to put very often
at common. Lifelink,
for a long time we didn't put often at common.
We've changed our minds, a lot more common now.
Indestructible is another thing that you don't really see
things that are indestructible at common.
You'll see white granting indestructibility
and once in a blue mean green granting indestructibility
at common.
So when I say primary white I mean white
uses it more than anybody else but even
white doesn't use it too often at low rarities
indestructible
is something I'd say tertiary and the other colors
and that if something kind of needs the indestructible
for the mechanical reason it is something
that's possible although
you don't see it using too much in those colors
okay now to the new ones
prowess for a long time prowess just got added in magic origins you don't see it using too much in those colors. Okay, now to the new ones. Prowess. Prowess
for a long time, Prowess
just got added in Magic Origins.
It's from Contra Tarkir. We've been looking
for a blue mechanic,
a combat-oriented mechanic
for blue forever, and we've also been looking for a
blue-red overlap mechanic.
One of the things you'll see before I end is
how there's overlaps of most of the color
combinations.
That's something else I was trying to do during Future Sight,
is when we make hybrid cards or sometimes gold cards where we want the overlap,
having overlap between colors can be very valuable.
And so when I was stretching and finding secondaries,
I wanted to make sure we had as many overlaps as we could.
So prowess is primary blue, secondary red.
So we have a blue-red overlap is what we need.
It's tertiary and white because Jeskai, it was in red, blue, secondary red. So we have a blue-red overlap is what we need. It's tertiary in white because Jeskai was in red-blue and white.
So white just felt natural because that's where it got introduced.
So we're going to allow white to have it every once
in a while. But it's going to be a primary blue
thing. Blue's really the color that needed it.
We use it in red because it's
valuable to have it in second color and
red definitely can make use of it. And having the
overlap like I said is really good.
Next is Menace.
So Menace is primary black, secondary
red. For a long time,
black had the fear ability, which was
in alpha but not labeled. We finally labeled it.
And then we ended up changing fear
to intimidate because we wanted it to stretch
to other colors, so we put it in black
and stretch, I put it in red,
intimidate was in black and we stretched it to red, and occasionally we put it in black and stretch, I put it in red, uh, Intimidate was in black and we stretched it to red.
And occasionally we put it in green and blue and white.
Um, so now we've moved to Mendous.
Mendous matches Intimidate. It's in the same space.
So it's primary black, secondary red.
I'd say Tertiary. I could
imagine us using other colors. Green's the place
where I most often, because green needs, um,
green is a little bit low
on, um, evasive ability.
So I can imagine T tertiary being in green.
Flavor-wise, it's something that blue or white might touch.
I mean, maybe I'll call it quaternary in blue or white,
where, you know, if we have a scary thing
that just kind of makes sense,
and something like Innistrad, we played around with...
Menace wasn't here yet, but with Menace's Intimidate.
We messed around with Intimidate a little bit more because it was a world of
scary things. We used Intimidate a little bit more.
Finally,
oh, I forgot Regeneration.
The reason I forgot Regeneration
is it's kind of on the outs with us.
It's still
used, but we're looking to
find a replacement for it.
But it's primary
green, secondary black.
Green uses it on, like, trolls. Black uses it
on skeletons.
So you see it. We don't use it as much.
So primary, secondary, once again, we don't
use it all that much.
The last,
I'll just throw this in because scry just got
added. Scry is not a creature
keyword, but it is primary in the color.
It's primary in blue.
We use it more in blue.
Every other color can use it,
so it's kind of secondary everywhere,
but it's primary blue.
And secondary in the sense that
you will see scry stuff in common in all the colors.
It's just an ability.
It's a color smoothing ability,
so we want access to all the colors to have it,
so it's a little bit different than how creature keywords work.
But anyway, my friends,
this time I recorded it,
and I got to work, and it's still recording,
meaning you're actually, you're going to hear this.
So, that, my friends, is primary,
secondary, tertiary. Quaternary, quinary.
You learned all the words there.
And to give you a little sense of sort of how we think about things and what colors we put stuff in,
and, I don't know,
just a little insight into the structure. There's a lot that goes on on how we structure things, and what colors we put stuff in. And, I don't know, just a little insight into the structure.
There's a lot that goes on
on how we structure things.
And so this is a podcast
talking about kind of
how design, development, structure things.
This time talking about
every green creature keywords.
So anyway, I'm now in my parking space.
So we all know what that means.
It means this is the end of my drive to work.
Instead of talking magic,
it's time for me to be making magic.
See you guys next time.