Magic: The Gathering Drive to Work Podcast - Drive to Work #300 - 2013
Episode Date: January 29, 2016Mark continues his 20 years in 20 podcasts with the year 2013. ...
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I'm pulling my driveway. We all know what that means. It's time to drive to work.
Okay, so today I'm going to do another of my increasingly poorly named series, 20 years and 20 podcasts.
I think I'm up to like 22, 23.
Anyway, so what I've been doing is I've been taking every year that magic has existed in the series
and talking about what happened that year.
So I'm up to 2013. So I'm
approaching the present. We're getting pretty close. Okay, so let's talk about what happened
in the lovely year 2013. Okay, January 26th was the pre-release and February 1st was the release for Gatecrash, aka
Line. It goes hook, line, and
sinker. So it had 249
cards, like most large sets of its
time, 101 commons,
80 uncommons, 53
rares, and 15 mythic rares.
Oh, so this
came out in the winter
but was a large set. In fact, it was the first time
ever that the winter set, or the quarter one set, was a large set.
And the reason was, we had returned to Ravnica.
And we came up with this neat idea of having five guilds in the first set, which was a return to Ravnica.
Five guilds in the second set, which was Gatecrash.
And then all ten guilds in the third set, which was Dragon's Maze.
I'll get to that in a little bit.
But anyway, this was
a large set with the other five guilds.
So this set had
Boros, which was
red-white. It had Gruul, which
is red-green. It had
the Simic, which is green-blue. It had
the Dimir, which is blue-black. And it had
the Orzhov, which is white-black.
So this, the design for this set was co-led.
I led the first half, and Mark Gottlieb led the second half.
What had happened was I had done, the previous year, Innistrad, then did Dark Ascension.
Ken Nagel had led the first set, which was Return of Ravnica,
and in order for me to lead the next set, which is Theros,
which we'll get to also later today,
I needed to duck out halfway through.
Meanwhile, Mark Gottlieb had led small sets,
but had never led a large set.
And so as a way to sort of, you know,
get into the pool without throwing me in the deep end right away,
he and I worked together,
and then I sort of led the first set,
halfway through handed the reins to Mark,
who led it in the second half of the set.
Anyway, there were five mechanics,
because there were five guilds.
So Boros had Battalion,
which was a mechanic that said
if three or more creatures attacked,
a bonus happened. So things that said, oh, if three more creatures attacked, a bonus happened.
So things that said,
oh, if three more creatures attack,
something happens.
And so it encouraged you to attack
with a bunch of creatures,
which fit Boros,
which has an army sort of flavor.
The gruel had blood rush,
which were creatures that you could sacrifice,
you could discard from your hand
to turn them into giant growths
that matched the power toughness
of what the creature was.
There was Evolve, which is the Simic mechanic, and those were creatures that if you played a creature
with a power or toughness greater than their power or toughness, they got a plus one, plus one counter.
So you would play them, and as you played other creatures, they would continue to grow.
Oh, by the way, Battalion was a mechanic made by Sean Main for the Second Great Designer Search,
and Evolve was a mechanic made by Ethan Fleischer for the Second Great Designer Search.
So each one of them, I definitely, when we were doing the search, I realized we had interesting guild mechanics,
and it turns out that two of them were in the guilds I was doing, so I used them.
Cypher is the demure mechanic. What Cypher does is
they are spells that you then
get to
essentially link to creatures. So what they do is
the spell goes off and then
you would sort of link it
to a creature and then whenever that creature does combat damage
the spell effect happens again.
This was one of the mechanics
that was very cool in concept but in execution
it didn't play out quite as well
I think development
was a little afraid of it
and so it had to pull back
so it's one of those mechanics
that I didn't think
didn't quite sell
as much as it did in concept
finally
Orzhov's mechanic
was Extort
and Extort said
whenever you played a spell
you could spend
a white or black mana
it was hybrid
to drain your opponent
for one
so for each Extort spell
you had in play so once I have a couple
extort things in play, every spell I'm playing, I can be
draining, assuming I have the mana, I can be draining my
opponent for a bunch of life.
So this set
was, like I said, the second set
in the block. It was designed
to be drafted by itself.
So we had a neat, the block
structure was pretty cool, let me talk about that for a second.
So the first set, Return to Ravnica,
had five guilds in it.
It was a large set.
You drafted it by itself,
like you normally do with a fall set.
The second set, Gatecrash,
was also a large set,
and it was drafted by itself.
And then when the third set came out,
which was a small set, Dragon's Maze,
you drafted one Return to Ravnica, one Gatecrash, one Dragon's Maze. In fact small set, Dragon's Maze, you drafted one Return to Ravnica,
one Gatecrash,
one Dragon's Maze.
In fact,
I think Dragon's Maze
went first.
So Dragon's Maze,
Gatecrash,
Return to Ravnica.
So the neat thing was
in this,
you drafted with
just Return to Ravnica,
Return to Ravnica,
Return to Ravnica,
then you drafted
Gatecrash,
Gatecrash,
Gatecrash,
and then only when
the third set came out
did you cross the lines.
Like,
Return to Ravnica,
Gatecrash never mingled until the third set.
But in design, we worked really hard to make sure that they worked well together.
And so when you finally got a crisscross them, you had some neat interactions.
There were some...
In the end, I think Gatecrash ended up being a little faster than we meant to be.
And so when you mix Gatecrash with Return of Ravnica,
you tended to veer toward the Gatecrash guilds because they were a little faster than we meant to be. And so when you mix Gatecrash with Eternal Ravnica, you tend to veer toward the Gatecrash guilds
because they were a little bit faster.
But anyway, I'll talk about that when I get to Dragon's Maze.
But anyway, Gatecrash unto itself is very popular.
In fact, I think the best-selling winter set of all time.
A little cheaty because it's also the only large set winter set of all time.
But it was, in fact, very popular. It was very popular.
Okay, next.
February 16th to the 17th.
Pro Tour Gatecrash was held in Montreal, Canada.
It was a standard tournament for the
constructed portion, and it was a
gatecrash booster draft
for the limited portion.
Sorry, one second.
Somebody cutting in my lane!
People always, I find it funny that there's this conspiracy theory that I sit in,
like I have a special lab I sit in, a little sound booth,
and I have little sound effects that sound like I'm driving.
But as a person, as a fact that I'm actually driving and cars are getting in my way
and I have to occasionally pause from talking to you to make sure that I'm being safe, which I do,
I am, in fact, driving in a car on the freeway as we speak.
Anyway, Pro Tour Gate Crash.
So Tom Martell of the United States defeated Joel Larsson of Sweden,
who they called the Swedish Brian Kipler.
Anyway, the one other interesting little historic factoid from this tournament
was Melissa DeToro became the first female to ever top eight a Pro Tour,
which is very exciting.
And for those that have, I've had Melissa on my podcast twice,
and I'm hoping to have her on again.
So her podcast and her were quite popular.
Okay, next, March 15th, was Duel Decks, Sorin versus Tybalt.
So every year, there is a Planeswalker Duel Deck with two Planeswalkers fighting each other,
and a non-Planeswalker, which is themed usually to one of the sets it comes out with.
So this was the Planeswalker one, it was Sorin versus Tybalt.
So the way it works is you have to go back a year. So if you go
back a year to Innistrad, we always
take two planeswalkers from that set. So from
Innistrad, we took Sorin and Tybalt.
Both of which, by the way, are natives
of Innistrad.
So this was an Innistrad
native fight.
So Sorin, I assume, was white-black
and Tybalt was at least red.
I don't know if it was a second color in the deck. But anyway, dual decks. Okay I assume, was white-black, and Tibalt was at least red. I don't know if it was, uh, a second color in the deck.
Um, but anyway, dual decks.
Okay, next, that gets us to April 3rd, pre-release.
April 20th, sorry.
April 27th, pre-release.
May 3rd, release of Dragon's Maze.
Uh, aka Sinker.
So, it was a little bit bigger.
It was a small set, but it was a little bit bigger than a normal small set.
it was a little bit bigger.
It was a small set,
but it was a little bit bigger than a normal small set.
It had 156 cards,
70 commons,
40 uncommons,
35 rares,
and 11 mythic rares.
We've recently made small sets
a little bit bigger
with Oath of the Gatewatch.
This is us playing in that space
earlier on.
So we now,
I think we now have 70 commons
in a small set,
and this has 70 commons.
So this is definitely some of a template when we're looking for what to do with Oath
of the Gatewatch.
Um, anyway, uh, the lead designer for, uh, Oath of the Gatewatch was Alexis Jensen, the
winner of the first great designer search.
Uh, and the lead developer was Zach Hill, who, um, uh, is no longer with R&D, he's moved on
to other things. So the set,
basically the idea of the set was
it had all ten guilds in it. So
mostly what it was, it was
there was just the ten guilds. We had five guild
mechanics in the first set, five guild mechanics in the
second set. All ten were in this set.
Although, I think we kept them out of common
to keep from overwhelming people with
keywords. I think they started
to show up in uncommon. I don't think they showed up in common.
There was one new introduction
though, was
Ravnica has always
had hybrid, and the original Ravnica
had split cards. Well, we brought split cards
back. We had saved them for here.
We thought it was a good place when you're doing all ten to have some split cards. Well, we brought split cards back. We had saved them for here. We thought it was a good place when you're doing all 10
to have some split cards.
And we introduced a mechanic
on split cards called Fuse.
So what Fuse does is it says
you can play not just one
of the two split cards,
but if you want to,
you can play both of the split cards.
It was called,
what do we call it,
Split Entwine,
I think is what we call it in design.
It was a combination of split cards with Entwine. Entwine was a mechanic from the original
Mirrodin where you had a modal choice and you could get all the choices if you
paid the modal costs. And that was Entwine.
So anyway, Fuse was quite popular.
This had had some problems. Number one, I think
we had set ourselves up.
Doing five guilds in a large set is doable.
We did that twice.
Doing ten guilds in a small set, even if you've already set it up with two previous large sets, is a lot.
There's just a lot going on.
There's a lot you have to handle.
And it was a little bit overwhelming.
We would never normally put, in fact if you count
Fuse, 11 mechanics in a small set. Given 10 of them we had introduced you previously, but still
it was a lot of mechanics to all be in a single set. And there just was so much going on. It was
just, and the also the draft environment proved to be a lot more complicated than we realized.
environment proved to be a lot more complicated than we realized.
Because part of it was
what we did is
when you came to the
Privilege for Dragons maze, you
got a box that
had one
you got to choose
one of the ten
guilds
and then also you got
a secret second guild and the way it worked was it was one of the 10 guilds, and then also you got, which was Secret's second guild,
and the way it worked was,
it was one of the guilds from the other set.
So if you picked a guild from Return of Ravnica,
it was from Gatecrash.
If you picked a guild from Gatecrash,
it was from Return of Ravnica.
It was a guild that shared a color with the one you chose.
So for example, let's say I chose,
what's a good example?
I chose Izzet.
So blue-red.
So blue-red is from Return to Ravnica.
That meant I would get one of the guilds
that had red in it,
which in Gatecrash was either Boros or Gruul,
or one of the guilds that had blue in it,
which was either Simic or Dimir.
I couldn't get Orzhov.
There was no overlap there.
And so the idea was you picked one
and then got another
and it helped you for building in the pre-release.
But the fact that we had to sort of do that
was a sign of how complicated it got.
The one nice thing about the large sets were
you only had five options and five two-color combinations.
With 10 and the drafting,
wow, there's so many permutations of what you could do.
It was a little bit overwhelming.
And the other thing was Gatecrush. It was a little bit overwhelming. And the other thing was
Gatecrush ended up being a little bit more aggressive
than Return to Ravnica,
and so it warped a little bit the drafting.
It was a neat idea, and it was cool,
and I liked the idea of use a set,
use a different set, use both sets.
I liked the novelty
and the coolness of how the draft
is worked differently and that each draft was distinctly
different. The other mistake
we made, which was interesting, was the
name.
So, Dragon's Maze
refers to a particular dragon,
Niv-Mizzet. Niv-Mizzet is the one that's
setting this all up. He learned all about
the maze,
what was it called? The maze Azor
was the original creator of Osiris.
He had created this maze, and
it was figured out
by Niv-Mizzet, and then there were
ten maze runners, and anyway, for those
that know the story.
But one of the things, and the set also,
by the way, introduced Raul Zarek, who had been
originally introduced in Duels,
one of the early Duels of the Planeswalkers.
But this is the first time he showed up in the set
with a card.
But anyway, Dragon's Maze
was Dragon apostrophe S.
A dragon. Niv-Mizzet.
But when you put the name Dragon in the set,
there was this belief
like, oh, it's a set about dragons. I see dragons
in the name. And there was
literally no creature hyphen dragon in the set.
There was one card, I think, that made things into dragons.
And the dragon, Niv-Mizzet, he wasn't returned to Ravnagoth.
The dragon that's mentioned in the title, he's not in the set.
So there was some expectations set up that the set really didn't deliver on.
And one of the big things we realized is you have to be very careful about perception,
what people expect, because you want to set up expectations correctly and then deliver on them.
And Dragon Maze didn't do that.
It is one of the things that got us to do Dragons of Tarkir of saying,
wow, people were so sad that there weren't dragons.
We really shouldn't make a dragon set.
And so that's one thing that definitely led to us later doing Dragons of Tarkir.
Okay.
May 17th through the 19th was Pro Tour Dragons Maze
in San Diego,
United States.
It was a block-instructed tournament, meaning
you got to play with all three sets
from the Return to Ravnica block.
So you got to play with Return to Ravnica and Gatecrash and Dragons Maze.
And it had Dragons Maze booster
draft, which meant you drafted with all three sets. So it was a very Return to Ravnica and Gatecrash and Dragon's Maze, and it had Dragon's Maze booster draft, which meant you drafted with all three sets.
So it was a very Return to Ravnica block-oriented pro tour.
So Craig Wesker of the United States
ended up defeating Dusty Ochoa, also the United States.
Okay, then later that summer,
let's see...
Oh, actually, before we get to that,
July 13th was the pre-release
and July 19th was the release of Magic 2014,
the corset for the year.
So remember, the corset is always named a year later.
So I think I've explained this,
but one more time for people that don't know.
The reason is we put these into mass
and mass won't hold things that have a year
that like, if it says 2013 on it, once it's 2014, they won't hold things that have a year that like if it says 2013 on it
once it's 2014 they won't carry things to say 2013 that it looks dated um and so in order to create a
set that would be around for a whole year because the goal of the core set is to put it out and keep
it on shelves because it's a beginning of product um we needed to have a name in which the mass
market would keep it uh and so we would use the name. We were modeling after how cars
work. Like we buy a car,
the model of the car is always the
next year.
Anyway, the set was a normal large
set, 249 cards, so 101, 80,
53, 15. So
101 commons, 80 uncommons, 53
rares, 15 mythic rares.
The set was lead designed by Mark Globus.
So Mark Globus came in
fourth or fifth
for the first great designer search.
We actually hired four people
from the first great designer search
and then would later hire a fifth person,
although that fifth person
was not just in the first great designer search,
but was in the second great designer search as well,
Scott Van Essen.
But anyway, Alexis Jansen,
who we just talked about leading Dragon's Maze.
Ken Nagel, who I mentioned him already in this podcast.
And then a guy named Grant Hopkins,
who does digital stuff, does a lot of programming.
But we borrowed him from time to time.
He's a really good designer, obviously.
And then Mark Lobis.
Mark Lobis originally got hired to do digital.
And then he became friendly with a lot of originally got hired to do digital, and then he
became friendly with a lot of R&D
people and ended up coming over to R&D.
And now he's one of the
producers in R&D. He oversees
a lot of the structuring of how things
happen, and he and I actually work
closely together. Anyway, I think this was the
first time he led a set.
So for those who pay attention,
there now
have been five
different
finalists from the Great Designer Search
to lead a Magic set. Alexis Jansen
this year led Dragon Maze.
Ken Nagel has led a whole bunch of sets.
Most recently, I think he led
Fate Reforged.
Mark Lobeth led this,
Magic 2014. Ethan Fleischer led Journey to Nyx. He Lobeth led this, Magic 2014.
Ethan Fleischer led Journey to Nyx.
He's going to lead,
he led Oath of the Gatewatch,
which you guys will see shortly.
And then Sean Mayne
just recently led Magic Origins,
as well as Conspiracy.
So anyway,
there's five alumni,
all who've led sets.
Or not alumni,
but, you know,
people who we first discovered
through the Great Designer Search.
So, in fact, it has been a Great Designer Search.
That name has lived up to its thing.
So the one thing about Magic 2014,
its slogan was Ignite Your Spark.
Chandra was the main focal point.
If you played Duels of the Planeswalkers,
you were following Chandra's story.
The new thing in the set was Slivers came back.
So that was a little bit controversial.
So we did two things.
One is, we over the years have changed how we've done tribal effects mechanically,
so the tribal effects only affect your things.
Originally, Goblin King made all goblins plus one plus one,
and so if your opponent had goblins, it helped them too.
And eventually we decided that, A, people didn't necessarily believe
that their stuff was supposed to help their opponent, and
it just didn't make for necessarily great
gameplay. Like, oh, I have a goblin king.
Oh, wait. How many goblins do you have to play versus how many do I have to play?
And so we changed it.
Slivers hadn't yet been changed
because the last time we did Slivers was Time Spiral
and we felt like, you know, it was a settlement
of nostalgia. We didn't want to change how Slivers worked
in a set in which we were being all nostalgic.
So this is the next time we introduced them.
So mechanically we changed them. And then
the art team wanted to give them a different
look. The look they currently had
it just was a hard look to make a lot
of differences to it. So they were trying to change it
up a little bit. It did not go over
well. Especially
I think how they looked went pretty poorly.
But a combination of mechanically changing them
and we made them look differently,
the audience who loves slivers was upset by it.
I believe that we have... We're going to stick with mechanical change.
This is how we do tribal stuff now.
But I do believe that we are willing to...
In reexamining it, we've sort of opened up and said,
you know, there's different slivers in different places.
They look a little differently.
But we're not abandoning the old sliver look. So I think you will
see slivers.
I doubt we've seen the last of slivers, and
I think you will see old sliver style slivers
visually again.
Oh, by the way, the lead developer,
I'm talking about the lead designer. The lead designer was Mark Globus.
The lead developer was a man named Dave Guskin.
So Dave
actually started in online media
and, or in online media.
And... Not online media, in programming.
He was one of the programmers.
And he ended up coming to R&D.
And he spent a lot of time doing what we call experience design.
If you know a lot of the stuff at Theros and the Hell Vault
and all that sort of stuff that was wrapped around how we used to do
pre-releases.
That was what Dave Gussman's doing.
Anyway,
what else happened here?
We also changed the legend rule with this set,
and indestructible
became a keyword. We also changed
unblockable to cannot be blocked.
We actually tried to make unblockable a keyword,
but the problem was we used it in so many different ways
that it just didn't work.
That so much of your unblockable due to a certain thing.
Anyway, we tried to make unblockable a keyword
for technical reasons we couldn't do it.
We did manage to make indestructible a keyword.
Before, it was just an English word that had a normal meaning,
but the fact that it wasn't a keyword was confusing people,
and people were treating it as it was a keyword,
so we finally just changed it to a keyword.
The legend rule changed to say,
before, whenever a legend came into play,
if another legend was in play, we'd destroy it.
That now it said, when it came into play,
A, each player was allowed to have one,
so I could have a legendary character, you could have the
same legendary character, and if I brought one into
play, I then chose which one went away
under the new rules, which allowed
you to do interesting things with
certain
planeswalker abilities and such.
Okay, next, August 23rd
was From the Vault 20.
So, this was 2013,
which happened to be the 20th anniversary
of Magic the Gathering.
I'll be honest,
we really underplayed the 20th anniversary.
I was kind of sad.
I love celebrating.
I thought it was awesome that Magic was 20 years old.
The feeling at the time,
I don't know.
I think there's some that believe that, like,
it dated the product or something. I don't know. There think there's some that believe that it dated the product or something.
I don't know. There are some people that believe that.
So we did very, very
little to sort of celebrate the 20th anniversary.
In products, we did one thing
to celebrate it, which is this product.
Dual Decks. Not Dual Decks. From the Vault
20. So normally From the Vault
has 15 cards in them. This one has
20 cards in it, including
a Jace the Mind Sculptor,
and these are all in foil.
So it was definitely a very sought-after product.
Normally, From the Vaults, there's not a lot made.
But this one in particular was extra hard to get your hands on.
A combination of just the Anniversary,
and there's 20 cards, and Jason and such.
Okay, next, September 6th.
Was Duel Decks Heroes
vs. Monsters? So, the second
Duel Deck is usually tied to one of
the set releases. We had Theros,
we were going to do Greek Mythology,
and Magic, luckily, has a lot
of Greek Mythology in it, and so we were
able to sort of craft a
Greek feeling of
Heroes vs. Monst monsters, because one of
the things about Theros I'll get to in a second is
a big role of it was heroes and monsters.
And so we definitely
had a duel deck that sort of played it up, and
we were able to do
some teases of some upcoming cards from Theros,
we got some preview cards,
and luckily there was enough stuff in magic
that was Greek mythologically
feeling, because a lot of early magic owes stuff to Greek mythology. and luckily there was enough stuff in magic that was Greek mythologically feeling because
a lot of early magic owes
stuff to Greek mythology
I think Tolkien and Greek mythology are the two biggest
influences on Richard in making Alpha
for example
okay
September 21st was a release
and September 27th was
September 21st was the pre-release
September 27th was the release of Theros,
aka Friends,
Friends, Romans, Countrymen.
Which is funny that we had a set with Romans in the name
and it was about, not
Roman mythology, but Greek mythology, and
people always get weirded out when the
codenames are somewhat close to the theme,
and the codenames get picked before the theme,
so it's always happenstance when they
are remotely connected.
Anyway, it was a normal large set, 249 cards, 101 commons,
80 uncommons, 53 rares, and 15 mythic rares.
I led the design.
Eric Lauer led the development.
So the theme I talked about when the set originally came out
obviously was a Greek mythology set.
I said it was gods, heroes, and monsters were sort of the major themes.
So the set had a strong enchantment component.
Well, let's...
Okay, so gods.
In order to reflect the gods,
we decided to have an enchantment component
that we were going to bring,
and we made the enchantment component
the effect of gods on the world.
So, for example,
there were a lot of enchantment creatures.
In Magic, other than one enchantment creature
in Future Sight as a hint of something we might do, we had never done enchantment creatures. In Magic, other than one enchantment creature in Future Sight as a hint of something we might do,
we had never done enchantment creatures before.
They showed up for the first time here.
We had a mechanic called Bestow,
which showed up in the first set in Theros,
which were enchantment creatures
that could also double as auras.
And so you could choose whether to play them
as a creature aura or play them as a creature.
If you play them as a creature aura
and the creature they enchanted died
they would fall off and become creatures.
I think all the
enchantment creatures in the first set were bestowed
creatures. Later in the
block would have enchantment creatures that weren't bestowed creatures
but in the first set we did that.
We also had a lot of strong
enchantment themes. There was a cycle of gods
the five gods which were all mythic rares of strong enchantment themes. There was a cycle of gods, the five gods,
which were all mythic rares,
all were enchantment creatures.
They each had a magical item
that was an enchantment artifact,
first time we'd ever done that.
So there definitely was a strong enchantment theme
that ran through.
And also the gods,
we had a mechanic called Devotion,
which was us taking a mechanic, an old mechanic from Eventide,
called Chroma, that didn't quite go over as well as I'd hoped,
but I had high potential for.
I really thought it was a mechanic that was going to be this awesome mechanic
that it just never quite hit the audience,
and I decided that it needed a second chance.
I thought it made a lot of sense here.
It's called devotion.
And the idea was that people cared about their gods,
and the gods cared about people caring about them.
And so the more devoted you were to your god,
the more powerful the cards would become.
And so basically what it did is it counted the number of colored mana
in your mana cost of cards on your battlefield.
Slightly different than Chroma.
Chroma also counted colored mana symbols, but it would look in different places, not always on your battlefield. Slightly different than Chroma. Chroma also counted colored mana symbols,
but it would look in different places,
not always on the battlefield.
And Devotion was a little more locked.
It's like permanence on the battlefield,
that's what it looks at.
Ended up being a pretty strong mechanic,
much stronger than Chroma,
which also helped it.
And there were a lot of mono-colored decks
being played in Standard at the time,
and other formats,
because Devotion actually was pretty powerful.
Okay, that was gods.
Then there was gods heroes.
So the heroes had a mechanic called heroic, which were creatures that whenever they were
targeted, would generate an effect.
Maybe they get a plus one, plus one counter.
Maybe you draw a card.
Maybe something else happens.
Maybe, you know, they temporarily get some kind of boost or bonus.
But the cool idea was that these heroic creatures, you wanted to combo and target them.
And so it definitely, and one of the ways to target them was definitely putting enchantments on them.
So heroic creatures played nicely with Bestow.
But it definitely also, one of the things we were trying to do with the set is we wanted things to get bigger and grow.
That big part of Greek mythology was you go on adventures and you start from a small farm boy
but then you become a hero and so we wanted you
to sort of, the heroic mechanic, you could
watch things grow and become more powerful.
Let's see.
Then for monsters
we had a mechanic called Monstrous
which was an activated ability. You could only
use once per game. When you used it
the creature would get bigger.
It would get some number plus one plus one counters.
And often, either it would trigger something
or get an extra ability.
But you had these monsters that were scary,
and then they notched up when you had enough mana
to become extra scary.
And Monstrous...
Well, when I get to 2014, I'll talk about it.
Monstrous was weird in that it was in the first set
and the third set, but not the second set.
Something we very rarely do. But I'll talk about it. Monsters was weird in that it was in the first set and the third set but not the second set. Something we very rarely do. But I'll talk about that
in 2014.
The next podcast
when I get to 2014. Won't be the next
podcast, but I'll get there eventually.
Anything else? Oh, the set also had Scry,
which actually was added in development
to help smooth things. But as Greek
mythology is all about omens and things,
Scry actually
thematically made a lot of sense.ens and things, Scry actually thematically
made a lot of sense.
We would later make Scry evergreen.
That would happen in Magic Origins,
which would happen two years later.
But this was definitely us
realizing how valuable Scry was
and one of the big things
that made us go,
you know what?
Maybe we should always have Scry.
Okay, next.
Theros, by the way,
did very well. It has some problems in the
expansions, which once again, when I get
expansions, next 2014
podcast, I'll talk about that. But Theros
itself did really well. People liked Greek mythology
quite a bit. It went over very well. The gods,
especially the monocolor gods, went over quite well.
Devotion
was probably the biggest
hit of the mechanics, but Monstrous was really well received
Heroic was very well received
Bestow
Bestow was a little less received
only because it was a little less clear
to people how it worked
and we made it such that if you
try to attach it like
an aura and you got rid of the creature
that normally if it was an aura it would just go to the graveyard
but because it has an option to become a creature we let the creature that normally, if it was an aura, it would just go to the graveyard.
But because it has an option to become a creature,
we let it stay in play, because we were trying to make them just harder to hose.
And that was a little unintuitive for some people,
although most people, once they understood it,
liked it, only because it just made the card better.
But it was a little bit unintuitive.
Okay, October 11th through the 13th,
Pro Tour Theros in Dublin.
It was standard for a constructed part of it, and the Theros
Bouchard Draft for the limited part.
Jeremy Desani of France
defeated Pierre
Dagen of France.
All French finals.
Oh, I forgot something! Speaking
all French.
I talked about, oh, I
skipped over. Well, this is important.
I talked all, oh, I skipped over. Well, this is important. I talked all about the Magic 2014,
and I skipped over an important thing that happened in July,
which was the World Championship.
I should get back and talk about this.
So July 31st through August 2nd in Amsterdam
was the World Championship.
So a 16-person tournament.
The World Championship now is an invitation tournament. At the time, there were 16. So a 16-person tournament. The world championship now is an invitation
tournament. At the time they were 16,
now we've moved to 24, but at the time they were 16.
And Shahar Shenhar
from Israel
defeated Reid Duke from the United
States in a very...
Reid looked like he was going to take the whole thing.
It was a matchup really in his
favor. And it came down to
the final game. Shenhar pulled it off
and managed to win.
I don't
want to give away the spoilers of 2014,
but he might go
on to win twice in a row.
Definitely,
no one's ever been
in, actually, until 2015,
sorry, 2014,
no one had never,
no one had ever been in a finals
of a, um,
the finals of a world championship
twice. That would happen
two times next year. Well, anyway,
sneaking ahead to 2014. Anyway,
also that same weekend,
although August 2nd to the 4th, so
first there was three days
of the world championship, then three days, we had a day first there was three days of the World Championship,
then three days, we had a day off,
and three days of the Magic World Cup
was the Magic World Cup.
I'm sorry, the World Magic Cup.
Say that wrong.
The World Magic Cup.
And that's where a whole bunch of countries,
50-some countries, all came to compete.
Each country has a four-person team.
And the finals, France, led by...
Rafael Levy, defeated Hungary.
And
it is definitely...
I don't think France had ever won
the team event before.
They had been in contention. They'd been in the finals many times.
I don't think they'd ever won before.
So it was a big feather in the cap
for France, for Rafael.
Anyway, so it is definitely...
That's why I wanted to talk about France on Friday.
But wait a minute, France did well this year.
So I'm sorry I skipped over that.
One of the points we had to jump around on the paper.
Also, I forgot that July 19th, technically, was the Deck Builders Toolkit.
Every core set has a new toolkit tied to it.
And July 19th, we did that.
Anyway, back to November.
Sorry, jumping around here. Okay, November 1st
was Commander 2013.
I did not
write down. So Commander is
500, 100 card decks.
What was the gimmick of 2013?
I think this was the second time.
I think we had done Commander decks. They were
very popular. We couldn't get them out quick enough,
so we did Commander's Arsenal, which I think was 2012. And I think 2013 was the second decks. They were very popular. We couldn't get them out quick enough, so we did Commander's Arsenal,
which I think was 2012.
And I think 2013 was the second ones.
So let's see if I can remember what that was.
I think the first ones
did three color and did wedges, I believe.
So the second one must have done shards.
So my guess is this was the shard one.
I think Mark Gottlieb led the design for this.
I did not write this down.
But I believe Mark Gottlieb led the design for it.
And that it was shard-based.
I don't remember if there was some other gimmick tied to it.
But I believe it was shard-based.
Anyway, it's something we do every year.
There's 100...
It's five 100-card construct...
I've got pre-made decks. There's 500-card pre-made decks.
There's 100-card decks.
They're commander decks, meaning they come with a legendary creature.
Actually, they come with three legendary creatures,
but one main one to be your commander,
and the other two can be backup commanders.
And then it's a 100-card deck in which it's a singleton.
It means every card only appears once.
And each deck has a very specific theme to it.
And the decks are made not just to play fun unto themselves,
but to play with each other.
And the commander format has been very, very popular.
People like it quite a bit.
Finally, the final act of the year,
November 15th,
was the 2013 Holiday Gift Box,
which came with... It had a nice box,
and it had four boosters and 20 lands from Theros.
So the story of the gift box,
I'm not sure if I've told the story.
Odds are I have. I repeat stories.
But in case I haven't,
we, for years, I mean, for years,
even when I first got here 20 years ago,
we've always been trying to figure out
the right kind of gift box
for December
so one of the things that people don't realize is
December actually is a very slow month for us
and the reason is that it's the holiday season
people are spending money buying gifts for the holidays
and what we've discovered is that it's just a poor time for us
and that when we put out sets people get focused on our set and so it's just a poor time for us, and that when we put out sets, people get focused on our set.
And so it's actually better for us to basically be active when there's not other things going on.
And so December has proved to be one of the slowest months for us.
But one of the things we always have wanted to do, and have tried many times over the years,
is say, well, you know what a good thing is?
What we want to do during December is have a product out that people who are
friends and families of Magic players
could go, oh, that's a Magic thing.
I could buy that and give it as
a gift. And we want the Magic players to be happy
that their friends bought them a Magic-related gift.
And for years, we tried to figure out how to do
that. The big secret, by
the way, rested in not
well, the contents were important,
but the bigger secret was the name.
I actually had one meeting
where we were brainstorming
the set,
and I said,
okay,
I have one brainstorm.
You want to sell the set?
You want to get people
to buy it for the holidays?
Could we please call it
the Magic the Gathering
Holiday Gift Box?
And we finally,
finally used the name,
which I think is a big part
of just,
one of the things
about people
who don't know magic
is it's very daunting.
There's lots of magic things.
How do you know what to buy?
But when you see a holiday gift box on it,
you go, you know, maybe they like this for the holidays.
And then what we learned was we made a nice gift box
so the box itself that the players can use.
And look, just put magic cards in it.
This is what players want.
We experimented with all sorts of different things.
In the end, you know what magic players want?
The latest magic cards is what they want.
And so Theros is the set that was out.
You know, it just came out this fall.
And so how did it gift box for 2013?
Just has Theros stuff in it.
It had Theros boosters, Theros land,
and a nice gift box that you could have.
And the gift box has proven to be quite popular.
I mean, for a gift box.
It is, I guess your expectations have to match.
But yeah, it is definitely something guess your expectations have to match. But yeah, it is
definitely something that we've continued to do. Anyway, as I drive up to Wizards, that,
my friends, is 2013. It was an interesting year. We definitely, so I think 2013 was the
fifth year in a row that we had was the fifth year
in a row
that we had had
the best year
Magic had ever had
uh
that five years earlier
Magic
you know Magic had the best year
it ever had
and then the year after that
again it had the best year
it ever had
and did that five years in a row
the trend continues
but we're only talking about 2013
um
but anyway
2013 was a good year
it was an up year
uh
Return to Ravnica block
was pretty popular
Theros
especially the first set
was very popular.
A lot of fun
pro tour play
around the world.
A lot of supplemental
products that people enjoyed.
But anyway,
that my friends
was 2013
in a nutshell.
But,
I'm in my parking space.
So we all know
what that means.
It means it's time
to end my drive to work.
Instead of talking magic,
it's time for me
to be making magic.
I'll see you guys next time.