Magic: The Gathering Drive to Work Podcast - Drive to Work #339 - Supertypes
Episode Date: June 10, 2016Mark talks about the six supertypes of Magic. ...
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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 was suggested by one of my followers on my blog.
So today's topic is supertypes.
These are no ordinary types.
They are types that rise around mortal types.
So what supertypes are, for those that might not know,
is if you look on the car type line, there are seven card types in magic right now, which is artifacts, creatures, enchantments, instants, lands, sorceries, and planeswalkers.
Once upon a time, there were interrupts and mana sources, I guess would be real technical.
But anyway, so a super type is any word that comes before the card type.
So there have been six supertypes in all of Magic.
A couple of them are pretty obscure, but I will talk through them all today.
So the six supertypes are Basic, Elite, Legendary, Ongoing, Snow, and World.
I'm going to explain to them what all of those are.
And I'll also talk about sort of what a supertype is.
I'll also talk a little bit about why tribal,
which seems like a supertype, isn't a supertype.
So if you notice, for example,
sometimes you have things that come after the word,
like creature hyphen goblin.
That's what's called a subtype.
And all artifacts can have subtypes. In fact,
there are subtypes that have gone on all different things. I will probably do a podcast at one point on subtypes, but today is not about subtypes. Today is about supertypes. So a supertype comes
before the card type and it kind of modifies it. It sort of says, hey, there's something special
about me. And so let me walk through sort of what the super types are. In general, we don't use a
lot of super types. It's pretty rare. And like I said, of the six I named, two of them are located
in non-normal and supplemental products. So even though I just listed six, only four really are used.
And of those four, well, I'll walk through them.
Only a few of them are really used.
In fact, only one of them or two of them are used on a regular basis.
The rest are pretty obscure and we don't use them very often.
Some of which I would even say we've kind of abandoned.
So let's start with basic.
Okay, so basic shows up in one place on lands.
There are five basic lands.
You guys might know them as plains, islands, swamps, mountains, and forests.
So basically what basic does is basic says, hey, I'm a special modifier.
And the reason that modifier is important is one of the rules of the game has to do with how many of a certain card you're allowed to have.
Well, the rule says that you may have four of any one card.
By the way, just for those who want historical relevance, when the game first started, there were no restrictions on cards.
Like early Magic, if you look at the Alpha rulebook, first off, decks were 40 cards,
not 60 cards, and there was no limitation how many you could have of a card. So people say,
why? Well, why would that be so? And the answer is, remember, Richard assumed that people would buy, like people would spend on Magic what you spend on a normal board game.
You know, the idea of buying all the cards or buying boxes of cards or, you know,
the idea of acquiring as many cards as people do assumes stuff that Richard didn't assume early on.
He's like, okay, this is a normal game.
People will spend the amount of money they normally spend on a game.
And what that meant is the reason he didn't need to limit how many you could have is
just how many you were able to get would limit how many you could have.
If you don't spend a lot of money, well, you know, yeah, maybe you could acquire a bunch of commons,
but how many commons could you get, you know?
If you open up, you know, eight booster packs, you know, you're not even going to get four of any one common.
Yeah, you could trade.
And I think in Richard's mind, you know, he did expect people to have a lot of plague rash
or something that was common that maybe they could trade for.
But it was designed such that if you had a lot of commons,
you weren't going to be in trouble.
And that the rares, well, yeah,
you would have trouble if you could have a lot of rares,
but the rares, how easy would they be to get?
Richard knew that if the game was a giant success,
there'd be some issues that needed to be addressed. But that's one of those, well, if the game was a giant success, there'd be some issues that needed to be addressed, but
that's one of those, well, if the game's a giant
success, I guess we'll deal with it then for our
issues. Anyway,
how many you could have in a certain
deck
later came about when we started having tournaments.
So the DCI,
the Duelist Convocation International, at the
time called the Duelist Convocation,
was the wizard branch that started running tournaments.
And so people had informally started to do restrictions.
That is something that kind of the public had done on their own
when people were running tournaments.
And so when the DCI, or the Duelist Convocation,
originally started, they sort of adopted
what had been generally consensus,
which is 60 cars,
not 40 and four of four of a kind,
um,
or four car restriction.
Um,
I don't really know is the kind of thing that kind of like people just got to
naturally and then they'd sort of stuck with it.
Um,
not quite sure where 60 and four came from.
Um,
I remember before it was announced that that's the way it should be,
we were informally doing that.
So I don't,
I have no idea actually
if that came from somewhere
or just it seemed so natural
that people did it.
But anyway,
once we said that you can only have
four of any one card,
there needed to be some rule
about the basic lands
because we did want you to have
as many basic lands as you needed. Because obviously you're going to
build your deck, you're going to have more lands.
If lands were restricted to four of,
none of the game couldn't function,
I guess. We have a lot of non-basic lands.
But the goal was we wanted
basic lands to be this separate thing.
So eventually,
actually I did not do the research
of when this started, but
at some point they decided that what they would do is,
in order to communicate rule-wise that you could have as many as you wanted,
that they would use a supertype.
I think these were always called basic lands,
or very early on it was called basic lands.
So, the idea of basic being a supertype, it wasn't,
it really was like, well, we're already calling these basic lands.
I think the rules called them basic lands before they were supertype.
So one of the other reasons to have a supertype also was, if a card says go and get a basic land, it doesn't have to name the five basic lands.
It could say go get a basic land, and then all basic lands say on them basic land.
say on them basic land.
It allowed us in tournaments also or it allowed us for constructed
in the rules to say
you may have four of any card
except for basic lands
of which you may have as many as you want.
And I'm sure we listed them out too.
But anyway, so basic is there.
So the big question about basic is
people have asked me is
could we put basic on other card types?
Like, for example, let's say we wanted to make,
so like Relentless Rats are a card we made, inspired by Plague Rats,
that the idea was you give as many Relentless Rats as you want.
It just sends it on the card.
You get as many as you want.
And we've made a few of those cards.
The question is, could we use the technology of BASIC
to allow us to just say, hey, yeah, you can do that.
to allow us to just say, hey, yeah, you can do that.
I talked with our rules manager, Matt Tabak,
and his answer to that was that it was not that easy to do that,
that BASIC had been tied to LANs in some ways that you couldn't just sort of toss it on.
I actually didn't get a lot more detail out of him.
I asked, this is like years ago that I talked to him about it. tossed it on. I actually didn't get a lot more detail out of him. I didn't...
This is like years ago that I talked to him about it.
We had talked about
trying to put basic on a creature, and
there are some problems.
Basic really needs to be tied to lands
by the nature of how the rules work.
And we just don't do
the, you may play as many of these as you want
in your deck often enough to really
worry that much about it that we can write it out when we do it.
We do it pretty infrequently, so it just wasn't a big deal.
But anyway, so the answer to the question for those is, can we have a basic creature or rat and then make a new Relentless Rats?
The answer, according to the rules right now, is no.
Rules are flexible. Rules can sometimes change.
So it being a no now doesn't, I guess, mean being a no forever.
But it does at least mean
currently the rules do not allow that.
Okay, so
anything else about basic?
Anything else about basic? That's a fine question.
One second, I gotta
cut over. Okay.
Safety first. Next, let's move on to the next cut over. Okay. Safety first.
Next, let's move on to the next supertype.
Elite.
I'll bet you that most of you, when I read off that list,
when I got to Elite,
it's basic Elite legendary ongoing snow in a world.
And even the hard course of players who've been around for a while
on Elite and on ongoingngoing said,
What? What?
So Elite has never shown up in a normal product.
So Elite is from the Theros Challenge decks.
Face the Hydra.
So untapped Elite heads deal double damage at the end of Hydra's turn.
So we needed some way to have certain heads that dealt double damage at the end of Hydra's turn. So we needed some way to have certain heads
that dealt double damage.
I guess at the time we needed to tag them in some way,
so they decided to make use of supertype technology.
So it's interesting to say that of the six supertypes I read,
two of them don't exist in normal products
is a sign that we just don't really use supertypes much to advance things.
The goal of supertypes, I guess, is to take something that's important and put someplace
like, so the difference between a supertype and a subtype is we've stopped having subtypes
carry rules information, meaning once upon a time there were creatures
legends and creatures wall
and both of those carried rules
baggage. The creature legend
meant if you were a legend, you had all
the baggage of a legendary creature
and if you were a wall, you couldn't attack.
You basically had defender built in.
And the problem was we had
cards that changed creature types
but those cards started having functionality reasons.
Because if I changed you to a wall, then you couldn't attack.
If I changed you to a legend and there was another one in play,
then depending on what period in time,
either they both would die or one would die.
It would cause things to happen.
And we finally decided that we liked having things be able to change creature type
or be all creature types or whatever
a la Changeling, that we didn't want to have
any wolves baggage in the creature type
like it felt wrong
to us that like it'd be creature wall and just
you had to know the walls couldn't attack
and the flavor helped you there
so what we did is we turned wall
we added defender
and then all walls, what we basically
said is all walls have defender, and then all walls, what we basically said is, all walls have defender,
we eroded all old walls, and all walls moving forward always have defender. We don't make
walls that don't have defender. We make defenders that aren't walls, so that also allowed us to
stretch out that ability, so the ability wasn't only tied to walls. But there's a one-to-one
correlation with wall. If you have wall, you have defender. That makes it a little easier to do backward stuff than if you ever see a wall in the past.
Yeah, I mean, at least it's a general rule to learn. Then with legend, we ended up turning
legend into legendary. So I'll get to that in a second when I talk about legendary. So
elite was just a solution to a problem. I did not work on this deck, so I know they were, so for those who don't know, during
Theros block, we made challenges that you did in the game store.
Um, and so one of the challenges was called Face the Hydra.
So the idea was, I think it was the first challenge.
First you fought the Hydra, then you fought the Minotaurs, then you fought, uh, a god
or gods
okay so the idea of
you were sort of going on your own
the flavor was you were on your own
you know
you're a hero on your own journey
and first you had to
fight a great monster so you had to fight the Hydra
this paralleled
what Elisabeth had done when Elisabeth
went on her journey
in the story and so
you had to fight Hydra and their cards
representing different heads and the idea is
you had to kill the heads but as you
kill some heads you can make other heads
and then certain heads were extra hard
and they essentially
they needed some way to
signify that and so they used a super type
technology interestingly we are much they needed some way to signify that and so they used the super type technology.
Interestingly,
we are much more hesitant in actual normal expansions
to do that.
We don't tend to introduce super type.
I mean,
it's not that we're unwilling to do it,
but we're very hesitant, obviously.
If you look at the list of seven,
basic and legendary is something you see normally.
Snow and World
is something that we've done
in the past
but really don't do anymore.
Snow, maybe.
We'll get there.
And Elite and Ongoing
are stuff that we use
for self-made products
that were unique
to those products.
So, anyway,
Elite was just a special
means by which to label heads.
So, anyway,
not a lot to say about
Elite. There's no great...
I don't expect normal expansions
to start using Elite or anything.
Okay, next. Legendary.
So, interestingly, Legendary, I did
an entire podcast on. So, I'm going
to do the abbreviated version here if you want to hear more
about... I mean,
my podcast is more about
the history of Legendary and the rule about it and stuff.
I'm going to talk a little bit about it as a super type today.
But if you want more on the history of Legendary.
Like I said, the real brief version was it started as a creature type, had baggage on it.
Although, interestingly, creatures were Legends, but other things were Legendary.
So Legendary actually existed.
There were legendary lands, for example, back in Legends.
So, legendary as a super-prime actually goes a way back.
Just for some reason, we split out the creatures from the non-creatures.
And so, one of the other reasons of doing that was we could just make them all legendary.
So, what legendary says is
a couple things. This rule
has changed. If you want to hear all about
how the rule has changed, you can listen to my legendary
podcast. I'm going to talk about how the rule currently
works. So how the rule currently
works, and then that currently works,
is if you play a legendary
permanent, and the only things currently that are permanent
are legendary,
I'll get to Incident Sorceress in a sec.
So if you play a permanent that is legendary,
if you have another one in play,
meaning I play a legendary creature named Bob,
and I already have a Bob in play,
what it does is it says,
hey, hey, hey, that's legendary.
You can't have two Bobs in play. You must sacrifice one of the bobs. You choose which one you want. And
so the reason sometimes, the reason you'll play a second one is to sort of reset it to
its original state. For example, you might have a creature that has pacifism on it or
something which the new one would be better for you. You it or something which the new one
would be better for you, you can choose
to keep the new one if it's
beneficial for you.
It's usually the reason you'll play
one if you already have one. If not, usually
you keep it in your hand so once it dies
then you can play it again.
For a long time you couldn't play it.
There would be a rule if anybody had it in play
but now the way the legendary rules work is I can have a copy and you can have a copy. I can
have Bob in play and you can have Bob in play. We each have our own Bob from, I don't know,
our own point in time or something. And legendary, we tend to put it on things. Usually it's
on things that are designated as a flavor thing. This is an actual character or object.
It is a thing of importance.
Usually it's used for story purposes of like, this is a unique thing.
This is not just, there's not just many of this thing.
There's one of this thing.
It's Bob.
There's only one Bob.
And so Legendary is mostly meant to mean that.
Since Legendary has this sort of uniqueness quality to it,
every once in a while,
development will come to us
and go to creative team and say,
oh, wow, this card is problematic in numbers.
Can we make it legendary
just so you can't have more than one?
Mind Slaver was a good example,
that having multiple Mind S slavers was problematic.
So they came and said,
do you guys mind if it's legendary?
I mean, could there be one of them
rather than a lot of them?
And usually when we need it for the rules,
creative team works with us and says,
okay, yeah, we'll figure out a way to make this
a one-of-a-kind thing.
More often than it's done on artifacts
than it's done on creatures, but
every once in a while we'll have a creature.
Sometimes when
creatures that are legendary, if they're real
cheap sometimes,
allows us to push them a little bit, because you can't get
multiples in play.
As a general rule of thumb,
as I explain in my legendary podcast,
development can push them a little bit,
because there's a little bit of a downside,
especially on cheaper ones.
But as a general rule,
being legendary is more a flavor thing
than a developmental thing.
Although, like I said,
there's times when it matters.
For those that don't know,
the commander format,
legendary is also important
because in the commander format,
you need to pick a commander,
basically a specific character
that you built your deck around,
the commander of your deck.
The rule there is the creature must be
a legendary creature. So when we
make something legendary,
one of the big tensions right now
of legendary is
that if I make a creature
legendary, that means
that players are
dissuaded from having four. I mean, not that you
can't play four if the creature's important enough.
But because you can't have more than one
to play at once, it sort of dissuades you
a little bit from wanting to play more of them.
And
so one of the problems we have right now, this is one of my
pet peeves about the Legendary mechanic, or super type,
is there's a tension.
That if I want you to play four
of them and have multiples that play at once, I can't
make it legendary. But I want it to be
special, and I want maybe you to play it as a commander,
I need to make it legendary.
And every once in a while, I have a cool
character that I really want,
I have a neat mechanic that I would want you
to have multiples, and I can't.
And so, it is weird sometimes.
I'm not very fond of the legendary uniqueness rule.
I get the flavor behind it, but, I mean, for example,
if you have two legends that are the same character but are different creatures,
for example, you have Macaeus and whatever zombie Macaeus is called,
or you have Kamal, red whatever zombie Macaeus is called. Or you have
Kamal, Red Kamal
and Green Kamal. Or if you have
Mirri, an alternate version
of Mirri, that those can be in play
at the same time. The game already lets you have those
in play. That if we have multiple versions of
a legend, you can have two different, you know,
a copy of each version of a legend in play
and the legend rule doesn't do anything about that.
And like, I don't know if that makes any more sense.
But anyway, my two cents on the legendary rule.
If it was up to me, it would not have...
Uniqueness would be separate from it.
Some cards that need uniqueness would have uniqueness on it,
and I would only do uniqueness more for gameplay reasons
than I would for flavor reasons,
and I would disconnect them.
That's minority opinion.
No one's saying that's going to happen anytime soon,
but my opinion.
Legendary, by the way, is not identical to,
but is similar to,
the way that Planeswalkers function
for Planeswalker uniqueness.
The rules do work similarly to each other,
not identical.
The biggest difference is Planeswalkers
look at the player, sorry, planeswalker subtype.
So if you're a Jace, all planeswalkers that are Jace say Jace, and then the planeswalker
rule applies to all Jaces, not just any one copy of Jace, but all Jaces, where legendary
creatures don't do that.
Legendary creatures can't say, hey, are you another copy of the same character?
It doesn't do that. So legendary creatures can't say, hey, are you another copy of the same character? It doesn't do that.
So legendary things
have appeared
on all permanent types.
We have made
legendary artifacts.
We've made legendary lands.
We've made legendary enchantments.
Legendary lands,
by the way,
we stopped doing
for quite a while
because under the,
there was a rule for a while
that when I played my legend,
I destroyed all legends.
And, I'm sorry,
there was a rule for a while that said
when I play a legend,
I destroy the other legend
and play and keep my legend.
And so, I'm taking this back.
There was a rule in play,
sorry, I'm messing this up,
where I would play my legend
and then it locked out anybody else from playing their legend. That's the rule I'm messing this up. Where I would play my legend and then it locked out anybody else
from playing their legend.
That's the rule I'm thinking about.
And then we changed it to say,
well, at least mine blows yours up.
The problem is that it would make
the gameplay with Legendary Lands
when there's a lot of sort of,
I'm playing Legendary Lands
just to blow up your Legendary Lands
was not particularly fun gameplay.
So for a while, we just stopped doing Legendary Lands.
And we just said, you know what?
Yeah, it's a famous place, but there's a lot of ley lines in that famous place.
So yeah, the name sounds very proper as if it's a singular place.
But yeah, there's multiple ways to get man out of that place so we can have multiple
lands.
That was sort of our pseudo flavor answer to the fact that we didn't want to do Legendary
Lands.
Since we've changed the rules to the current rules, that each
person can have one, we now
it's not as problematic. So you just
want to have a legendary land that's
good, you can have one. I can't destroy yours.
So that gameplay went away.
There's been talk about
legendary instants and sorceries. The biggest
problem is that the rule
about legendary is tied to permanence. And so if we made legendary instants and sorceries, the biggest problem is that the rule about legendary is tied
to permanence.
And so if we made
legendary instants
and sorceries,
that wouldn't mean
anything because,
you know,
you can't have
instants and sorceries
in play at the same time
by the nature of,
I mean,
I guess you could say
they couldn't be
in the stack together,
but...
So the problem there is
if we just made them legendary by name
and it only was a tag that other things could care about
then it wouldn't do anything
and people would feel like
hey why isn't it doing anything
other legendary characters do something
but ironically if we try to make it do something
it wouldn't work like the permanents work
and then it's legendary
would mean different things
or different permanent types
so it's tricky it's really a no-win or different permanent types. So it's tricky.
It's really a no-win situation.
I mean, maybe one day we'll solve that one,
but it's something we've definitely spent time and energy
trying to solve, and thus far,
we have not had a lot of luck solving it.
Brian Tinsman made cards called Epic,
and that was his attempt
at making legendary instants and sorceries. I that was his attempt at making legendary
instants and sorceries.
I don't think they actually
said legendary on them,
but the way they worked was
it was a mechanic where
when you played it,
you weren't allowed to play
any spells for the rest of the turn,
but this spell would go off
every turn.
So that was Brian's attempt
to try to do something
that felt legendary.
Like this,
you're not going to know,
because once you cast this spell,
you can never have another copy of this spell
because you can never
play spells again.
I don't think
that said legendary on them.
That was Brian's inspiration
of where that,
the epic mechanic came from.
Okay,
anything else about legendary
before I move on?
It is one of the two supertypes
we do use on a regular basis.
I think the popularity
of the Commander format
has upped our percentages of Legendary things.
We now make a little bit more Legendary
stuff than we used to, just because Commander's
so popular and just gives people more options for their deck.
The Commander format has
also pushed us toward making
less mono-colored Legendary characters.
We tend to
make more multi-colored now,
just because they work better for Commander
oh let me say this by the way
this comes up all the time
there are people who like legendary cards
that aren't necessarily Commander players
so one of the
every time I make a legendary card
that doesn't play well in Commander
I get people yelling at me
because like how dare you make this card
it doesn't play well
and I'm like look look look
not everybody who appreciates legendary is a commander player there are other
people that appreciate you know having named characters legendaries were popular in fact the
reason the commander format picked the legendary creatures is because there are players that
already liked the sort of flavor of oh it's an actual character, and I'm going to have a character to run my deck by. And so I feel like the reason
the kind of the commander adopted it was
there were always a subset of players that enjoyed it.
And so I can't design every single legendary creature
just for one format,
because not everybody who enjoys legendary creatures
even plays that format.
So from time to time, I will make a card that's a cool card
that you might want multiples in your deck,
even though obviously in commander, that's not going to be so.
For example, we made an ability called Grandeur in Future Sight,
which was we were hinting that one day maybe this mechanic will come back.
And what Grandeur does is Grandeur says that you may discard other copies of the same legend to have an ability.
And the idea being is since I can't play
the second copy, I now have a use for the
second copy.
People keep asking for Granger to come
back, and the problem we've run into is
because Commander's become so popular,
Granger's awesome, except it doesn't
work or barely works in Commander
because you can't have multiple copies
of the same legendary creature.
It's a mechanic kind of made to design for specifically not commander.
So it's tricky for us since legendary is so tied to commander.
I mean, I'm willing to make individual cards that might not work for commander,
but it's weird to make a mechanic tied to legendary that doesn't work for commander.
Anyway, that's the fate of grandeur.
Okay, next we go to ongoing.
This is another super type that
even if you're a pretty die-hard magic player you might go ongoing what is ongoing and the answer
is ongoing is from arch enemy another supplemental type so arch enemy for those that don't know
was a product we made um where the idea was that you um it allowed one person to take on multiple players.
So it was loosely inspired
by a product years ago
that Bill had come up with
called,
what did Bill call it?
I think I've talked about this.
Bill had a name for it.
The idea was that we,
Bill's original idea
from many, many years ago
is we would make cards, it'd be a product
that, oh, Power Lunch was the
nickname for it. The idea was, it would
make a product where the cards were all
on power level with ancestral recall.
The idea, as Bill said, is imagine
a set in which ancestral recall is
average power level. So these are cards
all of that power level, and then
the idea was, one
person would take on
multiple people.
That was the idea behind Power Lunch.
So eventually we made Arch Enemy, and it followed that basic idea.
The idea is I'm sort of like the supervillain, and many of you are going to take me on.
And they have, what are the Arch Enemies called?
They're called, are they the arch enemy spell? I forget
the card type. They're special spells the arch enemy casts. Maybe they're called plots.
Anyway, I did not look that up. Anyway, they're special cards, they're oversized cards that
only the arch enemy can cast. And they're the thing that helps give juice to the Arch Enemy
so that they can take on multiple people.
The idea of Arch Enemy is
one person plays the Arch Enemy deck
and they can take on
some number of creatures.
Depends on sort of how you build the deck.
It was designed, I think,
in the original playtest,
or the original product,
to take on four, I think.
But anyway, the idea is that if you're playing the arch enemy
You have these powerful arch enemy spells that you can use to take them on
And so the arch enemy spells were all sort of designed. I think to be sorceries you played them on your turn
But they needed a way to essentially make enchantments
But they didn't want to have multiple different types of
they wanted to be a singular card type.
So they needed a way to sort of have effects that lasted
because sometimes you want to do something and said hey
until such a condition is met this is going to happen.
So what ongoing was it was a super type that allowed you to cast
an arch enemy spell and have it function kind of like an enchantment.
If it was a normal magic card, it would have been an enchantment.
It would have been an enchantment that said,
hey, when condition X is met, you sacrifice me.
So instead, ongoing, I think they're plots,
ongoing plots, you're doing something,
and then the plot continues, usually until some condition is met.
So it allows you to do sort of more
have more, I don't know
what's the word, but have longer
lasting effects.
And ongoing is another thing where
there's no real need for it in normal magic.
We have enchantments in normal magic.
I think the reason that it exists in the
product is they didn't want to make multiple card types that were...
It just made it easier if the arch enemy had one singular card type.
And so, once again, I think they're plots.
I've not played tons of arch enemy, and I played many years ago.
So the idea is they only wanted one card type that was the big card type.
They didn't want to...
It would be confusing to have different ones.
So they decided they would have the ongoing plots
that would stick around.
I'm not sure why that was a super type versus...
I guess subtypes don't carry rules baggage.
That is why it had to be a super type.
It's because subtypes don't carry rules baggage.
Anyway, so ongoing...
By the way, if you want to... If you have people who are really diehard magic players,
this is a fine trivia question, which is name all the supertypes.
And there are six of them.
And most people will not know two of them.
So it's a good, I don't know, magic player bar bet kind of thing.
Okay, let's move on to Snow.
magic player bar bet kind of thing.
Okay, let's move on to snow.
Okay, so snow came about from a set called... I think the super type for snow...
Well, Ice Age happened,
and Ice Age had snow-covered lands.
And then it had things that cared about snow-covered lands.
And then when we made Cold Snap, so many years later, we needed to make a summer set. And so we needed
to come up with a gimmick for our summer set. So the gimmick we came up with was that it
was a lost set. Much like in Hollywood, sometimes they'll stumble across an episode of a TV
show, usually an old TV show,
that kind of got lost with the ages and no one realized it existed.
Like the Honeymooners.
They found some lost episodes of the Honeymooners.
So we thought it'd be funny to do a lot, because Ice Age had Ice Age and Alliances, but all our other blocks had three sets in them.
And at the time, it was only blocks that didn't have three sets.
I mean, obviously, now we do two-set blocks.
But at the time, all sets had
three sets except for Ice Age.
So we thought it would be funny to find the lost Ice Age set.
That set ended up
having all sorts of problems. One of the biggest problems, by the way,
is when we announced it,
normally I'm the one that does tongue-in-cheek
stuff, but Randy decided he
wanted to announce it, just because
he and I, I did the design column,
he did the development column at the time. Anyway, Randy wanted to announce it. I'm like, okay, fine did the design column, he did the development column at the time.
Anyway, Randy wanted to announce it.
I'm like, okay, fine.
The problem is Randy's a pretty straight shooter, that Randy isn't known for joking around.
I'm the one that, you know, our R&D's run by an alien brain in a jar.
We use a time machine to fix problems, and I have an evil twin, and I tell some tall
tales.
Randy doesn't.
So when Randy said
we found a lost thing
and a thing,
people just believed him.
Like, oh, they did.
They found a lot, you know.
And they didn't quite get
the tongue-in-cheek quality
that he was going for.
And so later when it came out
that we had just,
we were making it up,
it was a gimmick,
people got mad at us
because like,
you said you really found it.
I'm like, okay,
we were,
that was never the intent,
just Randy was a little too much of a straight man
and not much of a comedian, so.
But anyway, one of the problems we made
when we were making Cold Snap was
when we went back and looked at all the mechanics
from Ice Age and Alliances,
we found the following problem.
Either the mechanics were so good,
like cantrips, or cumulative upkeep,
well, I'm not sure cumulative Upkeep is good, but we liked
it enough that we had made it,
we had brought it to the game.
So there were Cune of Upkeep cards
outside of Ice Age block. There were
Cantrips outside of Ice Age block.
And so
the things that we really liked we had
used and so were no longer unique
to Ice Age.
So we really had a challenge of what do people feel is...
Like pitch cards, for example, was something that had been really unique to Alliances,
but we had brought them back in Mercadian masks.
So pitch cards no longer felt like a unique Ice Age thing.
We'd already brought them back in another product.
So one of our challenges was how to feel like Ice Age,
because we actually wanted to use mechanics from Ice Age block,
because it was the third set in the block.
So one of the ideas we came up with is snow as a supertype.
So the idea is, well, what if the quality to the lands was something that was applicable?
And so we came up with the idea of snow mana.
And so snow mana was a special kind of mana that you could only get from snow permanents.
So it turns out that retroactively, snow-covered plains was a snow kind of mana that you could only get from snow permanents. So it turns out that, retroactively, Snow-Covered Plains was a snow basic land.
And that anything that produced mana that was a snow permanent produced snow mana.
So anyway, supertype on things.
Usually snow went on to things that, um, had the strong,
I think they went on things originally that just produced snow mana, but we also might
have put it on some things that just had heavy flavor of being snow related because there
were a few things I think preferred to snow permanence. Um, anyway, it's a supertype that
was mostly used to sort of, um, allow us to sort of retroactively get snow-covered.
Because in Ice Age, there was snow-covered plains, islands, swamp-mounted forest,
and there were cards that cared about them.
But the tricky thing was, those cards were allowed into tournaments at the time,
but they weren't allowed.
So we had to sort of explain why you could play
more than four of them in a deck back then, but not now. And anyway, so we ended up making them
snow basic lands. So being basic meant that at the time you could play four of them, but because they
were snow, they weren't normal basic lands. And so they rotated with Ice Age. Anyway, it was a
convoluted answer.
It was something to sort of give us some flavor at the time.
People ask all the time,
okay, do you think snow is going to come back? Snow
mana or snow supertypes?
They're pretty tied together, by the way.
If snow mana comes back, probably snow supertypes come back.
And the answer is, I say,
I think on the Storm Scale, I've
stuck it at a 7, that's what I said.
It's the kind of thing where it wasn't particularly loved as a mechanic.
It definitely had some wonkiness to it.
It is not something that I expect us to bring back.
But if we happen to be in a world where the flavor is just perfect and we find a way mechanically where it's relevant to us,
yeah, I could see it coming back. I mean, it's the kind of thing where
but
my caveat there is we really have to
find the right place for it where it does something for us.
It was not such an awesome mechanic
that I would bring it back without a lot of
other things supporting it.
But we will visit
other worlds that are snowy.
I think a snowy world, it's not like there's only one ever snowy world. I think we will visit other worlds that are snowy. I think a snowy world,
it's not like there's only one ever snowy world.
I think we will visit other snowy worlds.
So there's a chance when we revisit a snowy world.
I mean, whenever we have a world
in which snow is a major part of it,
it's a cold world with snow,
I'm sure we're going to talk about it.
So it'll be something that will come up.
I don't think we would do a heavy, cold-based, snowy world
and not talk about whether we wanted snow or not.
Not saying we necessarily would have it,
but it'd be part of the discussion.
Okay, next, World.
Okay, so World started as not a supertype.
So it started in the set Legends.
So, they were called enchantments already.
They were called enchant worlds.
And the idea was, the flavor was, when you have an enchant world, it's dictating where the fight is happening.
You're having a magical duel.
Well, now you're having a magical duel in this place.
So, all the enchant worlds represented places you could have a duel.
And then those places had some limitation that would affect the dual. And then the idea
was if you cast a different enchant world, it would get rid of any enchant worlds that
were already in play. So like, I for example played Concordant Crossroads in my deck back
in the day, and Concordant Crossroads gave all creatures haste.
The nature of the world.
Everything has haste.
And there was a point in time
in Magic Constructed
where there's two...
There's the Abyss and Nethervoid,
which were two very, very mean
black enchant worlds.
Now world enchantments.
That really dominated gameplay.
It's so much so that
you needed to play enchant worlds
to deal with them.
Nethered Void, in particular, makes spells more
expensive.
So, enchant worlds,
there were a lot of cheap enchant worlds
that you could play. There's a few cheap
enchant worlds.
And they showed up in all the colors. So,
for example, if someone played one of the black enchant worlds, and you were playing
a color that couldn't get rid of enchantment, say red or black, your answer was you had
to play enchant worlds. Anyway, at some point when we made supertypes, I think supertypes happened in 6 editions, my guess.
I did not do that research, but that is my guess.
That's when supertypes started existing.
We decided to convert that over to a supertype.
Once again, we didn't want rules baggage in subtypes.
And so instead of worlds being a subtype, we wanted to be a supertype. of Enchant Worlds being a subtype,
we wanted to be a supertype.
So Enchant Worlds
became World Enchantments.
And what Worlds meant is
it's actually kind of
the opposite of
how Legendary functions.
Or,
opposite of how Legendary
used to function.
Legendary is a little
different now.
But when I play
a World Enchantment,
I get rid of all other
World Enchantments.
That the latest played
World Enchantment go away. Legends, by other world enchantments. That the latest played world enchantment
go away.
Legends, by the way,
for a long time,
legendary,
that whatever got played first,
the other ones couldn't get played.
So they worked a little differently
from each other.
People ask about enchant worlds
all the time,
or world enchantments.
It is not something we thought
was particularly good gameplay.
Yes, there was a point in time in Magic
where you had to deal with it,
so it definitely was relevant.
Even for a while, it was tournament relevant.
But we never really liked the gameplay.
And in general, when you're fighting,
usually there's a world you're in,
and we're trying to get you cards from that world.
So, like, in order to flavor world enchantments,
we'd have to have you go into other worlds.
And usually it'd be a bit weird to have a product where, like,
hey, we're on Innistrad or wherever,
but here's lots of other worlds that you could go to.
So that'd be kind of quirky.
If we ever did it again, it would be most likely in a supplemental product
where some product that might be about bouncing from world to world or something.
That's the best chance of their return is we get to some supplemental product
where the flavor of the product is traveling to lots of different worlds.
At least the mechanic is playing to the theme of the set
and not playing against the theme of the set.
Because most sets, you're pretty much stuck.
I mean, you are where you are, you know.
One of the interesting things about sort of our dueling is,
in Magic, is usually you're kind of somewhere when you duel.
You might pull things from other places,
but you're still sort of in one place.
And so, I mean, not that you couldn't jump from world to world in a duel.
And, you know, I can imagine in other media,
like in a movie or a TV show or something,
that you'd want to see more of characters jumping between worlds
when they fight, a little more dynamic.
But the gameplay doesn't really tend to match that.
Okay, so now I've got to spend a little bit of time
talking about why a card type or a card type that everyone thinks
is tribal is not tribal i'm sorry it thinks is is a super type it's not a super which is tribal
sorry so a lot of people think tribal is a super type it acts like a super type um in fact it
modifies card type so one of the things about tribal is back during lorwyn we needed to, or we wanted to put creature subtypes on non-creatures.
Hey, it's an enchantment, but it's a goblin enchantment, or it's a, you know, it's a, I don't know, elf artifact or whatever.
We wanted things to sort of have some flavor.
And in order to solve that problem, the rules manager at the time, Mark Gottlieb, said, okay, you want, there's a rule that
says that
with the exception of instants and sorceries, which we're allowed
to share a supertype, card types can't share
subtypes. That if you're a goblin,
which is a creature subtype, you
can't put that on a land, or can't put
that on an enchantment.
So the way
around that that Mark came up with was
having some word that sort of signified and said,
hey, I can cross over.
If you see this, this allows you to put something that's not normally on this type on that type.
So the big question is, why did that have to be a card type and not a super type?
And the answer is, I don't really know.
I've talked to numerous rules managers over the years.
Well, I guess really Mark and Tabak, since the two, since the rule existed. And neither one of them really has made
me understand why. It's very complicated. It has to do with a lot of technical stuff.
But for some technical reason, it needs to be a card type. I really don't understand why. I wish it could have been a subtype. I'm sorry,
supertype. Only cause it really acts like a supertype. Like whenever, for example, I say
name supertypes, people keep wanting to name tribal. It really, in many, many ways, functions
like a supertype. People keep thinking of it as a supertype. It even has rules like supertype had
rules. But technically speaking, it is not. So the other thing about a supertype. It even has rules like supertype had rules. But technically speaking,
it is not.
So the other thing
about a supertype,
by the way,
is every once in a while
we have a card
that cares about card types.
Delirium right now
in Shadows of Innistrad does.
Like Tarmogoyf,
a very famous example
that also does.
Tribal count.
You get a count.
Your Tarmogoyf is one bigger.
You get to reach delirium
if you have three card types and tribal. Tribal does count as a cardarmogoyf is one bigger. You get a reach delirium if you have three
card types and tribal. Tribal does count
as a card type, so it is not a super type.
So, for the one areas where it matters
that it's a card type, it is a card type.
The reason
we haven't really made super types matter,
the game could allow us to do that, is like I said,
of these six that I named,
only two of them really
ever show up. So there's not much we can do with it. And the problem is basic lands, we can't
control how many you have. So if I said to you, super type matters, well, first of all, you could
just put your basic land types that, you know, you just use basic lands. That's not particularly
much of a restriction. And if the other thing is legendary
we're more likely to make legendary matter
than we are to make
super types matter
we have by the way in the past
another thing about, I should mention this about super types
is the other thing it allows us to do
is we call it tag
which means anything that's on a card
we, well
I should take that back.
There are some things that we're allowed
to reference in Black Border and some that we can't.
For example,
we are no longer
allowed to reference an expansion symbol.
The reason for that is, I
could have a card from one set that has
an expansion symbol and a reprint of that card
from a different set with a different expansion symbol
and the rule is is you play all cards
with the same name identically.
So if there are aspects to them like
rarity or expansion symbol
or even
names because there's different languages
we, I mean you can
care about what the name is but you can't care about
qualities of the name.
Silver Border messes with all this because Black Border
can't. But anyway,
super types are
unique, or I'm sorry, are not
every version of the card has to have a super type.
So super types are black,
they are a tag that you can care about
in Black Border.
Legendary is the one that we've most often cared
about. I'll tell you the fact,
we do care about basic. We actually,
most sets will have, like, go get a basic land for your deck. So we do care about basic, we do care about basic. We actually, most sets
will have like, go get a basic land for your deck.
So we do care about basic. We do refer to
basic. In fact, we probably prefer
basic more than refer to legendary because
we do have card fetches that say
basic land. So we do care
about basic. We do care about legendary.
If we made another super
type, we're more than free to care about that.
That is something Black Border can
and does care about.
Anyway, I'm almost to my daughter's skull.
So let me recap now since we're...
So if you ever want to have that bet,
say, can you name all the supertypes in Magic?
And the answer, once again, is basic, elite, legendary,
ongoing, snow, world.
Tribal is not.
So if you say tribal, you're incorrect.
So there's six of them.
The ones you remember is Elite is from the Theros,
Challenge decks face the Hydra.
Ongoing is from Arch Enemy.
So two of them are not normally used.
And both Snow and World are...
We haven't done them in quite a while.
So anyway, it's an odd bet if you want to make it.
But anyway, that is probably more than you want to make it. But anyway,
that is probably more than you want to know about supertypes. Like I said, will we ever make more supertypes? My guess is, of course, we'll make some more supertypes. It is a tool in our toolbox.
It is not something we want to do willy-nilly. Obviously, we don't make them very often,
which means it's something we're careful about. But, I do
believe we will come today where the answer to the
problem is a supertype, and I'm not against
making more supertypes.
I wouldn't want to do it without a good reason,
but I also believe that
look, snow and worlds exist. We can make one
that, I do think we can even make one that's a
block-specific thing, if it really is what
it was called for. So anyway, my guess
is yes, we will see more supertypes. Although
it's something I don't expect to see anytime
soon, but it's something I think we could do.
But anyway, there's
everything you ever wanted to know about supertypes
but were afraid to ask. And
I'm now at my daughter's school. So we all
know what that means. It means it's the end of my drive to work.
Instead of talking magic, it's time for me to be
making magic. I'll see you guys next time.