Magic: The Gathering Drive to Work Podcast - Drive to Work #43 - Mirage - Part 3
Episode Date: July 22, 2013Mark Rosewater finishes his series talking about Mirage. ...
Transcript
Discussion (0)
I'm pulling out of my driveway, so we know what that means.
It's time for another drive to work.
Okay, two weeks ago I started talking about the design of Mirage.
And then last week I continued talking about the design of Mirage.
But I was not yet done. So today is part three of Mirage design.
So what I started doing last week is I started telling a bunch of stories about cards. And the idea is I'm just jumping around. The stories are all over the place. The other
thing to keep in mind is that I was not on the design team. I was on the development
team for this one. And so I have plenty of design stories that happened during development.
But a lot of my stories are more development oriented or changes that happened during development
or last week, for example, I talked about some art and some flavor text. So these stories But a lot of my stories are more development-oriented or changes that happen during development.
Last week, for example, I talked about some art and some flavor text.
So these stories are all over the place.
What I've learned is I talk about what I know just because the stuff I experienced or saw is the easiest stuff for me to tell the stories. So I wasn't privy really to what I went on during the design of Mirage other than watching, you know, working on it with Bill during development.
But anyway, I've got more stories to tell, so I'm going to tell them.
Okay, so today I'm going to start with the Phyrexian Dreadnought.
Dun-dun-dun!
Okay, so here's how that card came to be.
So what happened is, when Alpha came out, Richard made two cards.
One was called Lord of the Pit.
That was a 7-7. And the other was called
Force of Nature. That was an 8-8.
Those were the largest creatures in
magic, or natural creatures. I mean,
Rock Hydra could get bigger.
Okay, so,
then Antiquities, two sets later,
the second expansion, Antiquities,
had a card called Phyrexian Colossus
that was a 9-9.
And then a couple sets later,
in the dark, there was a card
called Leviathan. It was a 10-10.
Then a couple sets later,
in Ice Age,
there was Polar Kraken.
11-11.
So you could see where this was going.
It was a little game we were playing
where we kept one-upping ourselves.
So we got to Mirage.
I said to Bill,
I said, Bill, Bill,
we got to make a 12-12.
And Bill was like, I don't know.
I'm not sure we should keep playing this game,
was basically what Bill said.
He goes, I don't want to make a 12-12
just to make a 12-12.
But he said, okay,
if you can make a 12-12 that's interesting,
I'll put it in the set.
So the gauntlet thrown down.
And so basically,
I had to go off
and make a 12-12
that was interesting.
And so I came back
and I said, okay, Bill,
I got a 12-12 trampler.
It costs one mana.
Now, for those of you
who don't know this card,
it is a 12-star trampler. It costs
one mana. When it comes into play,
you must sacrifice up to 12 power worth of
creatures, or sacrifice a Phyrexian Dreadnought.
So it has
a little extra cost. But,
Bill was intrigued. Bill's like, okay,
mission accomplished.
Challenge, you know,
achieved. And he put it in the set.
And that card is going on to have some notoriety
because if you play it kind of honestly, the card is fine.
But there's a lot of ways to sort of have no expectation
of actually saving the Regigene Dryadonet,
where I pay one, I get my 12-12, and yeah, yeah, it's going to go away
because it's going to end up being the 12 power you have to pay.
But, you know, it triggers things. Anyway, there's all sorts of shenanigans, but, uh,
the car just started with me kind of, uh, I don't know, I, as I talked about last week,
I like sort of having ongoing trends and things, I like little meta things, I like the A-togs,
I like the Mega Mega Cycle, I might have had a lot to do with most of that stuff, but,
anyway, one of the things I've always enjoyed is
I feel there's a... When I say metagame,
I mean the R&D term.
The players talk about metagame about what to play at a tournament
and what's good. The R&D metagame,
which is a slightly different term, talks about all the things
that encompass magic. The magic is not just
the playing of the game, but it's everything
that comes with it. And a lot of the
community building is, I like doing
things where people can anticipate things or predict
things, and I think that's an important part of magic.
Okay, next!
We will talk about
Cadaverous Bloom.
So this was a card I made.
Once again,
I did not make tons and tons of cards
in Mirage. I made some.
I'm just telling the stories because these
are the ones I know.
People are often like, why do you always talk about stuff
you did? And I'm like, because I know what I did.
And so, anyway,
I will tell... Some of these stories are not about
cards I did, but, hey, some of them are.
Okay, so Cadaverous Bloom,
what happened was we had
a bunch of gold cards in the set, and we
didn't like the black-green one, so we killed it.
And so there was a black-green hole, a gold hole, had to be rare black-green.
So what I did was, I said, okay, we got to make a card, and I said, okay, well, what
does black do and what does green do? And at the time, black was very much about, or
still is, giving up resources for advantage, you know, that you pay life to draw cards.
And I'm like, oh, well, what if black could
discard cards and get something for it?
And then I
thought about, okay, well, what
could it get?
And I said, well, okay, well, that's the
black part. You can discard cards. What's the green part?
And I said, well, the green part is
getting mana, you know.
And no, black was, at the time, was number two in mana., you know. And, no, black at the time was number two in mana,
so it had Dark Ritual and stuff at the time.
But green could get you any color mana.
So I was like, okay, well, black discards the card advantage.
It gets something.
And normally if it was just a mono black card, it would be maybe black mana.
Oh, but this is a black green card.
You can get any color mana you want.
And thus, one of the things that I...
I'm a Johnny at heart, for those who do not know this.
I love making engine cards.
So what an engine card is,
is a card in which you take one resource
and you turn it into another resource.
And they're fun.
I mean, they make good Johnny cards
because you can do shenanigans.
But they also make good spike cards
because often converting resources can be very dangerous.
Especially, as in the case of this card, where it costs no mana.
You're just throwing cards in your hand and mana.
So it allows you to...
Well, this card caused
all sorts of...
The card did lots. So the most
famous thing this card is for is a
deck called Prosplume, or
Prosperous Bloom, in which
Cadaverous Bloom was played with Prosperity,
as well as a few other
cards, like Swandered Resources.
And essentially what happened
was, so before Prosperous Bloom,
the thought about combo decks was
people were like, oh yeah, that's fun.
For the kids. Like, it was this
goofy thing that people did.
But it wasn't a serious thing. It wasn't something
that you expect
to see at tournaments or something.
Well, anyway,
Mike Long shows up at Pro Tour Paris
with the Prost Bloom deck and wins it.
And that really put Combo
on the map. That really made a lot
of the pros go, oh,
maybe I'm not really thinking of Combo
correctly. Combo has the
potent. If it's fast enough and has enough
versatility, oh, a combo deck can be
constructed.
And anyway, it's funny.
One of the things that is a funny story is Mike Long.
So, at PT Paris,
you had to use, the format
was, you had to use Mirage
and Visions. It was block-constructed,
but Weatherlight hadn't come out yet.
And it just so happens that everything
you need to make Process Bloom work
was in Mirage and Visions. And Mike
was convinced that R&D made the deck,
chopped it up, and put it into two sets
for someone to find. And I could not
convince him otherwise. I'm like,
all the pieces were made by different people.
I made Cadaver's Bloom. I know Bill made
Prosperity. Elliot made a few of the cards.
It's not all made by one person.
It's funny because one of the things
is that the players
always want to assume that we planned everything.
Sometimes we did.
Sometimes just we made
open-ended interesting cards and they
clicked together in neat ways.
We don't always
necessarily plant things. I know people like to think we do. I'm not saying we never do. We don't always necessarily plant things.
I know people like to think we do.
I'm not saying we never do. We have.
But it's funny. It's the expectation
of players and sort of what they think
we do. Okay.
Next up. Okay. I'm going to ask you some trivia
questions now. A few trivia questions.
Trivia question number one.
Daring
Apprentice is a card in Mirage.
It is the first card
to ever have something happen.
Now, this is not rules text.
It's not about what the card
does. It's about how the
question is more meta.
Like, this card did something in the grand
scheme of magic that had never been done before.
And the answer is
it is the first card ever
to be eroded before
it came out.
And here's why. So the card on it
has an ability where you can use it
to counter a spell.
And at the time, for those
who might not know this, when magic
first came out with Alpha,
there were actually three different kinds of cards
that you could cast during your opponent...
Sorry, three kind of
non-permanent cards.
There were sorceries, there were instants,
and there were interrupts.
So what interrupts were was
before 6th edition rules, there was no
stack in Magic.
The way it worked was you could cast your spells
and certain spells,
interrupts, said, hey,
if you cast an interrupt, nothing can be played in response except other interrupts. And in
order for counter spells to do their thing, they needed to be interrupts. So Daring Apprentice
was supposed to say on it, hey, play me as an interrupt, but we forgot it. And the card
did not work. It countered a spell. And if it wasn't an interrupt, you know, didn't work
as an interrupt, you couldn't counter the spell. So we knew that the card did not work. It countered a spell. And if it wasn't an interrupt, you know, didn't work as an interrupt,
you couldn't counter the spell.
So we knew that the card wasn't going to do what the card said.
And so we put a Rada saying, okay, guys, it works. It works.
It's an interrupt. Or, you know, works as an interrupt.
And the funny thing is, after 6th edition, the card got a Rada back.
So it was the first card ever to get a Rada, and now it doesn't even have a Rada.
Okay, trivia question number two.
What card in Mirage was called Mirage up until the set officially got the name of Mirage,
and then we changed the name of the card?
Now, I know since then, we have made sets in which we have, you know, the card in the set had the same name as the set.
But at the time, we didn't do that.
So what card was it?
Shimmer.
The card Shimmer was called Mirage during, I don't know, all of design, most of development.
And we were going to keep the name until the set officially got called Mirage.
So real quickly, I don't think I talked about this last time.
until the set officially got called Mirage.
So real quickly, I don't think I talked about this last time.
So another interesting trivia question is,
what set had two different codenames?
And the answer is Mirage.
Okay, that one isn't too hard.
But what are the two different codenames?
Well, when Richard first got the set,
when he first put it together,
the team that made it nicknamed it, gave it a name of Menagerie, which means like a zoo.
And
when it got to
Wizards, it got a new nickname
because all the codenames
at the time were
Macintosh sound files.
Real quickly, the reason for that is
when I first started working at Wizards back then
everybody had a Mac. The entire offices
had Macs. And whenever you at Wizards back then, everybody had a Mac. The entire offices had Macs.
And whenever you opened a folder back then, you opened a folder that had the name of a Mac sound, it would go off.
And so we named all our code sets at the time after Mac files so that our folders, when we opened them, would make a sound, which sounds silly.
It sounds silly because it is silly, but we did that.
Even though it sounds silly because it is silly.
But we did that.
So Mirage's codename, once it got to Wizards, was Sasumi.
Which people thought was a joke.
Like, you know, so sumi.
Like somehow we were doing something illegal or something.
But anyway, I think that might have even been the last... Well, Coltsnap had a Mac named to be retro.
But I think the...
Other than that, I think Susumi was the last Apple sound
codename. Um, but anyway,
the set does have two codenames. A little trivia question.
Okay, let's see if we can do another trivia question
for you. Um,
okay.
Talimtor is a guy in the
set. He's a character.
Um, Talimtor is
an anagram, much like Mangara
was an anagram of anagram. What like Mangara was an anagram of anagram.
What is Tlimtor an anagram of?
Okay, and the answer is Mr. Toilet.
Okay, now the next trivia question is, why?
Why?
Who is Mr. Toilet?
Um, and to the best of my knowledge, Mr. Toilet was a nickname of
Don Felice
is my guess.
I know it
wasn't Charlie or Bill or Joel.
The theory could have been Howard or
Elliot,
but I believe it was Don Felice.
Oh, by the way, I made a comment in part one
that I realized was slightly
incorrect. So when I said Don Felice, an anagram of Don Felice's name was Felden's cane.
That is not correct.
The original name for Felden's cane was Felden's ice cane.
And that is an anagram of Don Felice.
But it got changed, so it is no longer.
Now, there is another magic card that has Don Felice as an anagram,
and I think it is Delif's Cone, if that's correct? Anyway, a little side note. Okay,
any other trivia questions I can ask here? Oh, before I get into that, Talimtor. So,
there's a little funny thing about Talimtor. So, we were making a little joke about,
or, I mean, Talimtor came in from the design team.
They were making a joke about one of the team members.
And one of the cards, Telemtor's darts,
in play, or in design,
was called Telemtor's Tiny Darts.
Because it plinks for one.
It's a very weak thing.
But we had no end, no...
We had a lot of fun in playtests going,
I plink you with my tiny dart.
I think the name just didn't fit on the card.
We were going to call it Tullentor's Tiny Darts,
but I don't know whether Continuity just didn't like the name,
or I don't know, we changed it.
It might not have fit.
Okay, so is there any other trivia?
Let's move on to some other stuff.
Okay, I'm going to move on to talking to some other stuff.
Okay, so from time to time, I'm going to move on and talk about some other stuff. Okay. So,
from time to time, I've mentioned
the fact that I worked on Roseanne.
I was on staff for Roseanne,
my high point in my writing career for television.
But,
I have never yet told the story
of how my Roseanne days
affected magic design.
Dun, dun, dun!
Okay, so here's a story
of how a card mirage
was affected by my time
on the staff of Roseanne.
Okay, so for those
that might not know how a sitcom
writing staff works, what happens
is you
have a room, and you have the script,
and basically you sit in the room, called the writer's room,
and just you go through the script many, many times,
trying to sort of up the jokes,
just make the jokes funnier.
And what'll happen is, the way it tends to work is,
somebody writes a script,
a couple people write a script,
and the first week, the actors act it out.
And then the writers watch the actors,
and then they see what works and what doesn't work.
And then they take notes where the jokes
kind of aren't working or something,
and they come back, and then the room, all the writers in the room,
try to fix the jokes.
And in general, because we're trying to make humor,
we're trying to keep the room pretty light.
You know what I'm saying?
You definitely want the, you know, if you're trying to make comedy, you want people that sort of, you know, have a, you want it to be fun.
And so one of the things that often happens is, you know, have a, you want it to be fun. And so one of the things that often happens is, you know, people do things to entertain one another.
They tell stories.
So one of the writers one day tells a story.
He had been to the zoo the previous day.
And he told us a story about the zoo.
So at the zoo, there was a creature called meerkats.
So a meerkat,
a little tiny creature.
Have you ever seen the Lion King?
I believe Timur is a meerkat.
Like Timur and Pumbaa.
Pumbaa is a big warthog.
So Timur is a meerkat.
So what a meerkat's do,
an actual honest-to-meerkat,
like at the zoo is,
he was watching them,
and one of the meerkats would see something,
and they would sit up,
sit up on their hind legs,
and take their front legs,
and hold them in front of themselves.
Now, this is a recording,
so me demonstrating that does not do it that good.
Imagine if you had your hands
kind of held up against your chest,
but sort of just sitting there,
and just sitting there,
and just holding down,
and perched up.
And so what happened is one meerkat would perch up.
And as soon as one meerkat would see another meerkat perched up,
he would perch up.
And that would keep going on
until all the meerkats would perch up.
And then at one minute,
they would sort of break and all go back to their thing.
And he was just saying it was this very funny thing.
So from that, we would play games in the room.
So we started this little game that said,
at any moment, any member of the writing team could perch up like a meerkat.
And if they did, whoever saw them must also perch like a meerkat.
Until every single person in the room perched as a meerkat,
and then we would just break.
Now the funny thing about this is we didn't talk about it.
It wasn't explained.
It just kind of happened. It naturally happened one day.
And it was this little game we played.
Now where it got really fun was
when somebody was in the room that wasn't
on the writing staff and didn't know our little game.
So, for example, one day
Martin Mull, who was on Roseanne,
he played her boss for a while when she owned a diner.
Anyway, he would occasionally come to the writer's room and help out.
Because he's very, very funny.
He's a comedian, and he was awesome.
And so we gladly had him in the writer's room whenever we could.
So one day, we're in there, and we're talking about something.
And somebody, I don't even know who, not me,
somebody perches like a meerkat. So I see it. I perched like a meerkat. And one not me, somebody perches like a meerkat.
So I see it.
I perched like a meerkat.
And one by one, everybody perches like a meerkat.
But the thing is, you can't break until every single person perches like a meerkat.
And Martin Maul, who has no idea, has never seen this dude do this, is sitting there as
everybody else in the room is silent, perched like a meerkat.
And so he looks around.
He's like trying to figure out what's going on. And so finally, he makes the meerkat. He perched like a meerkat. And so he looks around, he's like trying to figure out what's going on, and so finally, he makes the meerkat, he perches
like a meerkat, and then we break and continue on, and say nothing. And that was just a wonderful
moment of just watching Martin Muller like, what is going on? Anyway, I shared this story
with R&D, and they thought it was very funny. We even played the meerkat in R&D for a little
while. Back in the day, R&D for a little while.
Back in the day, by the way, a little side note is
when I first got to Wizards,
there was a thing that we referred to as the game.
And what the game was is there was a series of rules
about what you had to do.
And if you didn't do those things,
I don't know, like a punch in the arm or something.
And so basically, there's a whole bunch of rules.
And the game was this multi-layered, complex thing.
Like there's certain words you couldn't say.
And when certain words were said, you had to do certain things.
And if you did something, if not, then you couldn't talk until someone said your name.
And it was complex.
It was just this little game.
I think Scaf had designed this game.
He and his friends were in college.
But anyway, for a little while,
the Meerkat game got merged into the game.
And R&D did it for a little while.
It entertained us.
But anyway, when we were doing Mirage,
the Meerkat, because we were doing the Meerkat thing,
we decided to make a Meerkat.
And so the Meerkat,
I don't even know if the card had anything to do mechanically with the card, but as far as it being a Meerkat, because we were doing the Meerkat thing, we decided to make a Meerkat. And so the Meerkat, I don't even know if the card had anything to do mechanically with the card,
but as far as it being a Meerkat, having a Meerkat in the set was 100% tied to the Roseanne Meerkat game that I brought to R&D.
Okay, next.
Grinning Totem.
Okay, so I love, I get a lot of theories.
For those of you that read my column, you get to hear about my theories.
Many of my theories, I think, have proven to be pretty valid
and have become a staple of how R&D functions.
But sometimes I come up with a theory that kind of doesn't quite work out the way I thought.
You know, it doesn't quite prove itself.
So I had a theory when I first got there of what I called the way I thought. You know, it doesn't quite prove itself. So I had a theory when I first got there
of what I called the marquee card.
And the idea of a marquee card was
I thought that every set...
Well, Ice Age had just come out before I got there.
And Ice Age had a card called Jester's Cap.
So for those who don't know,
Jester's Cap is a card that allows you
to go into your opponent's library
and permanently remove three cards for the game.
And before that card,
we had never allowed people to touch other people's libraries
or take cards out of the game.
We had never done that.
And so the card was really eye-catching
because people were like, oh my God, this is amazing.
Even whether it was or it wasn't,
it just was really out of the box.
And I said, you know, maybe what we want every set to do
is have one card
and I thought it needed
to be an artifact
or a land,
meaning it needed
to be able to go
into any deck.
The part of being
a marquee card
was this crazy,
did something you've
never seen before,
but that anybody
could play.
And so I decided
that we should have
a marquee card.
So I went to Bill
and I said,
Bill,
I explained my theory,
I go,
we need a marquee card.
And Bill was like, well, if you make something good
enough, I'll put it in. The gauntlet's
thrown. So a lot of Mirage
is gauntlet throwing and me trying to make cards.
And notice what happened. A lot
of my design on Mirage was we'd get
a hole, one of two things. Either we'd get a hole
and I'd try to fill it,
like Mauro exemplified that, or
I felt we had a need and I would say to Bill,
here's our need, and Bill would say like,, here's our need, and Bill would say, like, well, make a card,
and then if there's, A, if the card is good enough,
and B, if I can find a spot for it, I'll put it in.
Sometimes I combine those.
I go, the thing I'd want to make, and there's a hole,
and I'd combine them together.
But anyway, so I said we needed to have a marquee card.
Bill's like, well, make a card.
So I made Grinning Totem.
And so for those that don't know, Grinning Totem is a card
that allows you to go to your opponent's library
and cast a spell out of
your opponent's library. You're casting
their spells. We've never done that before.
I mean, now it's funny because
whenever we do something, then later
magic does more of it, you know. And now the
idea of messing with your opponent's library,
taking cards out or doing some things with
their cards or casting their cards,
don't seem quite as crazy.
Now, be aware, by the way, there was a card in Alpha that allowed you to cast a spell out of your opponent's hand, word of command.
But we'd never let you cast a spell out of your opponent's deck.
So anyway, I made Grinning Totem to be that.
I mean, it definitely created some excitement.
But I later realized that the Marquis card, I don't know, my theory didn't quite hold out.
I did, by the way, well, I tried to make a Marquis card... I don't know. My theory didn't quite hold out. I did, by the way...
Well, I tried to make a Marquis card for Tempest,
interestingly enough.
Volrath's Helm.
Or Helm of Volrath, I think it's called.
But the card that got put out
didn't end up being the card
that I meant to be the Marquis card.
The Marquis card was supposed to be
because Volrath, with his helm,
could control people's minds.
It was supposed to be Mindslaver, but we couldn't work it out.
There's some rules issues, and Mana Burn was causing us problems.
But anyway, I would later go to do it in Mirrodin,
but that card was made to be the Marquis card of Tempest,
although it never ended up in Tempest.
Okay, next. Goblin Tinkerer.
Okay, there's three things that I love.
I mean, more than three, but three that matter for this case.
And when I say love, I mean magic-wise.
I love my family and such.
Okay.
Number one.
I love artifacts.
Like, before I came to Wizards, my favorite set, bar none.
Well, I mean, I love the alpha, but my favorite expansion was Antiquities.
Why?
Because it just, artifacts, you know, I loved Artifacts.
I still do love Artifacts.
I did make Mirrodin, and I made Esper,
and I made Scars of Mirrodin, so...
I'm a fan of Artifacts.
Anyway, I love...
One, I love Artifacts. Two,
I love changing things into other things.
My favorite card,
or one of my favorite cards in Antiquities
was Transmute Artifact, which
I would later go on to
tweak with Tinker.
Okay, I later go on to break with Tinker.
But Tinker was just me trying to
take what I love about Transmute Artifact
and just simplify it a little bit.
AKA, I guess, break it in half.
But anyway, I love
changing things and other things. Three!
I love the graveyard.
Love the graveyard.
So, for example, by the way,
if there ever was the following format ever got made,
the format is a designer's choice,
where you pick a designer of magic,
and then you could play any card
that designer made in your deck.
The winning deck of that format, I believe,
would be Rosewater Dredge,
because I, now that I make the Dredge mechanic,
I have made like 95%
of the cards you would need to make the most
awesome Dredge deck ever. Because
I love the graveyard.
You know, Bridge from Below,
Narcomiba,
I don't know, name it. I've made
a vast, vast majority of
the cards that use the graveyard very
powerfully and efficiently.
Including making the Dredge mechanic.
So anyway, take those three things together.
Take a love of artifacts, a love of changing things, a love of the graveyard.
Voila! Goblin Tiktok.
Anyway, that was definitely me kind of just making the kind of card that I would like to make.
Also, another thing that I liked about the card was, it's what I used to call a puzzle card,
which was, back in the day, I made Magic the Puzzling, which was, you know, like a chess
puzzle, except it was magic, and you were in game, it's like, you know, win the game
or something. You'd have some objective, usually winning. And Goblin Tinker was an awesome
puzzle card, because all you had to do was put a couple artifacts in play, a couple artifacts in your graveyard,
and now you had all these interesting options.
It really, with one card,
you had all these different avenues
for the person solving the puzzle
to go down and figure out what they could do.
And so it's definitely both the kind of card I loved as a player
and the kind of card I loved as a puzzle crafter.
Okay, what is next?
Next is, oh,
another trivia question.
What was the first
Mirage card to be printed?
Now,
this is a trick question, and probably not one
you know unless I talk about this during
Homelands. The answer is Memory Lapse
because Memory Lapse, although
designed by the Mirage design team,
actually came out during Homeland.
How did that happen?
Well, the way it happened was Bill Rose had come out to Wizards.
I think he might have even been doing his interview for the job,
but he came out for some reason.
And while he was there, they were doing the final touches on Homeland.
So he sat in.
And they had a hole for a counterspell.
And so they might have even had the art.
I'm not sure.
But anyway, they had a counterspell.
I think, in fact, it was late enough.
They might have had the art,
but they needed a counterspell.
And so Bill said,
oh, I have a great counterspell.
It's in my set, you know, in Menagerie.
And so they ended up taking it
because they needed it,
because they needed something good,
and Bill had a good spell,
so they put it in.
So Memory Lapse ended up coming out before Mirage,
the set it was designed in.
There's some other cases of that happening.
We often will steal from the future.
One of the rules in R&D is whatever set is chronologically coming out the next
has priority if they really need something.
So if you're desperate for something
and the set that's coming out after you has it,
I mean, barring that thing being crucial to the upcoming set,
you usually can take it.
It's like, because that set has some time to replace it
where you're like under the gun and got to get it out the door.
And so we borrow from the future quite a bit.
Okay, next, Consuming Ferocity.
So this is an example of a card
that was an awesome idea.
Another card I did.
An awesome idea that didn't
quite play out the way I hoped.
So the idea I had about the card,
which was very simple,
was, you know, you enchant it,
and then, or the idea of the spell was
you make this, you give this thing
some magical energy,
and it gets stronger and stronger and stronger
until that magical energy just burns them out and destroys them.
And so the idea was that you cast it on your creature,
and it gets better and better, but in true red fashion,
it kind of burns itself out.
Like, it's just red, not thinking the long game.
And so I made the card, but what ended up happening was
it just got more complicated
than I really meant for it to be.
That just the, this is what happens from time to time.
It happened with suspend is when you make a card and you, um, you know, you like in
your head, it's a very simple idea, but when you actually have to write it out and put
words on cards, then it just gets a very simple idea. But when you actually have to write it out and put words on cards, then it just gets
a lot more complex,
meaning there's busy work
that you have to do
and make the player do
that just are like,
what, what, you know?
And Consumer Ferocity
is exactly one of those
kind of cards
where, like,
in theory,
like, in the mind space,
the idea of it
is pretty simple, right?
But when you actually
write it out
and people are reading it,
it's the kind of thing
you read twice and go,
wait, what?
What happens? I'm Suspense is even worse. You know, we're like, people are reading it, it's the kind of thing you read twice and go, wait, what? What happens?
I'm suspended.
We're like, the idea of, you know, I get it for cheaper,
but it takes four turns to play.
But when you have to manipulate all the counters and everything,
it just confuses people.
So one of the things we do now in design is we actually will template things.
I mean, rough templates.
But we will actually have the rules manager do rough templates early
so we can look at something and understand that, like,
oh, is this going to be as easy as we think it's going to be?
Because one of the things that happens a lot in design
is you make something and you think
it's going to be super, super
simple and obvious and intuitive, and then when you
actually write it out, it's not.
What you need to do with the game mechanics to make it
happen makes it, you know, not
as a...
It just doesn't shine as much. And that one of the rules of
design is you have to understand the means by which you have to communicate your game
mechanic to the audience, that you have to go through templating, you have to go through
the rules, and that sometimes what seems so obvious isn't when you actually have to communicate
it. And that's a very important lesson to have.
Another
important lesson to have came from a card called
the Kundu Cyclops.
So that was a card that
whenever another creature attacked, it had to
attack. And on the surface
it seemed pretty cool. It's like, well,
it's a card that
says, well, if people are attacking, I'm attacking.
But here's the problem. It's a card that had, well, if people are attacking, I'm attacking. But here's the problem.
It's a card that had to do something, but it carried about another card.
And the problem is people would attack all the time,
and they just wouldn't look at their Kunta Cyclops.
They wouldn't look at it.
And so they had nothing to remind them that, oh, by the way, you have to attack.
Because the card said, hey, if something else happens, you have to do something.
And people would miss it all the time.
And what we learned is
that,
you know, it's bad to make,
and you have to be careful to make a card in which, like,
I must do something, but something
else must happen, and that
we do do some triggers and stuff like that, we have to be careful.
And usually, we make the trigger big enough
that it matters.
But the problem, especially with the Kunda Cyclops, was
sometimes the player, you know,
it wasn't that they
weren't thinking about it. They're just like, oh, I can't attack with it.
Put it aside. And then a new creature comes out.
They're not even thinking about the Kunda Cyclops.
And once again, that's an example
of a design that seems simple
and then in actual play people
get messing up on it. And so we don't do that
exactly anymore.
What we'll do now is we'll make a card, for example, that says, you know, if I attack, something else must attack.
Or I must attack with something else.
Things in which it sort of reminds you that the card itself says,
hey, I must be involved with other things.
And not like, you must remember,
even when you're not looking at me,
that I might have to do something.
Okay, next.
So one of the things that I talked about last time was how Mirage came up with some things
that we hadn't done before.
They were the first sets to do them.
I talked about stalking and skulking,
and one of the ones I forgot about
was the card Thirst.
So what happens is, in Limited,
it's important that every color at Common
have some way to deal with creatures.
White obviously had pacifism effects,
black has creature destruction,
red has direct damage,
green now has
prey-upon type effects.
Before, it would try to do more stuff
with lure or things in which its creatures
would try to make effect on your creatures. I think prey-upon is a better
solution. But anyway, blue needed
something. We're like, well, how could blue, you know,
because blue doesn't destroy things. It's not
blue's thing. And yeah, blue can counter
creatures, but what happens if
blue can't counter them? So we wanted to give Blue some
answer to it. And the idea we
eventually came to, which has now become a pretty stable part
of Blue in common,
is the idea of a lockdown card.
That Blue has an enchantment that says, well, you
don't untap. And
sometimes it taps a creature, sometimes
it doesn't, but it gives Blue kind of an
answer. And I'm pretty
sure it was the first time we had done this.
It was the first card to do that.
And one of the things about Mirage that I
like to explain is that
Mirage
was, I don't know, the ninth
set to come out? I mean, it was a relatively
early set. And what
happens is, whenever we make new
sets, we always stumble across new things
and, like, one of the things
that makes the game awesome is we keep experimenting,
we keep finding new things that work,
we bring those things to the game proper,
and that each set
kind of evolves our technology of learning what we
can do. And I think Mirage was
a big step technological-wise, that
there's a lot of individual things that got done
that went on to become how magic functions.
You know? On top of that, Mirage is the start of what I call
the Silver Age of Design, right?
It was the first set, really, that had block design.
It was the first set where limited,
the thought of limited was a big part of how
the set got designed and developed.
And that Mirage was a milestone.
I mean, I think when you look back at it these days,
it seems a little on the bland side, only because, like, for example, the story I tell was I was. I mean, I think when you look back at it these days, it seems a little
on the bland side
only because,
like, for example,
the story I tell
was I was in film school
and we saw a film
called
The Great Train Robbery.
And when you're
watching this film,
it seems like
the goofiest,
you know,
it just seems
so childish
because, like,
you know,
the film photography
is, you know, we have none of the effects. It's all very silly, you know. At the end, we're like, you know, the, the, the filmography is, is, you know, we have no,
none of the effects, it's all very silly, you know, um, at the end, we're like, why are we watching, this is
the dumbest thing, and, and my teacher's like, no, no, no, no, see how they were at the train station,
and then the next shot, they're at the bank, you know, or that, you know, that, um, that meant that
they're at one place, and if you cut, now you're at another place, and the audience goes, oh,
they're at the same place, if you cut back and forth, the audience will believe that they're at one place, and if you cut, now you're at another place, and the audience goes, oh, they're at the same place.
If you cut back and forth, the audience will believe that they're at the same place.
He goes, that didn't happen before this film.
That didn't exist.
Something that's so ingrained in your mental mapping of how you look at film,
something that's like just a given, just that is how film works.
This is the set that did it and that now it looks so simplistic because it did something that hadn't been done before
Mirage did a lot of that
there are a lot of neat innovative things that Mirage did
that when you look back
it might look a little on the bland side
but that's because things you take for granted
that are just part of magic
were a key element to being there
so anyway
that is...
I'm now at work. I'm parked.
In fact, I've been parked for a minute.
I wanted to finish up.
So, anyway, I hope this is my final part of my Mirage,
my free part.
Like I said, I have great respect for Mirage Design.
I think that Bill and Joel and Charlie and Don
and Elliot and Howard made an awesome set.
You know, I think the development team
is coming into its own.
This was the first real set the four of us developed.
I'm very proud.
I think in the test of time,
Mirage was a good set that
led the way to a lot of things.
It wasn't the most exciting set, but I think it
laid a lot of groundwork, and I think it did a lot of
good, solid things that got built upon. I think it laid a lot of groundwork, and I think it did a lot of good, solid things
that got built upon.
And I feel like it has, in my mind,
a very central place in Magic history.
Like I said, it's the start of the Silver Age of Design.
That's a pretty big deal.
Anyway, I've got to go make some Magic cards now.
So it was fun talking all about Mirage design,
but it's time to go make the Magic.