Magic: The Gathering Drive to Work Podcast - Drive to Work #86 - Theros, Part 6
Episode Date: January 10, 2014Mark continues discussing Theros in part 6. ...
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I'm pulling out of my driveway. We all know what that means. It's time for another drive to work.
Okay, well first thing as I pull out, I realize that it is raining, which for those people who
know probably means a slightly extra long podcast. Although I need to point out that Ryan Spain,
current R&D member, former limited information host, podcast host, pointed out to me
after I mentioned that people in Seattle
can't drive in the rain, he pointed
out a good point. His hypothesis is
that people in Seattle can drive
in the rain, and that is why people are so
slow, because when it's raining,
the correct thing to do is drive slow.
Anyway, a
possible thought for the day?
Okay, so last we left, I've been talking about card-by-card stories in Theros.
Last we left, we were on C.
Two podcasts I've gotten to C.
But hopefully you guys like this podcast.
If not, there's a few podcasts for you.
I hope you like it.
In general, you guys seem to like the, what I call the down and dirty in the design stuff
where I'm talking about actual designs.
And anyway, it's a test.
We shall see.
So we got up to Colossus of Akros.
So one of the things that's interesting, and I'll use this as my example, is one of the
things that we've started to do, if you look at
Champions of Kamigawa,
for example, that was us
trying to do worlds inspired by Japanese
mythology. And it was
not particularly popular.
It has gained some popularity
over the years. I think the commander
format, especially because the set
is overrunning with legendary
creatures, has
brought some
current fondness for it.
At the time, it
using any metric we have, it did not do well.
But,
both Innistrad and Theros have done much, much
better. And I have a hypothesis
I'd like to run by you.
I think what is going on is
what we've learned about Top Down
is that a lot of the joy of Top Down
comes from familiarity.
I mean, any of you who listen to me
talk at all about communication theory and stuff,
a lot of connecting with an audience
is making them feel comfortable
with the source material.
And, you know, yes, yes,
there should be surprises and such.
But the base of it needs to be very understandable.
And the problem we had in Champions of Kamigawa is
we explored a lot of things that,
while being kind of true to the source material,
were not very known by the vast majority of our audience.
And thus, I just don't think it resonated as clearly with them.
And what we did with both Innistrad and Theros is we said,
okay, let's make sure that the baseline stays very close to the source material,
and that if you like horror or you like Greek mythology,
that a lot of the things you expect are there.
And what we've also done is made sure that the things that are better known
are lower in commonalities.
So yeah, we have a hundred-handed one, but it's not a common card, it's a rarer card.
So the people that want the little more obscure stuff we have,
but that's not what we're basing our set around.
It's not like it's a set all around, hey, the hundred-handed one,
and there's a whole bunch of hundred-handed ones,
because the average person doesn't know that from Greek mythology,
even though it actually is in Greek mythology.
And so the idea is,
you want your lower rarities to be the more approachable,
more known stuff,
and your higher rarities can be a little more experimental.
Also, in general, we have chosen to sort of...
We want to meet a lot of expectations,
so we definitely have hit more of what we'll call low-hanging fruit.
One of the big arguments is, when you do inspirations,
is how much of low-hanging fruit you hit.
In Shemskama Gawa, the idea was,
well, let's not do all the low-hanging fruit.
Let's be a little more eclectic.
And the problem there was, people like low-hanging fruit.
You know what people eat when they get to the tree?
They eat the low-hanging fruit.
And I don't think you should besmirch it.
Do not besmirch the low-hanging fruit.
It is tasty. And I don't think you should besmirch it. Do not besmirch the low-hanging fruit. It is tasty.
And it is reachable.
So we are definitely trying to mix things up,
and we're trying to add some new elements that are our own,
and we're trying to do our take on things.
And our gods are not the Greek gods,
but they're definitely inspired by the Greek gods
and have a lot of the Greek godness to them.
But anyway, the reason I bring this up is
Colossus of Arachros was inspired by
dun dun dun
a movie
called
Jason and the Argonauts
so there was a series
of movies
I think they were made
in the 70s
that had
at the time
well maybe at the time
it was bad
bad
special effects
I don't know
maybe they're awesome
special effects
it's very hard to tell
in modern day looking back at old special effects whether they were cutting edge. Maybe they're awesome special effects. It's very hard to tell in modern day
looking back at old special effects
whether they were cutting edge for the time or not.
Maybe they were.
But anyway, there's a sequence
where there's a giant statue,
I think of an Argonaut,
and they get attacked by it.
And anyway, this was inspired by that,
by the giant statue coming to life and attacking you.
And so one of the things we definitely tried to do is
we're very cognizant of pop culture.
I know in Innistrad, for example,
one of the things we talked about when we were doing Innistrad is
how should the zombies be?
And the reality is there weren't a lot,
the source material we were borrowing from,
there weren't a lot of zombies.
There were like Frankenstein with the zombies, I guess.
The zombies were more along
the line of Frankenstein. And less
along the line of Dawn of the Dead. But we're like,
look, people expect Dawn of the Dead. I don't care if Dawn of the
Dead necessarily lines up with the source material.
It's what people expect from it.
That if you have a bunch of zombies, you're
expecting, especially in black, Dawn of the
Dead zombies. And so we made sure to deliver
that, even though that wasn't 100%
to follow the sort of, the era
we were coming from in looking at our source material.
And that pop culture
has shaped perceptions of
things, and that one of the big things
is, so I'll use my example
here. There's a game
that we made long ago called,
What Were You Thinking? Richard Garfield made it.
It's called Hive Mind in Design.
And the idea of the game is, you get
asked a question, and then everybody is supposed
to write down the answers that they think everybody else
is going to write.
And the idea is, you're trying to get
the answer that's the most popular answer.
So, one day,
it's like, name some number of insects.
And one of the best answers
was spider.
And someone then said, what do you mean spider?
Spider's not even an insect. And the answer was, it didn't matter. The point was to write down the
most popular answers, not to write down the right answers. Yes, spider's a pretty poor answer for
what's the most popular insect in the fact that it's not an insect. But in a game where you're
trying to write down what other people are writing down, maybe spider is the right thing. In fact,
it was because it was in the top.
You got a lot of points writing
Spider down because a lot of people wrote it down.
And the funny thing was, a lot of the people
who wrote it down knew it wasn't an insect,
but they thought enough other people would write it down
that they wrote it down.
Anyway, that's important. And I do believe
when we talk about how we do top-down stuff,
I think it's very, very important to understand
that the influence of pop culture is important
because when people...
Here's an important thing also to remember.
People don't know where they get their information from.
This is a very important thing I've learned
in the way humans process information.
The information that you learn
and where you learn the information from
are actually not stored in the same place in the brain.
In fact, one of them goes into long-term information
and one goes into more short-term information
because your brain says,
oh, I need the information.
Oh, I need to know that.
So it puts it into long-term.
But where I got it from is not a super crucial thing.
So that goes into shorter-term memory.
So what happens is with time,
you remember what you learned,
but you don't always remember where you learned it. And the reason I learned this in school is, when you study
the effects of communications, one of the things about television and movies, for example, is
it will teach people things, and the people will learn that as facts, and forget that they saw it
in a movie. Because if you ask the average person, how realistic is TV, they're like, oh, you know, TV's not that realistic.
You know, TV shows and such.
But they'll learn something, and if they don't know any better,
they'll put it in their head,
and then they forget they learned it from television.
And so one of the real powerful things about television
is it fills in people's knowledge gaps,
but it's not necessarily true.
And so it is very...
TV has a great ability to sort of
subconsciously almost teach people things
because they will learn things,
kind of know they're not true,
then forget when they learned them
and then assume they're true
because they know them.
Anyway, little communications for you.
Okay, next, Curse of the Swine.
So in The Odyssey,
I talked about the Iliad last time,
which was the Trojan War.
The Odyssey is the second book in which
Odysseus, our hero, tries to get home.
He has pissed off
Poseidon, and he's in a ship
trying to get home, so Poseidon messes with him
for like, I don't know, eight, ten years.
One of the places he ends up
is on an island where there's a sorceress named
Circe, and Circe turns all his men into pigs.
It's a pretty famous story.
Anyway, we wanted to capture that,
and so Curse of the Swine is us doing a little
turn men into pigs, you know,
the Odysseus men into pigs.
Originally, by the way, the card was a devotion card
that it turned a certain number of creatures
based on your devotion.
But it ended up being, it made
more sense just to turn all creatures rather than
necessarily just some creatures.
And they ended
up making Master of Waves
the devotion card in Mythic Blue, other than
Pasa. So, anyway,
Curse of the
Swine, definitely,
I mean, we wanted to hit a trope. Development tweaked it a little bit, but, I mean, it stayed mostly as we Swine definitely I mean we wanted to hit the trope
development tweaked it
a little bit
but I mean
it stayed mostly
as we made it
I mean minus the devotion
obviously
okay
Cutthroat Maneuver
oh okay
this is a bestow card
so this card
gives plus two plus two
in lifelink
the reason I'm bringing this up
was I talked about this
in a previous podcast
I just wanted to
sort of point it out
that
when we were making bestow cards,
especially when we were making common and uncommon,
that we wanted to make sure that they were easy to process.
And so the way we did that was we lined them up.
We made cycles.
And instead of doing vanilla stuff with different numbers,
which is harder actually to process,
we made them all the same so that they'd have the same bonus.
So the cycle that cutthroat maneuver is in,
they're all plus two, plus two,
and a binnability,
but lifelike and black.
Anyway, one of the things to remember,
and I'll stress this again,
is that when you were designing,
by the way,
it's called Mindspace.
I think I called it Mindshare
on a podcast a couple times ago. It's always important's called Mindspace I think I called it Mindshare on a podcast
a couple times ago
it's always important
to remember Mindspace
is that your audience
only has so much
they can absorb
and whenever you can use
things to consolidate
information
so that they can have fun
because one of the things
to remember is
that every card
does not need to be different
that does not make
the game more fun
if every card is radically
different from every card
there's a point at which
it's just overwhelming. We want to make sure
that the audience grasps and understands what's going on.
Also, because we have a whole block
to do, we want to make sure that we give ourselves room
to grow. So there's really, really no reason
when you're introducing a new mechanic in the first set
in the fall set of a block, not
to try to do the simplest version that's the easiest to
rock onto. You want your audience to have
the simplest thing to jump on and learn,
and you want to give yourself some room to grow
so as the block goes along, you can evolve and do things.
Okay, dark
betrayal. So I'm going to talk
about this cycle. This cycle is the color hurts itself
cycle. And dark
betrayal is black killing a black creature.
So
the reason this cycle came
up was not a design thing.
Design did not make the cycle.
This got made in development.
And I assume, usually when development makes a cycle,
it's because they want something for constructed.
That's usually why a cycle gets made.
Or especially a cycle like this.
I mean, they might make a cycle that's using themes of the set.
But this really is separate from the themes of the set.
So I do not know for a fact why they made the cycle,
but knowing development and knowing that it didn't tie directly into the themes of the set,
I mean, it fits, but it wasn't using the mechanics of the set.
It seems like it's something development wanted for Constructed.
That's my guess.
And these cards are, they seem fairly, I mean, push enough that,
I assume these are meant to be sideboard cards.
Next, Elspeth, Sun Champion.
Dun-dun-dun-dun.
Okay, so let's talk about how Elspeth ended up in the set.
Okay, so like I said, when I first started, when I first started, once again, my caveat is,
when I make a story, it's not the story.
It's just me trying to find an archetype.
Really, the story I was trying to tell
was I wanted an evil planeswalker
taking advantage of the Greek world
and the gods to create...
Originally, he was going to bring their dreams to life.
But it shifted with time,
and then the dreams ended up being more
the realm of the gods.
So what happened was, in my original version of the story,
which is a super early version, which
is not a real
version, it's more of me trying to make
a hypothesis, but anyway, that caveat out of the way.
Originally, I had Jace in it,
because I thought, if you're going to have dark Jace, you need Jace,
because it's much more exciting when
the person gets to meet their own dark mirror.
You know, I mean, Batman could fight Bizarro, but not as exciting as Superman fighting Bizarro.
So, originally when I pitched this, I suggested Jace.
What they were really gung-ho is they were trying to get a real Greek feel.
And so the story they want to tell, and the correct story for a Greek block,
is the story that had a little more of a Greek feel to it.
And so they were interested in telling the story of a reluctant hero.
That's another trope of Greek drama,
is the idea of the hero that is destined to be a hero, but he doesn't want it.
And the idea of the reluctant hero is, I mean the the trope is that the hero is trying to get away.
They don't want the responsibility.
That they've suffered responsibility in the past and things have gone poorly.
In fact, for those that are fans of the Weatherlight Saga, the beginning of the Weatherlight Saga,
Gerard is a reluctant hero.
He had a bad experience with the Weatherlight.
He didn't want to go back.
Now, he gets drawn back.
And that's the way the reluctant hero trope works,
is something makes them have to go back.
In the Weatherlight saga,
Sisse, his mentor, got kidnapped,
and he had to go rescue her.
In this story, Elisabeth comes to Theros
because she feels like in a world with gods,
how is she going to be needed?
She won't be so special
in a world with gods
and no one will expect anything of her.
And ironically, the gods need her.
Heliod needs her
and is the one that calls her up.
And the true thing
about a reluctant hero is
even though they don't want to be a hero,
when the time comes, they do step up
and they become the hero they need to be.
And usually by becoming the hero,
they learn important things, which she will.
So the key about Elisabeth is one of the things they liked about Elisabeth was
they wanted to take one of our planeswalkers and be able to dress them up in sort of Greek gear
and have a neat look to it.
And they thought that Elisabeth worked really well.
One of the flavors we've been trying to do with the Planeswalkers,
in fact, Dan Emmons, who's one of my designers on the design team,
has a little side project where he's been documenting every Planeswalker
and what they do and trying to make sure that when we do Planeswalkers
that we are not being inconsistent.
We made a Liliana that really didn't fit the other Lilianas
and people were complaining.
We're like, okay, you're right.
We have to be more consistent with the Planeswalkers.
So Dan is now monitoring that.
So Elisabeth has
her army. She summons her creatures.
And one of the telltale signs of
her is she makes token creatures, soldiers.
And so we want to repeat that.
And in general, by the way,
her basic thing is she's like,
I make soldiers, I help my soldiers,
and then usually,
you know, she's also a fighter.
And so the middle thing,
so basically what we did is she beats her soldiers,
she kills things, big things, because she kills monsters.
And one of the big things I'll get to
is one of the big parts of the story
is we wanted this big scene of her fighting a Hydra
because we wanted it on the packaging.
We felt like we were trying to look for the iconic monster,
and a Hydra
was impressive looking, and it felt
very Greek mythology, so we decided
to do a Hydra.
Anyway, so her
first ability is to make soldiers, second ability is to kill big things,
third ability is to help the soldiers.
And Elisabeth, I think,
has become a very,
people are very fond of Elisabeth.
One of the things that's interesting is
certain colors have really cemented around a planeswalkers that just becomes the one that
people define the color with and other colors uh not quite as much i mean white is the color where
i believe that a johnny and gideon and elspeth are all been sort of jockeying to be who is the
who's the the key white person.
And I think what happened was that Johnny
early on was the one that got the least
traction, the original Lorwyn Five.
Our hypothesis is
because he's not human, and that
is just a little bit harder to relate
to a non-human.
There's people who love a Johnny, so I'm not
trying to smirch a Johnny. I like a Johnny.
But anyway, the white's definitely the one that's been trying to, you know,
settle down and, like, who's his key planeswalker?
Anything else about Elsbeth?
I guess that's mostly.
We'll talk about some other stuff as we go along.
I'll talk about her Hydra fighting when we get to the card that she fights a Hydra on.
Next is a Faraz Warden.
Okay, so she is a tapper, but
unlike most tappers, she only
taps creatures with power three or less.
Okay, so
this is a card I wanted to talk about
another concept, which is
the
Biodome.
Now, we sometimes use B biodome in a negative context,
which means when things get too...
So when you design a set,
you are creating two things.
You're creating a world that's going to live by itself.
That's what we call the biodome.
Usually it's limited.
And you're making a set that's going to interact
with other sets in magic,
that you use that's more constructed.
And the idea is design is not well suited.
I mean, we clearly are aware of things in general, what's going on.
We're aware of big pictures, what mechanically is happening.
And we definitely make overlaps between mechanics, between blocks for synergy.
But we are not up to date on where exactly the metagame is.
That's what development does and not design.
And so we have a little less say on how things are going to interact in the big picture.
I mean, we definitely interact mechanics big picture.
Like, oh, this mechanic and that mechanic will go well together.
But we're not fine-tuning things. Development's more fine-tuning.
So design spends a little more time on the biodome, which is,
okay, we're in a world in which this is all you have. And the attractiveness to a designer of the biodome, and the dangers,
is that you have a lot more control. That, as far as Warden is an example of, we wanted
to build an environment where you were crafting things and building up things and, you know,
making giant heroes and monsters and really sort of evolving your creature over time.
The problem was that a normal magic set has a lot of things that would easily negate that.
Tapping being a good thing.
Well, if I spend three cards and lots of mana to make this giant creature,
and you can spend one mana every turn just to tap it,
oh, well, that really negates a lot of what I'm doing.
And so what we decided was that we were going,
I mean, there's answers, and we made sure there are answers.
The answers are a little bit different than normal,
and they definitely don't punish the play pattern
we wanted as much as normal magic.
So as far as Warden's example of a card,
we're like, okay, we still want you to have some control,
but you know what?
We're going to build in a weakness to the Tapper.
The Tapper's going to be bad against big things.
Meaning, so not only when you build a big thing aren't you punished, but also when you're looking at the set,
it's one of the cards that encourages you to build big things.
That we want the messaging that big things are better.
Not that that means a ton of messaging, because big things are better in a lot of ways.
Although,
building things up
with lots of cards
can be a problem.
So anyway,
as far as Warren is just
an example of us
sort of saying,
we need to craft the environment.
You have to be aware
of your biodome.
You want to be careful
not to go too crazy
because sometimes
you can make things work.
Rise of the Drysie
had this problem a little bit
where it was like
super, super biodome-y.
Like, in this world you can do this,
but once you get outside this world,
it was a lot harder to do.
And you can get trapped in the world of like,
I'm going to make this work to such an extreme
that things don't even, like,
one of the problems,
so Rise of the Drazi, for those that don't know,
historically is an interesting set
in which it split our audience.
The casual players did not like it, did not play it much, did not buy it much.
The advanced players loved it, especially in Limited. They loved it.
And so what we found was that when you get too Biodome-y, the people that just dig in and love Limited,
they're fine with the B biodome because they're like
okay, what crazy thing is going on now?
What we found is the casual
player, if you just push it too much
it's just, they have nothing
to hang their hat on, if you will.
That part of being able to sort of
deal in a limited environment is having something
that you know to be true and being able to work with that.
And while we can shift some things
Rise of Drive was shifted a little bit too much
for the more casual, limited player.
But on the flip side,
the more advanced player really did enjoy that
because it was just so different from what Magic normally is.
Also, in general, I think when you slow things down immensely,
a lot of the limited players really enjoy that
because it allows a lot more give and play
and it allows a lot more... It play and it allows a lot more...
It does make it easy for the better player to win
because usually the longer the game goes,
the more decisions get made,
the better player will make more of the decisions correct
and so they will win.
So long games tend to reward experienced players.
That's why experienced players like control.
Okay.
Next, Erebus, God of the Dead. A couple things. Erebus. God of the Dead.
A couple things about Erebus.
First is
the original ability of Erebus,
because he was always God of the Dead, was
you can play
creatures from your graveyard. That was his ability.
And I think
when they died, they got exiled.
I think while he was in play, creatures died
to exile, but he could play creatures out of the graveyard.
I think that's how it worked.
And that was an awesome ability, and it got to the dead,
and it fit really well.
And then what ended up happening was it was a little too good,
and development had to kill it,
which often happens sometimes with pretty cool abilities,
is they're good because they're a little too good.
So Eremis is very interesting. One of the things I
enjoy quite a bit, so Brady
Downermith, who was the former creative director,
he's no longer with us, but he was with
Magic for a long, long time.
If you liked Mirrodin, if you
liked the Guilds of Ravnica,
you know, there's a lot of stuff that Brady had his
hand in big time.
Anyway, the way
the gods worked was each member of the creative team,
or five members of the creative team,
took one of the gods and wrote up the god.
And Brady took up Erebus.
And one of the things Brady was trying to do,
the reason he took Erebus is
black is tricky.
It's very easy
to fall in the habit of just doing
hee hee.
For example, if you do God of the Underworld, it's so easy
to get to like Hades from the Hercules cartoon
from Disney's Hercules
where it's like a personified evil
with a flaming head
and that Brady
wanted a little more subtlety to it
that he wanted a God of the Dead that was
a little more remorseful
and not so gleefully evil
and that he sees it as a responsibility
and something he needs to do,
but that it's not, it's his duty.
You know, it's something that he has to do.
And anyway, it's an interesting take on Black
and I think that, I think Black,
it's very easy for Black just to become,
you know, sort of maniacal evil,
stereotypical maniacal evil.
And we try hard from time to time to just carve
other shades into it. It's not that black can't
be evil. Obviously it can.
It does it quite well. But it doesn't
always have to be evil. And I
really appreciate what lots of Brady did with
Erebus to try to
give him a little more
feel. Okay, now that I'm talking
about Erebus, I can talk about the gods!
The design of the gods. Okay,
so, here's what happened.
When I made the gods, I knew
the gods would be very important. Aaron and I
had a lot of talks about it. I said we're going to do something special.
But there were a lot of other moving pieces,
and when I actually handed off the file
to
Eric Lauer, who was the lead developer for the set,
I said to him, everything is done,
except the gods. The gods aren't done.
We've got to fix the gods.
I said, give me some time, I'll put a team together,
and we'll focus on the gods.
I'd been focusing on so many other things.
I knew the gods needed to get done,
but the other thing to remember is
early development is about balance and a lot about limited.
And so, like some Mythic Rare cards,
we have a little bit of time that you can play
just limited without some Mythic Rares we have a little bit of time that you can play that's limited without some
mythic rares and really get a sense of environment
and so
plus another important thing is early in development
is you have to concept cards, you have to choose
cards to get concepted, meaning
we have to figure out what cards are so that they can
do the illustrations
well it turns out the gods
they spent lots of time and energy
they were going to put that in the first art wave and it was
like, draw the gods that are from our style guide.
So I knew that we had a little bit of time on the rules text because, you know, Eric
would be able to put them into the style guide, sorry, be able to put them into the first
wave of card concepting and it wouldn't affect limit.
So I knew I had a little bit of time.
That's just me sort of knowing the process.
And there was a lot going on.
We thought I said a lot of moving parts.
And so anyway, so what happened was once a week, my design team has a design team meeting.
It's just a meeting for the designers.
So it is me, my design manager, Mark Gottlieb, who I explained this once before,
but I oversee the technical part of it,
and he oversees, I oversee the sort of the product,
and he oversees the people.
So he's the manager for the team.
But I'm responsible for all their technical growth
and sort of grooming them as designers.
And then Mark's in charge of all the managerial stuff,
of managing their time and making sure
that they are on enough projects and the right projects,
and that he does all the management,
the people management.
So the design team is me, Mark Gottlieb, Ken Nagel, Ethan Fleischer, Sean Main, and Dan Emmons.
And we meet once a week to talk about design issues, whatever is on our mind.
And it's a place where we can talk super design-y.
Sometimes we'll look at other designs from other areas, or we'll talk about things we're doing, or there's a lot of updating, so everyone's aware of what's going on in different designs
and different projects.
But anyway, it's a chance where the designers can talk design.
So I used one of our meetings to brainstorm on the gods.
And so we came up with an interesting idea.
So the idea we had is when you summon the gods, they didn't go into the battlefield.
They went to a new zone, the Nyx zone.
And the idea was the gods, while in Nyx, have an ability that affects you.
They have an enchantment-like ability.
They have enchantment creatures.
But if your devotion was strong enough,
you could bring them to the battlefield,
and then they could fight for you.
But if they ever died in the battlefield,
they went back to Nyx.
That was our original version.
And so when Eric got a hold of them,
I think he liked the general gist of what it was.
You summon the god, he has sort of an enchantment effect,
you need to have enough
devotion, and then he's tangible and he can fight for you.
And so the idea that
development did a couple things.
Another good example of how design
and development work together. Design was trying really hard
to get the concept, the idea.
It's a God, and he
has this enchantment-like feel, and if you have enough
devotion, you can bring him so he
takes form, and now he can fight for you.
All that came from
design, but a lot of the
execution, development changed
a lot of things about the execution. Number one,
they said, okay, we don't need another zone,
no Nick zone. We'll just put him on the battlefield.
Number two,
our version was it was hard to destroy them
because when you destroyed them, they went back to Nick.
There's no Nick.
So fine, make them indestructible.
You can't destroy them.
And then he just said, okay, let's sit on the battlefield.
They're an enchantment.
Until you make them a creature, they're just an enchantment.
I don't know if they have creature status.
I'm not sure how that works.
But the idea is they'll function like an enchantment
until such a time that you have your devotion.
I think that is what turns them into creatures.
I mean, I know devotion turns them into creatures,
but I think they become creatures at that point.
And so he also, I mean,
the fact that they sat in play and had devotion
meant now they helped themselves a little bit,
and they balanced that.
But most of what they did, which is a nice example of,
design has some pretty out there ideas to make something that was very different.
And the development said,
well, what's the special things about them?
And we crafted them to make something
that just would play a little better
and function a little better.
I think a lot of ways that is a perfect example,
a little microcosm of design development.
The design's job is to kind of be out there
and get very cool and neat things.
The development's job is to ground it
and make sure that it's done in a way
that's playable and balanceable and such.
Anyway, that is the gods.
Okay, next.
Felhide Minotaur.
Ah, the fate of the Minotaurs!
So one of the things that happens sometimes is...
I talk a lot about where design and development sometimes will butt up against things.
Design and creativity will sometimes butt up.
And the Minotaurs is a good example.
So one of the things that happened early on was
I really wanted Minotaurs to be in red and black
and to have a little aggro play
and that one of the draft strategies in red and black was you could drop Minotaurs to be in red and black and to have a little aggro play, and that one of the draft strategies in red and black was you could drop Minotaurs.
So one of the problems that happened, though, is that the creative team came to us and said,
look, Minotaurs are decently big. You can't make a little team in Minotaurs.
And so what they said to us is, okay, so for Theros, the guideline was
and so what they said to us is,
okay, so for Theros,
the guideline was the power and toughness combined
had to be at least five
for a creature to be a minotaur.
That was big enough that
two three or three two
is big enough to be a minotaur.
But one of the problems is
if you're trying to make
a more aggressive deck,
it's problematic
if none of them are small.
We're talking,
that's like three mana
at the lowest,
and you might want
one mana or two mana,
so we weren't able to do that.
The other problem we ran into
was that
we wanted more minotaurs,
like, Jenna was trying
to fit all sorts of stuff in the set,
and there's a world
filled with Greek mythology. The reason we chose it was
there's so many cool cool neat things to do.
And so there wasn't as much room for as many Minotaurs as we wanted.
And the thing that we were torn between is
there was a tribal component for Minotaurs,
but it wasn't like this was a tribal block in which it was a major, major thing.
It was more of a minor thing.
And so we wanted enough minotaurs to make the tribal thing work,
but creative needed enough space
to be able to do all the cool things from Greek mythology.
And so we kind of found on the middle ground that, I mean,
if design had its way and we had no creative concerns,
and be aware, the creative concerns are important.
Just because I'm saying design wants something
doesn't mean that design should get everything it wants.
The creative concerns are very important.
I'm just sort of saying, you know,
excluding the creative concerns,
the design concerns probably wanted more minotaurs.
In fact, the design originally had more minotaurs.
And it got scaled back a little bit
because of trying to make sure that we can represent
the different things we needed to.
Now, the good news is, this is a whole block.
There's more minotaurs coming. You know, we knew that we wanted represent the different things we needed to. Now, the good news is, this is a whole block. There's more Minotaurs coming.
We knew that we wanted a little more Minotaurs,
and the compromise was, okay, we'll have some this set,
but more Minotaurs are coming.
So Felhide is funny in my mind in that it's...
I feel like this set is all about thumbing its nose at Hurling Minotaur.
And this is like a
2-3 in black. So black,
I guess black, well,
anyway, it's a 2-3 for
2B rather than 2C,
rather than 1CC.
But anyway, the Hurling Minotaur has
a much bigger thumbing coming up.
Feral Invocation,
plus 2, plus 2, and Flash. Oh, it's an aura
that gives plus 2, plus two, and has Flash.
So one of the things we did early on, and this is one of the remnants of that,
is we said, okay, let's, today's brainstorm is,
let's come up with every card we can that you would normally see in the Magic set,
but done as an aura.
And so this card was Giant Growth done as an aura.
Well, how do you do Giant Growth as an aura?
Well, you do Power and Toughness boosting, and you make it Flash. And then, ha-ha, surprise, I Giant Growth done as an aura. Well, how do you do Giant Growth as an aura? Well, you do Power and Toughness boosting,
and you make it flash.
And then, ha-ha, surprise,
I Giant Growth my guy.
Now, it's permanent,
so it's a little bit different.
That's why it's plus two plus two,
and not plus two plus three.
But this card came from that brainstorming session,
which is, let's turn existing cards into auras,
because we were trying to up our aura space a little bit.
And part of that was to figure out things that we needed to do
because magic always does it, but try to move it into the aura space.
And that's what this card was doing.
Next, Fleet Feather Sandals.
This was another card we made in design.
We made a list of things we had to do,
and one of the things we had to do was wing sandals.
For those that aren't familiar, Hermes, who is the messenger of the gods, one of the gods, and he's the messenger,
he runs around super fast, and one of the items he wears is winged sandals, which allow him to fly.
Actually, I don't even know if the winged sandals allow him to fly.
He can't fly. I always assumed it was the winged sandals.
Anyway, well, obviously the design assumes that makes it fly.
So what we wanted to do is we wanted it to be fast,
and we wanted it to allow you to fly,
because that's what the winged sandals do.
And so we gave it flying, and we gave it hexproof.
We gave it hexproof, I think.
Is that correct?
No, we gave it haste.
We gave it haste.
Oh, because hexproof is annoying.
Yeah, evasion hexproof is annoying.
So that's why we didn't give it hexproof.
I think we talked about hexproof, but we gave it Haste.
The thing about speed is there's a couple different ways
to portray speed.
Haste is one way to portray speed.
Hexproof is another way.
First Break is another way.
There's a couple different ways to do speed.
But anyway, flying in Haste felt like a pretty cool thing.
The two mechanics combo very nicely together.
And we made that very early in design.
The numbers might have changed, but other than the numbers changing,
I mean, it was pretty much as we designed it in the meeting.
Next, Flesh Mad Steed.
Okay, so I talked about this in my article a little bit.
So the Mayors of Diomedes, if you ever read about Hercules and his labors, his 12 labors.
So real quickly, Hercules is a demigod.
His dad is Zeus.
I forget who his mom is, but he's a demigod, so not a god.
And Hera does not like Hercules because it's her husband's kid, but not her kid.
Although back in Greek mythology,
Zeus had a lot of kids with a lot of different people.
Anyway, I won't go there.
This is a family-friendly podcast.
So, Hercules was sent on 12 labors.
One of the labors was he had to tame
the mares of Diomedes.
And they were carnivorous.
There were like three of them, I think.
They were carnivorous.
They were giant beasts, and they ate flesh, I think.
Anyway, this was another thing that, you know, carnivorous horses
was another thing that Ethan was trying to get in the file.
A lot of people are like,
but wait, these are supposed to be mighty creatures
and this is a little dinky guy.
I do know that this one is not,
for those true mythological buffs,
this one did not hit the trope
quite as dead on as some of the others.
We won the
cannibalistic horses, the flesh-eating horses.
We got them. Yeah, yeah, probably in the story they're a little biggeristic horses, you know, the flesh-eating horses. We got them.
Yeah, yeah, probably in the story they're a little bigger.
But, you know, dims the apples.
This was an example of a card that we needed.
We needed some simple cards, and Ethan actually made this card to be the mirrors,
and it actually worked pretty well.
And so, you know, sometimes you have super complex cards, sometimes you need simple cards,
and we liked the simple card.
Next, gift of immortality.
So one of the recurring themes of Greek mythology is mortals becoming gods,
or at least becoming immortal.
That apparently the gods had the means by which to give mortals immortality.
And there are a bunch of different stories about how they get immortality. So we decided to make an aura that represented immortality. And there are a bunch of different stories about how they get
immortality. So we decided to make
an aura that represented immortality.
We went through a lot of changes, only because
the funny thing is, we knew what we wanted.
The idea is, you put this thing on
and pretty much you can't die. You're immortal.
But how to make that work, and the problem
we were running into was there's a lot of ways to
if you put something on that goes, I have protection from everything,
there's a bunch of ways to still kill it. And it felt on and go, I have protection from everything, there's a bunch of ways to still kill it.
And it felt bad to go, you know,
I have the gift of immortality.
Well, the wrath of God. Well, I'm dead.
Well, that didn't feel so good, and I did it, you know.
And so, we finally
found a thing that basically keeps it alive.
It's pretty hard to kill something
with the gift of immortality.
And I'm happy that once we're all said
and done, and the dust settled, that people really like it.
I think that's pretty cool.
Okay, next.
Grey Merchant of Asphodel.
So let me talk a little bit about devotion.
So I talked about how we got devotion in the first place.
Let me talk a little bit about how we decided to put it on the set.
So I mentioned this briefly last time
that one of the things that we do is we decided to put it in the set. So I mentioned this briefly last time that one of the things that we do
is we decided to take each of the mechanics
and even though the mechanics showed up
in most of the colors,
that's not true in every set,
but in this set we wanted
a lot of the things we represent,
like devotion, for example.
I didn't want just some colors
to be devoted to their gods.
I wanted all the colors to be devoted to their gods.
So I wanted to do a little devotion everywhere,
but we mixed it up as far as how much we did and what rarity we did. So, I want to do a little devotion everywhere, but we mixed it up as far as how
much we did and what rarity we did. So, for example,
blue, ironically, has only two
in mythic rare.
Happen to be very good, and so, yeah, there's a deck
with them, but
it doesn't have much role in limited.
So, the reason we chose black and green
is they're the two colors that
naturally have the most mana
symbols at common.
Black, because black is just the color
that pushes you toward using itself the most.
Black has, if you go to the history of magic,
there's just more black mana symbols
and things than other things.
Early on, that had to do with dark ritual,
but it's sort of like dark ritual went away,
but that attribute carried on,
so black still has a little bit more
colored mana than most.
The reason green has more colored mana, I think this has to do that it's bigger.
So one of the things is, if I have a two-cost card and I make it CC,
so even colored mana, so let's say green, I make it green, green, that's hard to cast.
You need to have two fours out, ideally on turn two, which means,
well, how many fours are in my deck? I'm hoping to have two fours by my second turn.
Now, if you have a six-mana card, which is, well, how many fourths are in my deck? I'm hoping to have two fourths by my second turn. Now, if you have a six
mana card, which is four green green,
which is four colors and two green,
well, you need green,
yeah, but you have some time to get it.
You don't need that much green to have
a hope of playing it. And so
the higher, more expensive stuff can have more
green mana in them, and green just has
larger creatures in common. So green's number
two, mostly because it has
larger things and ends up having more mana.
So we put devotion in limited
into the two colors that most often will have
extra colored mana
at lower rarities.
And the idea was,
with devotion was, we knew that
there were fun build-arounds.
The thing I like about devotion is it tells you what
to do. It very much says,
okay, you want to devote
yourself to Devotion? Pick a color.
I'll tell you what color. This color.
And
we had just finished off
Return of Ravnica, which is
limited. It's almost
impossible to play Mono-Colored in
Return of Ravnica. And so I wanted to make sure
in Theros that there were strategies that you could play Monocolored.
And one thing that I like about Devotion is it really, really pushed you in that direction, right?
It really allowed, it's one of the strategies that allows Monocolored play.
Now, the goal of Theros was not that everybody played Monocolored play.
In fact, there's lots and lots of stuff encouraging two-color play, and a little bit beyond that.
But we wanted to make sure there's some Monocolored play.
We wanted to make sure that our pendulum,ocolor play. We wanted to make sure
that our pendulum gets
pushed in different
directions.
So I liked the fact
that there was a new
tool for constructed
where monocolor could
matter.
The fact that the
previous block had some
hybrid in it was nice
because hybrid plays
nicely with devotion
even though ironically
normal multicolor does
not play well.
I guess normal
multicolor has mana
symbols in it so so it can,
although it's hard to play mono-colored
decks with, obviously, gold cards.
Traditional gold cards.
But anyway, this has
become sort of the poster child of
Black Devotion Unlimited. It's very powerful.
And it has a pretty huge swing.
So I'm happy with it, and I'm glad we made it.
And it was a card...
It's one of the first cards we made with devotion
we made early devotion stuff
I'm always happy when we make a card
and people like it
final story of the day
is Hero's Downfall
I told the story
in my column
but I will tell a little more
in a little more detail
I'm coming up to work
so I will finish the story
before I
finish. Okay, so
basically
the story is, Eric
Lauer comes to me and says, we're having a problem,
Mark. Black in general
is not seeing as much play in Constructed,
and we need to help it.
And so Eric says, well,
there are, one of the problems
is there's three card types that black really has trouble with.
It has no artifact removal.
It has no enchantment removal.
And barring a few cards, none of which are currently in standard, it doesn't have a lot of answers to planeswalkers.
And so we need to provide answers to one of those three things.
And so I said, I mean, the reason he was coming to me
as the color pie guy,
and so I said to him,
oh, that is easy.
While black destroying artifacts
and enchantments is not great for black
and has a lot of issues,
black killing planeswalkers is fine.
Fine, fine, fine, fine, fine.
Just from a color
pie philosophy level, right? Black has no problem killing things. Death is one of, death is black's
number one weapon, is death. Well, guess what? Planeswalkers can die. So if anybody's going to
kill planeswalkers, black is the perfect person to kill planeswalkers. And so I said to Eric,
you know, you want to make mono-black planeswalker destruction,
that's okay. I mean, that is the color.
If you were to tell me one of the colors is going to kill planeswalkers,
in a heartbeat I'd pick black. Black's the color
that kills things. So I said, okay.
And the only thing I asked of him is I
said, look,
I would just like you not to make it too
low in rarity, because
planeswalkers are a super special thing, and you
know what? It shouldn't be that easy to kill a planeswalker
from a knowledge standpoint.
It's not like, planeswalkers are a rare item,
but it's a very common spell to learn
to kill a planeswalker, you know.
And so I said to him, I just didn't want it too low in rarity,
that I wanted it to be something special.
For constructive purposes, it being rare
didn't matter, but for limited it would.
And I'm like, okay, I don't want it to be
this limited bomb, or not limited bomb, but I don't want it to be this limited bomb, or not
limited bomb, but I didn't want it to be something that
is so easy to kill planeswalkers in black.
And so I wanted it to be a tool, and since
we're talking about constructed, I wanted it
to be something that Eric could have for constructed.
So anyway, that is how Heroes Downfall
came to be. So now
I look and I am at work.
And, as predicted,
it took a little extra time because it was rain today.
So anyway, I hope you enjoyed.
I got through a whole bunch more cards.
I got plenty left because I'm on H
obviously. So we'll continue
until this is done. But anyway, I hope you guys
were enjoying my trip through
Theros today and all the different card stories.
But it is
time for me to stop telling
stories and to start making magic.
I'll talk to you guys next time. Ciao!