Magic: The Gathering Drive to Work Podcast - Drive to Work #88 - Theros, Part 7
Episode Date: January 17, 2014Mark continues discussing Theros in part 7. ...
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Okay, I'm pulling out of my driveway. We all know what that means.
It's time for another episode of Drive to Make Theros!
The podcast that seemingly will not end.
Anyway, for the last six podcasts, not consecutively, but this is the seventh podcast dedicated to Theros.
And all of the... I'm doing
card-by-card stories, talking about different stories from Theros
and exploring the design.
I've been doing experiments, trying to do more recent set.
And what I've learned is I have a lot more
stories because I remember them all.
So I should tell more stories about
like Tempest.
What was Tempest? I don't remember.
Anyway. That was my old man voice. That was a very bad old man voice. like Tempest. Ah, what was Tempest? I don't remember. Anyway,
that was my old man voice.
That was a very bad old man voice.
I do actually do a decent old man voice.
That was not it, so.
Okay.
Last we left,
where were we at?
We were at
Hundred Handed One.
Okay, so 100 Handed One
is Hecaton
Horisis? Hecaton
Horisis? Hecaton
Horis? I'm not sure how to pronounce it.
I can spell it, but I cannot pronounce it.
Okay, so when
Ethan made his little book
about Theros
and it listed all the things that magic
had done that fell into Greek mythology
and all the things it hadn't done.
One of the things he listed on the hadn't done
is a hundred-handed one.
So for those that know the Greek mythology,
the hundred-handed ones
were these creatures
that helped
the gods overthrow the Titans.
Zeus and company.
I think it aided them in overthrowing the titans.
But then they imprisoned them because they were powerful
and they were worried that they'd overthrow them, I believe.
Anyway, I'm not 100% on this one.
But anyway, they were creatures of mighty power.
They were huge.
Ethan definitely wanted to do 100-handed ones, and I was fine.
So one of the things I've explained before is, one of our philosophies with Top Down nowadays
is that you have to think about rarity with what kind
of resonant thing you want. And what we've learned is, common should be something that people just
know. So in Greek mythology, look, common's going to be
satyrs and centaurs and cyclops and, you know,
things that just you're familiar
with.
You know what they are.
You know, minotaurs and such.
And the idea is that as you get higher in rarity, you can get a little more obscure.
And the idea is that it's fine to sort of dig deep and give a reward to the people that
really know the source material.
Just you got to do that at a higher rarity not a lower rarity
like the lesson of Kamigawa
was some of that obscure stuff
was done at lower rarity and people were like what
you know and at a higher rarity they
still go what but
the as fan of
what is much lower
and it's fun every once in a while
to learn something you know but it's
not as much fun when the basic things aren't there.
It's harder for you to latch on.
You know, what we want when you first open a top-down set is that the comments are just, oh, it's this, and oh, it's that, and just you recognize things.
And so what you want to do is take the things that aren't so recognizable and use them as a spice, you know, at a higher rarity so they show up.
And I think the 100-handed one, so the other thing with the 100-handed one,
so the story of it is, originally, it didn't have monstrosity,
but we're like, oh, once we realized the monstrosity, we're like, of course it's got to have monstrosity, it's a giant monster.
It's a giant monster.
And white, so one of the things we had done with monstrosity was we had chosen to put it mostly in red and green.
And so red and green have monstrosity in common.
They have the most, you know, the quantity and quality is higher.
And the idea was that everybody had a little bit of monsters,
but white was the least monstrous.
White just has the least big creatures.
At lower rarities, it mostly has tiny things, and it was going to
be more the human color and the army color
and it had a role to play in the set,
but it really wasn't going to be the monster color.
But we wanted to make sure at high rarities we had
a few monsters,
and the hundred-handed one seemed good as a white
monster. So
what happened was we made the card
I think the original version, before it had
monstrosity, was it could block any number of creatures. I think Ethan made that version.
And the idea is, okay, it's a big monster. It can block whatever you like. That was the original
version. A big monster, it can block as many as it wants to. And then I think we decided with
monstrosity that we'd make the can block anything the monstrosity part of it.
So the idea is I'm big, I can get bigger, and when I get bigger, my extra ability is I now can block anything.
Because that was, like, the key to monstrosity is you want to sort of, you know, build into something cool.
And so the end state, the coolest thing, which is where Ethan started, was, okay, giant monster that can block as many creatures as it wants. It's pretty cool, you know,
that it serves as this, until you get through this thing, you're not going to get to the player, and it can block
everything. So what happened was, I think the
original version was, I don't remember the size, but it was whatever size,
you do monstrosity, it gets to some counters, and now it can block everything.
And we were in a meeting, and somebody, I don't remember who, I would give credit if I remember who it was,
said, well, shouldn't it be it can block 99 more things?
And we laughed, and we laughed, and then I'm like, okay, we're using that.
Because one of the things that's very important in any magic set, but top-down sets especially, is that you want
to find mechanics that sort of have a little bit of novelty in expressing flavor. And the
reality is, you know, the 99 plus is just cute in the sense that I'm sure there will
be games in which it matters that it can only block 100 things, but we thought it was kind of neat
that the 99 Plus was just a flavorful way
to say what we wanted it to say
that just had a little extra oomph to it.
And one of the things that's funny,
we've gone on this path.
Early Magic was all about that,
just like, write whatever makes the card
the coolest it could be.
And there was a lack of consistency
which was a lot of cards
in alpha didn't all work the same even though they were
similar because each card kind of handled
the problems individually.
And then what happened was with time, like, okay,
we need to consolidate that. We don't want cards
working almost the same way. Cards need to work the same way.
So we went to the
other end of the spectrum which is like, no novelty text
no trinket text, no, you know, let's
cut to the bone, what does the card do
and then eventually we came back around and said, okay
you know, we've got to be careful
we want to be consistent, but that doesn't mean
that we can't use trinket text, so trinket text
by the way, there's
novelty text and trinket text, which are slightly
different things, I will define
trinket text is something that adds flavor to the card that really in gameplay is not going to matter most of the time.
A good example is you have a knight with protection from dragons.
Well, how often is a knight going to even know, like, first of all, dragons fly and the knight doesn't, like, how in the world is it going to matter? Now, hey,
there's some dragons that have direct damage effects
that, you know, can activate to damage things.
Oh, they can't hurt the night. You know, I mean,
it's not that it never comes up, but
hey, having a night with protection from dragons
has a very cool flavor to it. We call that
trinket text. It doesn't matter much,
but it adds something. So novelty
text is a hundred-handed one.
So novelty text says,
okay, we wanted the creature to block any number
of creatures. Well, blocking
99 additional creatures
is functionally very similar
to blocking any number, but it has
more novelty to it. That it
just reads funnier.
If the card existed and just said block any number,
that card's not as cool as blocking
99 extra.
And so novelty text means that it doesn't tend to change the functionality.
It just takes the functionality that exists
and puts it in a fun way.
The other example of that,
although this one didn't actually come,
was Door to Nothing,
that Aaron and I originally had wanted it
to destroy target player
rather than they lose the game.
I think we wanted to destroy target creature or player.
And the reality is, it's very similar to target player loses the game they lose the game. I think we wanted to destroy target creature or player. And the reality is,
it's very similar to target player loses the game,
but it just felt cooler.
You know, destroy target creature or player
felt cooler than target player loses the game.
You know, we've done target player loses the game a lot,
and we've never done destroy target player.
You know, plus creature or player is kind of cute.
Anyway, that is an opposite text.
And that is what the 100-handed one is up to.
Next, Hythonia the Cruel.
The Cruel!
Okay, so this started...
So Hythonia the Cruel and Keepsake Gorgon
started in the set.
Keepsake Gorgon was Baby Gorgon
and Hypothion the Cruel...
Hypoth...
Hythonia the Cruel was Mama Gorgon.
And neither of them was legendary
when we made them originally.
So the original version of the card was they both had Death Touch
because they're Gorgons.
Baby Gorgon
it's Monstrous Ability or Monstrosity Ability. It was called Monstrous in a design. So if I say Monst ability, or monstrosity ability,
it was called monstrous in a design,
so if I say monstrous,
I'm thinking monstrosity.
Its monstrosity effect
was destroy target creature,
which I think it still is.
And then Mama Gorgon
had this cutesy thing
where it did one damage
to everything in play.
And the reason that was cutesy
was it had death touch,
so that meant its damage would have death touch,
which meant it killed everything.
And development rightfully said,
okay, yeah, yeah, stop being so cutesy.
It just destroys everything.
Oh, and let me talk about Non-Gorgon.
I've joked a lot.
Have you seen me in an interview at the Pro Tour
and on my column about how I did Non-Gorgon because I wanted to create our own world of Greek mythology where Gorgons knew love.
In the actual Greek mythology, Gorgons affected each other.
It was a punishment.
It was not meant to be something great.
The fact that nobody could look at them without dying, even other Gorgons, you know, the point of the curse was it isolated them.
When nobody can look at you, it's very hard to have a relationship with somebody.
And so, but, so there's two reasons I did not grow up.
One is, you know, I felt, you know, I wanted our Gorgons to know love.
But the mechanical reason, the actual mechanical reason, which is that by putting non-Gorgon on Hythonia, I was making a Gorgon tribal card.
And what that meant is, oh, I have a card that kills everything except Gorgons.
Oh, well, you know what would go well on that deck? Other Gorgons.
And so, for example, Keepsake Gorgon goes well with Hythonia, because if you have Keepsake Gorgon in play and then play Hythonia, well, guess what?
You kill everything except both of them.
They both remain.
And so it was a way to add a little bit of Gorgon tribal.
There's not a lot of Gorgons in the set, but magic has enough Gorgons that, look,
you can use Hythonia to make a Gorgon deck.
Okay, so how does Hythonia become legendary?
So this story is a cute one. So
what happens is we get the art in. So Jeremy Jarvis is the art director for Magic. He does
an awesome job. One of the things Jeremy does is when art comes in, he picks the best art,
what we call tier one art. And the reason is we pick images that we want to use for
marketing and for, you know, like as we're trying to sell the set, like, oh, these are the best images.
Let's use these images, you know.
And Hythonia was one of the tier one images.
And Creative finally said, oh, this is so awesome.
We really want to use this in a lot of places.
This seems so awesome.
This just can't be a generic Gorgon.
This has to be a specific Gorgon.
Like, she looks awesome.
And so Creative came to development, I think at the time, and said,
guys, do you mind
we make this legendary? And development's like, oh, no, no problem.
It's very powerful. Legendary's fine.
And so we made it legendary.
At Creative's request, because
the art was so awesome, they were like,
we want to make this a character. They were inspired by
the art to make it a character.
Next, we have
Kragma Warcaller. So So this is a black-red card.
It gives haste and plus two plus zero to Minotaurs. Okay, so one of the questions that I get about
this card is, hey, wait a minute. Grants haste and plus two plus zero. Red can do that. And
my answer to that, why is it black-red? Red can do that. And the answer is black can do that. And my answer to that, why is it black and red? Red can do that.
And the answer is black can do that too.
Black can also give plus two plus zero and haste.
So one of the things we do, when we talk about gold cards,
there's a bunch of different types of gold cards that we can do.
I did a podcast, I believe, on gold cards.
One other thing is the intersection where you find something that both colors can do
and then you give it at a bargain price because uh hybrid i mean a hybrid uh uh multi-color costs are harder to get than a simple
cost so if i have a card that costs 2b or costs 2r i can get a spell that costs 1br that does more
than either 2b or 2r can do and so what happened was um we wanted to make this a black-red card because there's a cycle of
uncommon cards that are encouraging different
draft strategies. And this card is
meant to be, I open this pack one,
booster one, pick one, pick one, pack one,
pick one, pack one,
that I want to go, ooh, I'm going to go Minotaurs.
And then it's setting up and it's
red and black and it says to draft black Minotaurs and red
Minotaurs and it lines everything up.
And so we really wanted this to be something that sort of sent you down that path.
Also, we knew minotaurs were going to be fun, we had put them in black and red in the set,
and we wanted to make sure that if you're going to make a minotaur deck, that we definitely
encourage you to play red and black. Now note, we made a rare mono-red minotaur lore,
that if you wanted to make a, if you wanted to go bigger than just a set
and make it, you know,
in casual, make a
mono-red minotaur, we gave you a very good
minotaur red and mono-red. That's not for limited
so we put it at rare.
Once again, when you look at rarities,
like I said, I'll do a podcast on rarities one of these days,
rarities have a lot to do with limited
and so if something is meant for limited,
either it goes to common or uncommon,
and if it's not meant for limited,
it goes to rare or mythic rare.
Every once in a while,
it's not meant for limited
and goes at lower rarities for complexity reasons,
but usually if it goes there,
it's something that can work in limited.
It causes a problem for limited,
we always get it out of uncommon,
or common and uncommon.
Okay, next.
Labyrinth Champion.
Oh, so this is the heroic...
So this is a guy who has heroic shock,
meaning when you target him,
he shocks something.
He does two damage to a future player.
We had him a common originally.
So we decided early on,
or, I don't know, middle of the way on,
that we wanted white and green
to have heroic that makes them bigger,
and white would have small effects. White would get the small
plus one, plus one, like a single plus one counter
plus a small effect, where green
would get more plus one, plus one counters,
and blue and red were going to be more
spell-oriented, while white and green were a little more creature-oriented.
Black kind of cut the difference.
And so we wanted blue and red to have a little more, like,
I generate a spell when I target it.
And so one of the obvious spells... So one of the things, by the way, is every year we have new mechanics.
And every time we do a new mechanic, the very first place we look to in red is damage.
Now, I explained this, I think, in the red podcast, that I think damage is thought of,
grouped together as, like, one thing, when really it does a whole bunch of different functions,
and red uses it very useful.
It has a lot of functions that you can use it for.
And so
obviously when we're
thinking about heroic, we wanted red, we wanted
spell effect, direct damage
made sense.
This one got moved around a little bit and ended up
going uncommon because we have a rule in
New World Order that says if you're capable of
killing multiple creatures, you get red flagged,
which means you have to justify yourself
in common. So usually a card capable
of killing more than one creature is
not uncommon, and this thing is.
So I think we had
it uncommon for a day or two, and then like, oh yeah,
okay, it's uncommon. It moved to uncommon.
I do enjoy,
by the way, that separating
heroic things that make themselves better
versus heroic things that generate effects
just make very different style of decks and play differently
and one of the things that's very important is when you make a mechanic
trying to get breadth to the mechanic
the thing I like about heroic is
while the trigger's the same
different kind of heroics work very differently
how you'll do things
it's a very different animal from I want to build this up to same, different kind of heroics work very differently. How you'll do things, it just,
you know, it's a very different animal from I want to build this up to I want to sort
of, you know, use it as to build the deck around and the shock one or the draw cards.
There's certain heroic ones that really let you sort of craft a deck if you're willing
to do that. Okay, next, Lightning Strike. So, okay, Lightning Strike threw me a little bit.
So when the set comes out, I have a blog, for those that are unaware, called Blogatog.
It's on Tumblr.
And I answer questions.
I also post my comment there, and I post my podcast there, and I post my columns there. But the biggest thing I do there is I answer questions.
And so one of the first things that happened
as I started getting all these questions about Lightning Strike.
Lightning Strike? Why wasn't it the Searing Spear?
And I was a little taken aback.
Mostly because it's a common.
And, you know, I understand when we take a card
that's a valuable card that people have, you know, you have when we take a card that's a valuable card that people have,
you know, you have a rare, mythic rare, and we just reprint it but change the name.
Okay, now it's annoying.
You have these cards.
Now you've got to go and get other versions of these cards,
and I understood that, but I felt like it kind of was like,
you're going to open four of these, just an opening, you know.
You get a box, you're probably going to open four of these.
I didn't think it was that big a deal.
In fact, I didn't even think it was that big a deal.
So we're like, why are people so upset by this?
And what I come to realize is that it's the principle of the thing.
I think what happens is we do something that's upsetting, and then we do it enough that,
like, it's not that this one's really that upsetting.
It's not that hard to get for lightning strikes.
But it's kind of the principle of the thing.
Like, we had just done a Searing Spirit as some sort of promo, I believe,
an old art promo.
People are like, ooh, I got this old art promo.
I want to use it.
Oh, the exact card exists, but I can't use it.
And Message Heard, it's something for me.
I didn't realize how that is something people were as touchy about as they are,
which is important for me to understand,
because if something concerns you guys, I want to address it.
And so, okay, I mean, that's very important,
and it's why I have my blog to learn things like this.
So let me explain how it happened,
because, as you will see,
there was never an opportunity to be Seren's
Spear, and I'll explain why.
So what happened is, we had a spell.
I don't remember what the spell did, but it was a direct damage spell, and I assume it
had some of the mechanics of the set or something, as we normally do.
And so it got concepted as Lightning Strike, and we got, you know, Lightning Bolt.
We knew we wanted a Lightning Bolt-like spell.
I mean, Lightning Bolt we did not want to bring back.
We talked about it, but it's very powerful, and it warps the environment.
It causes all sorts of design issues.
And I'm not saying we'll never reprint Lightning Bolt again, but it's not something we want to do a lot.
And we've done it.
I mean, in the big picture, we did it relatively recently.
I know it's been a few years.
But it's not something we want to run all that often.
It's supposed to be very infrequently. So we knew we wanted
a lightning spell, and so we made this creative, like, Jen was doing the card cut, so I'm like,
oh, direct damage spell, okay, good, good. I mean, you can't call it lightning bolt,
but lightning strike, you know, because the god threw lightning. And then what happened
was the card turned out to be too good. And development figured it out late enough that they didn't want to mess around with making a new card.
So what happens when development needs to change a card late in the process,
the normal thing they'll do is they'll change it to a card that's already existing.
And the reason for that is it's an understood thing.
You know, Lightning Strike, for example, and the Lightning Strike Searing Spear is a card
that development understands the power level of is.
It's a card that actually means something to the constructed,
but in a way that's not scary to them.
And so it was a latent of change that they said,
okay, we need to change to a known thing.
Now, they wanted to change to Searing Spear.
The problem is it was so latent in the process
that the art was already done for Lightning Strike.
You know, there's a guy throwing a lightning bolt.
Like, well, that's what the art is.
And so Searing Spirit didn't make any sense.
It wasn't a spear.
It wasn't on fire.
The art didn't make any sense for Searing Spirit.
So the answer was, okay, it's a common.
Look, we'll just give it a new name.
And so they ended up saying, okay, we'll do Searing Spirit.
We'll go ahead and change the name.
they ended up saying,
okay, we'll do searing spear,
but we're going to have to change the name.
But it's not as if they knew the whole time they were doing searing spear
and just changed the name.
It was out of the necessity
of trying to fix the problem.
And so,
if they decided to repeat searing spear
and just change it for the sake of changing it,
I understand maybe people would be upset,
but I'm trying to stress that
that wasn't the case.
Something happened.
They didn't want to break the environment.
And so all the reasons behind it were very rational, sound reasons,
but it did end up resulting in a Serium Sphere duplicate that's not called Serium Sphere.
So anyway, it does now allow us a little flexibility.
It is an ability we want to use a lot.
And sometimes fire makes sense, and sometimes lightning makes sense.
So it gives a little flexibility to match our world
in the future. And I think that is good. Lotham Ketelblipis. So Ketelblipis, a real short
story here, was also like Hippocamp, where Ethan really wanted to do it. And so it just
was another one. I'm trying to show. one of the things when I try to do these stories is the idea that there's context and there's ongoing things that are happening.
And that one of the most important things about being on a design team, or when I look for designers, I look for skill.
That's very important.
But another thing that is also equally important is part of being on a creative team is spending a lot of time in a small room with these people, that you want people that make the process
fun and entertaining. And so we goof around a lot just because part of the creative process
is being light and loose and having fun. And so one of the running jokes of our things
was Ethan was just trying to get, he had a short list. He wanted a hundred-handed one.
He wanted a catableepis. He wanted a hippocamp.
And I used to just tease him.
I mean, not that I didn't want that, not that we didn't label those things,
not that we didn't encourage him to do that,
but it just was a running joke, you know,
where he was in charge of the file,
and if I didn't name something, he could name it.
And so he would come in and go,
okay, it's a roaring catapulipis.
And the joke is, he would say this, and I'd go, really, he'd say, really, kettle bleepers.
And we would joke.
Anyway, it was a running joke.
It was funny.
I mean, the thing I'm hoping when I talk about some of these stories is realize that, look, you know,
I want to get some of the humanity behind, you know, these are people making the sense, you know,
and I'm a big believer of trying to share who we are and that we're not just, you know,
the man behind the curtain making stuff.
That we are people, you know, and anyway.
I will move on.
Miss Cutter Hydra.
If I asked you, I mean, Aaron did a little question and answer at the last Pro Tour.
So if you weren't there, for those that might not know the answer to this question,
what did this
card, what Greek trope
did Miscutter Hydra
start as? And the answer
is Hercules!
And you're like, what?
And the answer was
we had Hercules, we wanted
to do Hercules.
So the original version of Hercules,
like, I don't know,
needed, like,
some number of enchantments on it.
It was trying to match
the labors of Hercules.
Like, it needed seven enchantments,
but Hercules had 12 labors.
It didn't make sense.
It was impossible to play,
and getting seven ores on something was crazy
so we changed it
we came up with a card that I liked a lot
so much I like a lot that I'm going to make the card
so I'm not going to tell you what the card did
but it did something that
on the surface
it was one of those things where
so I'll say this
it was a 12-12 for not a lot of mana
and it had a restriction
and the restriction was not the restriction seemed easier to overcome than it was.
But it was this neat restriction that you really were challenged to beat the restriction.
And the problem was two things.
One is, Creative didn't like having Hercules be a 12-12.
We were tying a bunch of stuff together.
We were trying to make him the most powerful human, you know,
ever.
Because he's like,
oh my god,
he's super powerful.
But we had a big fight
about how big
he was supposed to be.
And then,
the ability which
we really liked
that I thought
played well,
development did not
like at all.
In the god book poll,
it didn't fare that,
in the rare poll,
it didn't fare that well.
It's an internal thing
we ask people
in the building
what they think of it. It didn't do that well. And people in the building what they think of it
it didn't do that well
and so at some point they realized they needed a card
that had to fit developmental purposes
and so what they did is
they're like okay
we need a green card we can turn
into this function
I think they were worried about
Delver
something blue
and so they
needed to scrap a card to make a green card that was
good against this particular
archetype. And
the team didn't like this card. I tried
to save this card. In fact, they tried to kill it multiple
times, and I came to the card's
defense. Usually as a lead designer, I will jump
in once in a while on a few cards that I really think matter.
I felt this matter. I really wanted it.
At some point,
it got changed
from Hercules to Hydra
because the creator team didn't think it could be Hercules.
I was like, fine, fine, fine. It's not Hercules.
But I liked the card mechanics. I said, fine, it could be Hydra.
And they got art
for Hydra in, so when they needed to change
things, it was late enough that they
couldn't change the art. So they ended up deciding they wanted
to use the Hydra. And so my card, the team's card actually, went bye-bye. So I will try
some other day, one day when Hercules shows up. I mean, this card, not necessarily Hercules.
I will, I'll tell you. Next is Nessian Courser. So Nessian Courser was a card in Future Sight so one of the things that happened in Future Sight
was
I was aware as I was designing
Future Sight that it was getting a little
complicated, for those unaware
it is the most complicated set
in the history of complicated
sets
and so one of my ideas
was I was trying to figure out how to do
future shifted cards
that could have a new frame that felt
like they made
sense in the future shifted frame
but weren't complicated. So one idea
we came up with was full frame
commons. Oh, sorry, vanilla.
Full frame common vanillas.
And the idea was, oh, it's a
special frame, so the reason it's future shifted
is, ooh, the frame, it's a full art
vanilla. Because vanillas
don't need a text box opposite to vanillas.
And so
we made a series
of vanillas.
And we went to
we also went to the development team, or
maybe the developer on the design team
and said, what are vanillas we've never made?
And tried to make some new vanillas and push in some
places, and we made a few powerful vanillas.
But anyway,
Creative had the world as their
oyster. One of the
things Creative was doing during Future Sight was
showing, they were looking
at future worlds. Like, here's a hint of places we might go.
So on this card,
it was a centaur, so they made it like a
Greek-inspired
world.
And that was the little nod in Future Sight that, you know, one day we might do a Greek-mythological-inspired world.
So when it came time to do the set, whenever we do a set, we always look at Future Sight and say,
oh, is there a Future Sight card that makes sense here?
When it does, we try to use it. We don't always use it.
We're not slaves to Future Sight.
But when we find opportunities, we look.
And I realized that this card was a perfect fit here.
The name was made to match the world.
Nessian has Greek roots, I believe.
Anyway, so we knew this was a perfect place.
Obviously, we don't reprint art on new sets,
so we knew it would have a new piece of art.
But we're like, oh, this is a very cool place.
I then teased that there was a Future Sight card.
In retrospect, I guess I made a mistake.
I think the problem was that I set up expectations for a crazy Future Sight future shift card,
and we got a very plain future shift card.
So I think I made a mistake of expectations.
Maybe, I'm not sure what I should have done.
But anyway, I like sort of teasing guys
but I think when I tease you
I have to be careful not to lead you
like normally I lead you down the path of
it's a 12, 12 creature that costs 1 mana
12, 12 trampler that costs 1 mana
but I think when people read that
they have expectations that of course there's a drawback
how else could you have a 12, 12 trampler for 1
where this, people were just expecting the world
and they got a little unhappy when, people were just expecting the world,
and then they got a little unhappy when I didn't give them the world.
So, a mistake on my part.
Nikdos, Shrine de Niks.
I have no idea what accent that was.
So this card started as a top-down card.
Basically, what happened was,
we wanted to make a temple,
because the temples were very big,
and the idea was, oh, it's a temple to the gods.
And so one of the ideas we had was, oh, well, if it's a temple to the gods, oh, well, let's make use of devotion, because it temples were very big. And the idea was, oh, it's a temple to the gods. And so one of the ideas we had was, oh, well,
if it's a temple to the gods, oh, well, let's make
use of devotion, because it's a temple.
And then the cleanest idea of devotion
is, oh, we'll do a devotion with something that helps
your mana. It's a land. So like, okay, well,
you know, cross. Temple has to be land.
Devotion makes sense to temple.
Mana is tied to land.
We all mix together, and we ended up with Nykthos.
When we made it, we had no idea
what the powerhouse was going to become.
I'm not sure if development tweaked
its numbers or not.
I do know that, like I said,
it's funny when you make a card that ends up being this tournament staple,
and really,
we were just trying to make a top-down temple.
Our goal was not
lofty, it was just, I mean,
it was lofty, but it wasn't, we weren't trying to make a powerful card.
We were just trying to make a flavorful card.
Uh, and it ended up being, I mean, I love, by the way, when the super flavorful cards happen to be good tournament cards.
I think that's cool.
It's neat.
Um, I'm happy Devotion is, is, is showing up and constructed like it is in the sense that here's the mechanics that I really, I really wanted people to love.
And now that it's getting played, I think people are really falling in love with it.
That, uh, Chroma never really got quite it's getting played, I think people are really falling in love with it.
Chroma never really got quite this reception,
so I'm happy for that.
Okay, Pelucranos.
Okay, so Pelucranos.
The car was originally called Phytohydra,
and when you used the monstrosity, it said, it fights all creatures!
And that's one of the things,
one of the luxuries of being in design
is you can just write words.
You can write words that sound like they make sense.
But at some point,
somebody has to look at those words and go,
you know what, that doesn't actually work.
We try to have that happen during design.
Sometimes the rares and the mythics will fall through
only because we spend a lot more time
on the mechanics
and things that happen a lot
to make sure
that all that stuff works
because if any one card
can't work
it's easy to change
but if a whole mechanic
doesn't work
that can undermine
your set significantly.
So it turns out
Pelucranos
couldn't fight everything.
Eric did the best job
he could
to try to retain
the general essence of it.
I'm a little sad in that I'm not the biggest fan of green doing damage to creatures.
It does have a little bit of a fight feel, so I can justify it in my head, I guess.
It's a little sad to me that it can't fight everything.
I thought that was awesome.
The other thing I guess that was one of Eric's issues, which is a very strong issue,
is it tended to destroy lots of creatures but always die
and it's like you kind of want to have this cool
creature in play and so that's true.
You want this giant creature in play.
So as I explained earlier today,
the monstrosity, the monsters
we ended up putting, focusing in red and green.
The idea being if you're drafting
that red and green is where the monstrosity deck,
the monster deck is going to be.
There's monsters in other colors.
I believe black was next
in line for monsters, and that blue and white
had the least amount of monsters.
I think the way it worked was
white was the least, so
green was the most, then red, then black,
then blue, then white, is my memory.
That's how it played out.
White didn't make a lot of sense for monsters.
Blue had some serpents and things, so blue had a little more sense for monsters. Black had all the gorgons, and it had plenty white didn't make a lot of sense for monsters blue had some serpents and things
so blue had a little more
sense for monsters
black had all the gorgons
and it had plenty of things
that made a lot of sense there
so
um
and then red and green
were you know
very the monster colors
and they're the colors
that are common
have a little bit bigger things
especially green
um
so
anyway
uh
that is
that is
Pookness
okay I
have now arrived at Wizards
um
so I need to wrap this up.
I finished almost another column, all but one,
but I guess next time,
I'm hoping I will be able to finish off with one more.
Maybe next time I'll have to pick up the pace.
I got up to P, though.
So next time you join me, I will finish off P
and hopefully get through the rest of the alphabet.
One of the big tests that we will
discover with this set of podcasts is
how many podcasts on a topic
is too many podcasts? I'm not sure.
But anyway, we are testing
the waters. It's not something that
I know you guys like, me talking about actual design stuff.
So I'm hoping this is
something people like.
Hopefully not every future thing will be this long.
I think this was a byproduct of me
just being recent, so I know
it in my head very, very well.
Anyway, as always, I love
talking design. I love talking
Theros. I'm very, very proud
of Theros. I mean, I'm
part of many sets that I've done, but
Theros definitely was one of the ones
that everything lined up, and really, it shines,
and I feel like in the last couple of years I've done some of my best work.
Innistrad and Theros are two of my best sets I've ever done.
And I'm really happy about that.
It's funny that they're both top-down.
I believe that I...
I mean, one of the things I've been experimenting with, you guys will see this in upcoming years,
is trying to do some stuff that's not top-down,
that invests a lot of how we're doing design now in a different way. I've been experimenting with, you guys will see this in upcoming years, is trying to do some stuff that's not top-down that
invests a lot of how we're doing design now in a different
way. I want to use stiff-edge design things
other than top-down.
Only because we can't do top-down every year. There's only so
many things that make sense with top-down. And you want to
mix up anyway. Magic is best when we mix things up.
So anyway, thank you very much for listening
to me go on and on and on and on
about Theros. But I guess it's time for me
to be making magic.
Talk to you next time, guys.