All podcast content by Mark Rosewater
Okay, I’m pulling out of my driveway. We all know what that
means. It’s time for another Drive to Work.
Okay, so last week I talked about Future Sight. And today
was Part II. It is Part II. But, something interesting came up. Matt Cavotta
needs a ride to work! And for those that remember my podcasting on
Planeswalkers, Matt lives right near me and so occasionally he and I go to work
together. And I thought Future Sight—the one team Matt was on, the fates were
speaking!
So Matt’s going to join us today, for Part II of Future
Sight. We’ll get some insight into maybe his take—because like I said. I’ve
done a lot of design teams. I’ve been on 50+ design teams. Matt’s been on one.
This one. So we’re going to talk to him today about it, and I’m going to try to
hit some issues I didn’t hit last time. So we’ll see if we can combine those
together.
So a quick reminder before—I’m driving to get Matt right
now. So Matt, at the time—Matt has a new job, but his original job was he was
on the creative team and he did names and flavor text. And at the time, I was
looking for a more offbeat design team to do Future Sight because I knew we
were doing a lot of crazy—you know, I really wanted a team that was outside the
box thinking.
Plus I really wanted a member of the creative team on my
design team, because not only were we designing future mechanics, but we also
were hinting at future worlds. And I thought it would be nice to have a person
to do that. So Matt was filling multiple roles. So we’ll talk to him today, we’re
trying to figure out what his take on all of this was because like I said,
I’m—I’ve done a lot of design teams. So I think maybe in some ways I’m a little
more jaded—just, I’ve been doing this for a long, long time. But like I said,
this was Matt’s one team. So he’ll probably have a different perspective.
So—I’m almost there to pick him up. (???) things you need to
know before I get Matt. As I said last time, remember that Future Sight was set
up—we knew that Time Spiral was the past, we knew that Planar Chaos was the
alternate present, and we knew that Future Sight was going to be a glimpse of
the possible futures of Magic. And
all that entails. And last time I talked about the timeshifted sheet, and I
talked about the Mix and Match cards, and I talked about the Pacts—the Pact
cycle.
So today, the goal was to talk about mechanics. But we’ll
see—I’m gonna pick Matt up and we’ll figure out where we go. If need be, we’ll
have a third part here. I’ve learned that these—the podcasts about the
episodes, people like them to run over several episodes. So I’m willing to
spend the time and talk about it. Aha! Here is Matt. Let’s pick him up. Okay.
MARK: Welcome!
MATT: Good morning.
MARK: Okay! Welcome to the show, Matt.
MATT: (???)
MARK: I’m in progress. Yes. I have to start when I leave my
driveway, because I have to begin every show by going, “I’m pulling out of my
driveway.” So, yes. The—my rule is that my podcast is from the start of my
drive to the end of my drive. So.
MATT: Have you had any flat tires or any such things?
MARK: I got gas once. I don’t know, I… I’ve been in traffic
a few times. So. I always expect, like, more, somehow my actually being in a
car mattering, but it only matters like one in 75 shows.
MATT: One of these days, someone’s going to sideswipe you and
the show is going to be awesome.
MARK: Yeah, it will be the—the road rage episode. (both
laugh) Okay, so here’s what I was saying before you got in the car, was I have
been on fifty-some design teams. You’ve been on one.
MATT: One!
MARK: So I said “So, what are the chances of the one I’m
talking about is the one that you were on?” So that felt like fate.
MATT: Fate.
MARK: So let’s talk about this, which is—what was it like
being on the only design team that you’ve ever been on?
MATT: You know, I have no perspective because like you said,
I’ve only been on one. I imagine that 99/100 people who play Magic who are really into it think of
how much fun it would be to be charged with designing cards that will
ultimately end up actually being put into a card set, and then I’d have to say
that it was that! It was very cool. However, I can say that I didn’t experience
all that often what it feels like to design a card and then actually see it
printed.
MARK: So, what—
MATT: I can only think of two—
MARK: Okay, what are the two cards that—your brain to print?
MATT: The only two I can think of, they both kind of suck.
One is the Putrid Cyclops.
MARK: Okay.
MATT: Scry one—cyclops—just seemed funny to me. And the
Yixlid Jailer.
MARK: Okay, what does the Yixlid Jailer do?
MATT: Cards in graveyards do nothing. They have no
abilities.
MARK: Okay, yeah.
MATT: Yeah.
MARK: Well that’s a neat card.
MATT: Yeah, it’s a hoser. People sometimes actually play
with it. Whereas the Cyclops lurks in binders.
MARK: It was played in Limited! Yeah, not every card, you
know—I mean, one of the things people don’t realize is, we make tons and tons
and tons and tons and tons of cards, and so few of them actually make it to
print.
MATT: The other thing that I wasn’t aware would happen is
that while you might not design start to finish a card that gets printed, you
dabble on all kinds of cards as a team.
MARK: Yeah, well people ask me all the time like “Why don’t
we credit the designers on the cards?” and I’m like, “Well, with the artist we
know who drew the card. With the designer, like—“
MATT: Four names attached to one card.
MARK: Yeah. And a lot of times, someone has an idea and
someone tweaks the idea and someone else says “Why don’t you do this?”
MATT: Right.
MARK: You know. And it’s very, very hard at the end of the
day to know, some cards, who even made the card.
MATT: Right.
MARK: You know, I mean, some cards, like I said, there’s
definitely cards where I made the card and no one touched it and I know I made
the card. But like last episode I was talking about some of the cards I made in
Future Sight. And I was talking about the timeshifted cards were extra hard
because of the rule that said “It had to be something Magic’s never done before. And that’s—I remember, so I said, when I
put together the team, three of the six members of the team had never been on a
Magic design team before. Which was
very bizarre for a Magic design
team.
MATT: Right.
MARK: But I was trying to…
MATT: Get out of the box.
MARK: Yes. I wanted out of the box. I thought you were an
out of the box guy, so… and another thing that I talked about is, we were
trying to show off not just future mechanics, but future creative elements. Why
don’t you talk about that a little bit?
MATT: Well, there are a small handful of ideas that we
thought we would get to at some point, and you and I talked yesterday about the
Sarcomite Myr.
MARK: Yeah.
MATT: We had an inkling that Phyrexia would be back.
MARK: Well, we, I mean Sarcomite—for those who don’t
realize, we knew that the Phyrexians had invaded Mirrodin when we did Mirrodin.
MATT: Right.
MARK: Like if you go read the novel, I mean, the fact that
the Phyrexians are invading was worked into Mirrodin. So we knew we were going
to go back. Now the big change—I talked about this in my podcast on Scars of
Mirrodin was—we thought we were going to go back to New Phyrexia, and just—and
at the end of it, “Oh my God! It was Mirrodin!” But we ended up going to
Mirrodin, watching them get taken over.
MATT: We also planted a Lorwyn card directly in.
MARK: Yeah, I think we planted cards from the whole next
block.
MATT: Yeah.
MARK: I think there was a Lorwyn, an Eventide, a Shadowmoor
and a Morningtide card all put in.
MATT: There was… I can’t say that this is actually going to
happen or not, but we put some dinosaur stuff—
MARK: Was it Muraganda?
MATT: Yeah. There’s that. And I think we did—wasn’t there a
dinosaur of some kind in there?
MARK: Yeah, there was, there was.
MATT: Was it Imperiosaur in there?
MARK: Yeah, I think so. I think so. There’s some dinosaur
stuff in Future Sight for sure. I mean, one of the things I think we did was,
we knew some worlds we were going to go to, and then we knew some worlds that
we thought one day we might go to. And then you guys just screwed around a
little bit.
MATT: Right. And then there was, of course, Coward World
that we planned on going to at some point.
MARK: Yes. All right, here, so let me ask you a question. So
the card that I get the most questions about—see if you can guess this. Of all
the cards in Future Sight, the card that generates the most conversation, that
I get bugged the most about, would be what card?
MATT: Tarmogoyf?
MARK: Tarmogoyf is the one that people talk about as far as
being the most powerful. But I get a lot more mail about another card from
Future Sight. See if you can name it.
MATT: Putrid Cyclops?
MARK: Yes! They go, “When are you going to make more Putrid
Cyclopses?” And Yixlid Jailers. Could you please make more of that? No, I’ll
give you a clue. It involves assembling contraptions!
MATT: Oh, yeah. Yeah.
MARK: Steamflogger Boss. Do you remember anything about the
Creative of Steamflogger Boss?
MATT: Uh… I think that was one where our tongues were firmly
planted in our cheeks. I don’t think any of us dreamed that this would actually
come—
MARK: No, no we didn’t.
MATT: Yeah.
MARK: Aaron actually admitted in like—right after it came
out, he admitted that it was a joke and we never planned to do it. And I’m
like, “Aaron, why did you tell them that? Now we’re destined to like somehow
have to figure out how to do it.” So, I was like “It’s a joke! The beauty of
the joke was we didn’t tell them the joke!” So, it’s kind of like—remember, uh
in Dr. Strangelove, that the Russian in Dr. Strangelove invent this machine
that’s supposed to, like, scare everybody else—like, it stops nuclear war by
being this—like, “If you bomb us, we’ll bomb everybody.” It was a machine.
MATT: Right.
MARK: But they never told anybody about it. Like, “We have
to tell people about it or else it doesn’t work!” Okay, so. In front of you is
a list of all the mechanics in the set. Well—all the non-evergreen mechanics in
the set.
MATT: You know what might happen on this podcast that makes
driving matter?
MARK: Okay, what?
MATT: It’s when Matt vomits from reading in the car.
MARK: I’m driving! So… one of these days, someone keeps—you
and I will have to do this on a future podcast. They want to do a podcast where
I answer questions, but I can’t do that while I’m driving, so I’ll have to have
someone else in the car to read me questions. So maybe one day we’ll do that.
We’ll do a “Ask Mark and Matt day.”
MATT: Okay.
MARK: Okay, so.
MATT: Wow, that’s a lot.
MARK: Pick—I mentioned this in Part I. So, before—before
Future Sight came out, like Planar Chaos previously, there were 56 keywords in Magic. How many keywords—well, they’re
not even all there because the evergreen ones aren’t there. There were 48
keywords in Future Sight. Those are just ones that were introduced in Future
Sight.
MATT: These are all from—
MARK: Well, okay. These were new, and these were…
MATT: Okay.
MARK: Extra ones brought back. That doesn’t include flying
and first strike and stuff like that.
MATT: What is typecasting?
MARK: Uh, like wizardcasting? So like,
wizardcycling—wizardcycling, it’s called.
MATT: Okay, I remember that.
MARK: Yeah, one of the things that was interesting about
making mechanics was, so a lot of what we were doing is what’s called
extrapolative design, which was—we weren’t trying to surprise you with things
you’d never seen before, but a lot of what we were trying to do is design
obvious places we could go from stuff we had done. For example, we had like a
morph cycle. Remember the morph cycle?
MATT: Yeah.
MARK: And so…
MATT: (???) evolving.
MARK: Right. And so the morph cycle was a vertical cycle in
which—normal morph takes creatures and they morph, so we took the other permanent
types that existed at the time, because planeswalkers didn’t exist yet although
they almost did, and we took a land and an enchantment and a… artifact, and
then each one of them morphed into that. Okay. So pick one of these and then
we’ll talk about it.
MATT: Let’s talk about… grandeur.
MARK: Oh, grandeur! Okay, what do you—what do you remember
about grandeur?
MATT: That was the legend ability—
MARK: Yes, yes, that was the ability that went on—
MATT: It was actually pretty cool.
MARK: It was very cool. Do you know who designed the
grandeur ability? I’m sure you don’t, but…
MATT: Hmm… no.
MARK: A little trick question.
MATT: No I don’t.
MARK: No one on the design team, so that’s why it’s a trick
question. It was designed by Bill Rose. Who was the VP of R&D. Bill had
come up with the idea—so one of the things that—one of the ongoing problems,
maybe I’ll have a whole podcast on this, because it’s—the legendary—you know,
legendary—the supertype “legendary.” The problem is, it’s this awesome thing
that we want people to be excited about, right? These are characters that are
unique. Except the legendary ability is just a downside!
MATT: Yeah.
MARK: It’s like there’s no—I mean, I guess you can play
Commander with it. But other than that, it is—there’s no great advantage to
being a named character other than now you can’t have more than one in play.
MATT: Right.
MARK: So Bill said, “Is there anything we can do to make the
legendary ability better?
MATT: Right.
MARK: And Bill came up with the grandeur ability, so for
those that don’t remember, what the grandeur ability says is you can discard
extra copies of it to have an effect. And the idea was that… that way if you
drew a second one, it wasn’t a dead card anymore.
MATT: Right.
MARK: And we it in a cycle… I think it was a cycle?
MATT: I think so.
MARK: Now if I remember correctly, all the legends were
ancestors of famous people? Is that correct?
MATT: Oh, now I’m remembering?
MARK: Right? They were like all—I think they were all…
MATT: Was Blackblade one of them?
MARK: Yeah, Blackblade was one of those. Right. There’s
Dakkon Blackblade’s… I don’t know, grandson or something?
MATT: There were some kids, there were some kids in the…
MARK: Yeah, I mean it was us doing future generations of
known characters.
MATT: Right.
MARK: Like I said. That’s more extrapolative design. Like
instead of making brand new characters, we riffed off characters you knew and
showed their offspring.
MATT: I think that that’s a pretty cool ability.
MARK: It is.
MATT: I’m surprised that we’ve never used it since.
MARK: We will. In my mind, if I take all the abilities that
we introduced in Future Sight, they fall in three categories. Category one is
for sure for sure we’ll do them again. Now, it takes a while to get to some of
them, we have to find the right place for them, so just because we haven’t done
them doesn’t mean I’m not interested in doing them. There’s a bunch on there
that I’ve actively been looking for places to put it.
MATT: Do you imagine that grandeur would apply only to your
own self? Or would—could I discard any legend with grandeur to use that
ability?
MARK: Oh! I think it’s just—I think it’s just your guys. I
don’t think if your opponent has a guy in play, you can discard yours…
MATT: If I have Legend A with grandeur on the board but
Legend B with grandeur in my hand, can I discard him for Legend A’s bonus?
MARK: No. That’s not how grandeur works. Grandeur says that
you can—
MATT: It’s all about me.
MARK: Yeah. Legend A can discard other copies of Legend A.
Now what I thought you were asking was, what if Legend B is another version of
Legend A, right?
MATT: You know what card I want to see?
MARK: What?
MATT: I want to see a legendary rat lord who you can have
any number of copies of that guy in your deck.
MARK: Okay.
MATT: What is that card? Relentless Rats?
MARK: Well, there’s Relentless Rats… yeah, that’s the one
which you get as many as you want. It’s based on Plague Rats, which allowed you
to play with lots of Plague Rats.
MATT: And it has grandeur, of course.
MARK: Yeah. Rat grandeur.
MATT: That’s my all rat lord deck.
MARK: So we’ve made a few rat lords. But nothing—
MATT: It doesn’t actually have to be a rat lord.
MARK: Yeah. You know what I realized, I goofed up on
Gatecrash? I didn’t make an ooze lord. That—I dropped the ball on…
MATT: Nothing says “the city” like an ooze.
MARK: Well, and the Simic—the Simic have lots of ooze. It
would have fit. A Simic ooze lord would have fit. Okay, pick another ability.
MATT: I pick… fateseal!
MARK: Fateseal! Okay, so what is fateseal? What
inspired—Fateseal is extrapolative design. What is fateseal?
MATT: Is fateseal like scry on your opponent?
MARK: Yes! It is negative scry! So one of the things I did
was, because we were doing past, present, future, I wanted to make sure there
was one unique mechanic for each set that played up that theme. So the past was
flashback, right, because that’s remembering the past, and the alternate
present I did vanishing, which is a redone version of fading, because it was
all about “you get it right now but it goes away,” and then for the future I
saved scry. And then I said, “Well, scry you can only use on yourself, what if
you used scry against your opponent?”
MATT: Have we used that since?
MARK: Well, okay. So I didn’t finish this before. So there’s
three categories: category number one is, “Definitely. I’m looking for a place
for it, I believe one day we’ll do it.” Category number two is, “I don’t know.” I think assembling
contraptions falls in this one. It may be—maybe if we can find a way to do it,
I’m willing—the category two I’m willing to do, but I’m—they’re more
challenging. They’re not slam dunks. Like category one is “Look, I know we’ll
find a place.” Category two is “I don’t know, maybe.” Category three is “I
don’t think we will ever do this mechanic again.” I think fateseal falls in
category three because it is the most unfun, violating…
MATT: Doesn’t that seem very Dimir, though?
MARK: It is very Dimir. We’ve—we talked about doing fatesear
for Dimir. Fateseal, sorry, for Dimir. But it is just the most unfun thing.
Like, we’ve been spending all this time and energy trying to like take things
we think they just suck all the fun out of the game, and that mechanic is
really like… I don’t know. It’s—it is fun-sucking as fun-sucking gets.
MATT: Are there any others in the “we’ll never do that”
section?
MARK: Well, if we get to one I’ll tell you.
MATT: How about… fortify?
MARK: Fortify! Okay.
MATT: I don’t remember fortify.
MARK: Well… what do you think fortify is?
MATT: I have no idea.
MARK: It gives you vitamins to make you stronger?
MATT: Yes.
MARK: No. Fortify is equipment for land.
MATT: Oh. Oh!
MARK: Yes. So that is in the category one. I’m looking for a
place to use it. I need the right place—I mean, the thing with—
MATT: I can think of a place.
MARK: Well, I mean—
MATT: But we can’t talk about this here.
MARK: We can’t talk about it here. This is not the “riff on
the future stuff.” So… that’s what they want, by the way. They go, “Just—yeah,
just do a podcast on Huey or something.” You know? Okay. So fortify was
artifacts—equipment for land. We had actually talked about doing it in
Zendikar, because Zendikar was a land set, but we had a lot of other stuff
going on, and anyway, it just—it didn’t seem like the right place. But I—it’s
category one. There will come a time and a place… we will do it, I believe.
MATT: Yeah, that seems cool.
MARK: Okay, next.
MATT: What about aura swap? What is that?
MARK: Aura swap! So aura swap was—
MATT: It’s just like… I trade an aura in my hand for one
that’s on a guy?
MARK: Yeah. I believe that’s how it worked. Basically the
idea of aura swap is, if a creature has aura swap, then it has the ability it
has—but, it could change at any moment into another one.
MATT: Oh, so the creature has it, not the—
MARK: No, no, no. The aura has it. But if the aura has aura
swap, that means it could transform into an aura that’s in your hand.
MATT: Got it.
MARK: So—any creature that has aura swap, we have to, you
know, be suspicious that it could change. I guess that’s category two… it’s not
that I wouldn’t—it’s a tricky one to use is the problem. Like some of the other
ones, like no no—I know we can use them. I know where to go, I know how to use
it. This one, it’s tricky.
MATT: Yeah.
MARK: It’s not a category three, it’s not like we’ll never
do it, but kind of like I have to find the right way to do it. It requires a lot
of finesse. And it’s tricky.
MATT: It also requires friends. You know, if auras don’t
already kind of matter, are they going to be enough of a thing to even warrant
shining another spotlight on it?
MARK: Yeah, no no no, it definitely—it’s a linear mechanic
in that, what that means is, it requires other cards of its kind, or a certain
kind, so right. You’d have to have an aura deck to make aura swap really
matter.
MATT: What about the lifelink, deathtouch, shroud, and
reach. Did we just rename those?
MARK: No, we introduced them.
MATT: Those didn’t exist?
MARK: Yes. Those did not—I mean, the—they—they weren’t
keywords.
MATT: Got it.
MARK: So what happened during Future Sight was, I had been
meaning—one of the problems I had run into was, I felt we were too stingy with
our keywords, and I really wanted to spread them out. I really wanted to—because
what happened was, “haste was a red thing. Only red had haste.” And what I—my feeling
on keywords is, it’s this valuable commodity, what are we doing? We have to
spread them out a little bit. Because from a design standpoint, we kept making
the same cards. We needed a little more flexibility. So my plan was, and it happened
during Future Sight, was to introduce them, give them keywords, and then spread
them out in colors. So the ones that got introduced—lifelink, which at the time
was mostly a white thing, we spread to black, deathtouch, which was mostly a
black thing, we spread to green, shroud, which was a green thing got spread to
blue although blue and green had both done similar things.
MATT: Right.
MARK: And then reach—reach only existed—we didn’t spread reach
anywhere. In fact, there’s a big question of who’s supposed to get reach other
than green… I think it’s white is supposed to be secondary reach? But we very
rarely do reach in any other color.
MATT: It didn’t need it because it has—
MARK: Because it has fliers. Yeah. Maybe red? I’m not sure
who needs reach. But the reason we did it was, I didn’t care if we had it, I
didn’t need it keyworded, because it’s not the kind of thing we tend to use in
keyword form a lot, because—oh, the reason we need keywords is, when you make a
cycle of things, and you’re doing some new things, and you need to give them
variety, we tend to give them creature keywords, but we needed a single word,
and so when they’re spelled out it’s hard to fit on the card, that’s why we
needed to keyword them.
MATT: Especially in this set.
MARK: And reach, by the way… we made reach not because I
needed it from a design standpoint—the rules team needed it because it made it
easier to write the flying text. Because if you just—if flying is, “I can only
be blocked by creatures with flying and reach” then it just defines it.
Although it’s a circular logic where, like, reach and flying define each other
by the other.
MATT: Right.
MARK: Kind of like the dictionary when, like “What does this
mean?” it gives the synonym. “What does that mean?” it gives the first word.
So. Okay. Give me another one.
MATT: Absorb.
MARK: Absorb. Oh, absorb! Okay. So the idea of absorb was,
we did a trading card game called Star Wars. Star Wars the Trading Card Game.
And it was a Richard Garfield design, and then I was in charge—I worked with
Richard on the original design, and then I was in charge of doing the very
first set. Like the core set. And one of the abilities… I’m not sure whether
this ended up in the first set or not, but the idea of armor. The idea that
when you shoot something, it takes less damage because it had armor. And so
absorb was the idea of taking that mechanic that we had come up with for Star
Wars and bringing it to Magic.
MATT: So what ends up with absorb? Is that a creature
ability?
MARK: Yeah, it’s a creature ability. So what it means is,
Absorb 1 means that every point of damage the creature takes, it takes one
less.
MATT: Oh, so if—I got it.
MARK: Right. So the—so the—so, what category… where is
absorb? One, two, or three?
MATT: Um… I don’t know.
MARK: So, you would think one, because “Hey, it’s a clean
ability. It’s really flavorful. But it’s two.
MATT: It’s kind of hard to—for a—
MARK: Why is it two? Why is it two and not one?
MATT: (???)
MARK: No, no, I mean, I think we could convey—I mean the
idea is, I don’t know, I’m not sure absorb was the best word, but the flavor of
armor was pretty cool. Like, I’m harder to hurt. I thought the flavor was cool.
MATT: Is that the reason, because it’s not correctly
flavored?
MARK: No, no no no no no. It’s a Development reason,
actually.
MATT: It’s too good?
MARK: It’s really, really, really fricking—Absorb 1 is
really good. Like insanely—like we didn’t realize how good it was until we made
a couple, and then we’re like “Oh, this is insanely good.” And that’s not even—you
can start comboing with things, or like—
MATT: Let’s say… you can’t be… let’s say if you have five
toughness and you have Absorb 1, someone can’t shoot two spells at you to kill
you.
MARK: Right!
MATT: They have to over—it has to be such overkill.
MARK: Correct! Like we—I forget what size we had. Imagine,
right, you have a 5/5. It’s like—two lightning bolts is not enough to kill you.
MATT: Right. That sucks.
MARK: You know. I’m not saying we’ll never—that’s why it’s
in category two. But I do admit that it’s a developmental problem. And whenever
I bring it up, like a couple times I said “What do you guys maybe think of
absorb?” And Development always says… okay, I’m making a face that you can’t
see on audio. But I’m—a grimace.
MATT: Yeah, a grimace.
MARK: Yeah. So anyway, I like the flavor of absorb. I think
absorb is a very cool flavor. And it worked a little better in Star Wars, where
we didn’t have—Star Wars had a lot more damage happening. So reducing one
damage—it was a die-rolling game, you had a lot of dice, so reducing one damage
wasn’t this big deal when people were rolling, you know, eight dice or twenty
dice or whatever. Okay, next one.
MATT: Gravestorm.
MARK: Gravestorm! Okay, so gravestorm is a variant of…
MATT: Storm?
MARK: Storm! Very good! (???) some easy ones (???).
Gravestorm was a—I came up with gravestorm. I was trying to come up with a
tamer storm was the idea. Because storm—storm is this mechanic that I always
joke is kind of like the relationship that went bad, that you keep thinking
maybe next time it will go better, and so every time you rekindle it, it goes
horribly again, and then you’re like “Okay,” you know, “Okay,” you know, “That’s
it. I learned my lesson.” And then somehow you keep going back and going, “This
time it will work!” And storm has burned us every time we’ve ever used it.
MATT: Did gravestorm burn us?
MARK: Well… gravestorm’s problem is, it’s just too much like
storm, I think. It’s just, I mean we did it on one card and I think it was
okay, but it’s not the kind of card you can put in lots of mechanics because it
just, it has—I mean, it’s not quite as broken as storm, but that’s, you know,
like… it’s—I don’t know, it’s like comparing, you know, it’s not quite as much
a dictator as Mussolini? But you know—notice I went to Mussolini because
everybody does Hitler. So I’m trying to—trying to go to different—
MATT: Yeah, branch out. How about… frenzy?
MARK: Frenzy. I love—frenzy is a mechanic that I like a lot.
Frenzy is “Frenzy N,” and if you attack and are not blocked, you get +N/+0. And
we’ve made a few cards—I mean, not called frenzy, but Magic’s had a few cards that have done this. I like frenzy a lot.
Development does not like frenzy and so we always—we have this constant fight.
Because I think frenzy is a real cool mechanic. And Development doesn’t like
it. So—
MATT: So it only triggers when you’re not blocked.
MARK: Right. When you’re not blocked. I don’t even
understand why they don’t—I mean, I kind of understand. But I think it’s a neat
mechanic in that it says “Hey, hey, you’d better get in a fight with me or else
I’m pretty dangerous.” It kind of encourages combat. But Development does not
like it. So I have tried to get frenzy in multiple times, and each time
Development has sort of said they didn’t want to do it. So I’ll put this in
camp two, in that it would be camp one if Development liked it at all. So I’ll
put it in camp two in that—I need to, you know, slowly warm them up to it.
MATT: Right.
MARK: Okay, we have one last one before we’re going to get
to work.
MATT: Transfigure.
MARK: Transfigure. Okay, so transfigure was a take on
transmute, which was the Dimir mechanic from Ravnica, and transfigure—I think
our creatures—
MATT: Did you just do it from in play instead of in your
hand? Is that what it—
MARK: Well, no no no, I mean transmute was from in your
hand. But transmute was, I can turn any spell into any other spell that has the
same converted mana cost.
MATT: Right.
MARK: I think transfigure are creatures that turn into any
other creature with the same mana cost.
MATT: Right, but isn’t—aren’t they in play?
MARK: They’re in play, yeah. So that is—so the idea is that
I attack with this thing, and then I can—if I have the mana, I can turn it into
any other creature with the same mana cost as me. Trans—the problem with
transfigure is the same problem with transmute, which is again a developmental
issue—I mean, a design issue too, which is what we call repetitive gameplay,
where part of the fun of Magic is
that you want different things to happen in different games, and if the same
thing keeps happening then it becomes kind of boring, and so we’re very dubious
of mechanics that say “Hey, every time I play, the same thing is going to
happen.” And so tutors tend to lead to that. Okay, anyway—so guys, we have not
gotten through all the keywords. I want to talk about all the keywords. So I
will do a Part III next week. Matt probably won’t be with me.
MATT: I’m out!
MARK: “That’s enough! I’m done!”
MATT: I’m done with this!
MARK: So I want to thank Matt for joining us today, and we
will have him in the future. He’s our—he’s my most—now it’s your second show,
so now you’re my most, uh, my most used guest, I guess.
MATT: I’m honored.
MARK: So, anyway, thanks for joining us, and guys, next week
we’ll do—I’ll talk about the rest of the mechanics. Maybe my thirty minutes in,
maybe—we’ll see. It’s a lot of mechanics. So anyway, thanks for joining us, and
it’s time to go make the Magic.
No comments:
Post a Comment