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 two weeks ago, I started talking about Champions of
Kamigawa. And last week, I continued to
talk about Champions of Kamigawa, so this week I will continue yet again to
talk about Champions of Kamigawa. I’ve got more stuff to say.
So what I want to do this week, and I gave you a little
teaser last week, was I’m going to walk through cards and tell some stories
about the making of cards. My little—my little caveat is, this is just a chance
for me to tell lots of little individual stories, I’m going to use the cards to
jump off. Most of the cards—most of the stories will be about the cards
themselves, but sometimes they might just give me another story I want to tell.
So these creatures are interesting. They actually started
with just the second ability, that’s like “Oh, these creatures could get
bigger.” But what we found in playtesting was that it just—it really was this
random thing. It’s like “Oh, okay, attack, and then roll the dice.” You know.
And that yeah, there are other things that could let you see the top of your
library, but there weren’t that many of them, and maybe in Constructed you
could work real hard to do it, but it was something that was tough to do.
And so what we realized was, what we wanted the cards to be
was more bluffing cards than—than, you know, random cards. Meaning what we
wanted it to be was like, “I attack. I know whether or not I have the bonus. Do
you think I have the bonus?” And we found that to be much more interesting.
But this cycle actually was interesting. I’ve seen a number
of people playing in Limited where like, you know, there was interesting—you
know, you had the extra mana so you would look. A lot of times what you would
do is you would look the turn before if you had the extra mana so you didn’t
waste your mana on your turn. And then you knew what it—oh no, actually, you
draw. You had to look on your turn. Anyway. Okay. But I saw people having some
fun bluffing moments. I enjoyed the Deceivers.
So one of the things that we’ve gone back and forth on in
the core set is how much is the core set supposed to represent sort of generic Magic, and how much is supposed to
represent specific worlds that we’ve visited.
And so Counsel of the Soratami got put in the base set
because—the core set, because we’re like “Oh, well, hey, it represents
Kamigawa. This is a very—you know, it’s not—it’s not—it’s not a boring, you
know, it’s a very flavorful card. And it represents, you know, the world we
visited Kamigawa.”
But the problem, as I explained last time with Counsel of
the Soragami is that people didn’t quite know what it was. It sounds like it’s
a creature, I know it’s spelled differently, but it—if you just hear the name,
it sounds like a creature. The picture has this—a woman on it, you know, and so
she’s just like “Oh, what’s this woman? What’s she doing?” You know. And the
answer is, “Uh…”
And I really—one of the things that I believe strongly, and
like I said, Champions of Kamigawa fell down in this area a bit, is I want to
make sure it’s very clear that the creative communicates what the card is. What
the card type is. What the card does. And that when the creative isn’t doing
that, when it’s confusing the issue, the creative, you know, it’s kind of
getting in the way of its role. Its role is to help delineate what cards are
and aid in memory, not cause problems with memory. So anyway, I had a beef with
Counsel of the Soratami. So.
Next is Cranial Extraction. So in Tempest, I made a
card called Lobotomy. And Lobotomy was this card where—basically the
idea of Lobotomy was, “I’m going to go after a specific card and, like, remove
it from your brain.”
So, one of the things that’s interesting. The difference
between—I talked about this in my black podcast. Is that blue and black—we try whenever
possible to give the colors mechanics that are similar but each have their own slightly
take on it. And so—in milling, blue just does the general milling. Like I’m
just going to mill—“Forget, I’ll make you forget! You will forget everything!”
You know. And sort of slowly grinds you away.
Where black is like “Nah, nah nah nah. If I have a problem,
I’m going after that exact problem. I’m going to go in your brain, (pop) Pull
that out. Oh, now you don’t know how to do that. Sorry!” You know.
And that—so anyway, Cranial Extraction was us sort of taking
Lobotomy and making sort of the—the cleanest version. Because Lobotomy had some
luck of what you hit. And it’s like “Well, let’s just make a very clean
version.”
And the problem with Cranial Extraction, by the way, was we
ended up putting Arcane on it. In fact,
this was a problem with Champions of Kamigawa, is in order to make splice work,
we needed to have Arcane spells. And so just some number of spells we would put
Arcane on.
And later on when we want to reprint it, we didn’t want to
print cards with Arcane because it confused people. Like, it was just words that didn’t mean
anything. And this is one of those cards that we kept wanting to reprint but we
couldn’t because it was Arcane. So anyway, it was interesting. One of the—one
of the problems.
For example, Theros definitely has some actual Greek
mythology that you know what? The average person probably doesn’t know. The
difference between Theros and Champions of Kamigawa is, Champions of Kamigawa
put the unknown in your face, in common. It came up constantly, like “What?”
Where Theros says, “You know what? We can do that, but we
can do it at higher rarities. We’ll do it at rare.” You know. “We’ll do it so
they come up more infrequently, and when they do, you go, ‘Ooh, what is that?”
Not like—so, it’s the exception and not the rule. And I feel like when you’re
doing resonance, the rule, the commons, even to some extent the uncommons, need
to be the expectations, what people expect. But the rares and the mythics might
be a place where you can sort of educate a little bit.
Like I do like the idea that people play Champions of
Kamigawa and learn things about Japanese culture they did not know. That’s
awesome. And same with Greek mythology, we want to do that. But what we’ve
learned is, in this lesson of Champions of Kamigawa, is that those educational
lessons can’t be the cornerstone of the set.
You know, when you have a common doing things that no one
understands, it just makes it confusing. If you have a rare that does that,
it’s like “Oh, well it doesn’t come up that much and you learn about it.” Like,
it gives you a chance to learn the world before you learn the sort of—the
teaching cards, if you will. And I like those.
Anyway, speaking of which, Eight-and-a-Half Tails, it’s a
very—very Japanese thing. Foxes are very Japanese, and this is a—it is a trope
of Japanese mythology—I don’t—my knowledge of mythology is—is not as extensive
as the people who made the set. Or—the creative team.
So Eight-and-a-Half Tails was interesting in that we
wanted—so, one of the things we try to do from time to time, and we don’t do
this at common, but we do this at higher rarities, is mix-and-match abilities
that kind of allow a color to do something a little beyond what it normally
does. But each of its abilities are something that it can do.
And so, you know—so Eight-and-a-Half Tails kind of does
that, which is protection—something white does all the time. Right? And the
ability to turn things white—all the colors have the ability to turn things
their own color. That’s not something we use a lot, but it’s something they do.
Blue’s the color that can turn anything any color. But every color has the
ability to turn stuff into its own color. The Laces from Alpha sort of played
this up.
And so what Eight-and-a-Half Tails does is keep things where, you know, it has protection from white, and it can turn anything to white. And it’s kind of cute, and it definitely plays in the protection aspect. I believe Eight-and-a-Half Tails is tricky, and, you know, it’s a very tricky creature, and it’s hard to—hard to capture it, and so we tried to play that aspect up.
Oh, and the thing that—that it does is, Zuberas were saying
“Oh, well we’re going to—we’re going to count ourselves, so when we go to the
graveyards we’re going to count how many of us are there.” So if you start
playing more Zuberas, the—like, you know, it has sort of a tribal feel to it.
And that’s—it does have tribal. And the Zuberas kind of combine.
And that—we liked it a lot—we were playing around a lot with
life and death, and the kami have a lot of themes of life and death. You know,
I’ll get to two cards that are straight up that. But anyway, I did enjoy how
the Zuberas kind of have some fun gameplay. Brought back something we had had
fun with before, but it had a tribal element to it. I thought that was pretty
cool.
And this card is a very popular card in casual multiplayer.
Where it’s kind of like “I get some color, and then I give it to somebody else
and then they get some color.” And there’s a little bit of
a political thing to it because you get to choose who gets the card. But
anyway, it’s one of those cards that like—one of the things people don’t
realize is that there’s a lot of things we do. And some things we do at a very
high level, like every set does them.
But some cards, you know, we do at a much lower level. That
they’re not intended to be an every set thing. It’s like “Eh, once a block. Or
once every other block.” And that—you know, there’s certain subsets of cards
that we slowly add to over time. And that what people don’t realize is
like—there’s hundreds of subsets we probably, you know, service on some level,
and that this is one of the little ones that we—maybe every other year, every
third year. It’s not something we add a
lot to very quickly, but over time, if this is the kind of thing you enjoy, Magic has slowly been doling them out.
And so my intent had always been that they were four
uniquely different cards. But I didn’t say that in my template. And I think I
handed off the design with it saying “Just get four cards.” So in development,
the—they sort of abused the fact that you could get the same card. And I’m like
“Oh, no no, guys, guys, guys, guys…” It must have been three cards for
Intuition. Because I think—I’m pretty sure that Gifts Ungiven is four cards.
Anyway—and it kind of got abused, and I said “Well guys, no
no no no, it’s supposed to be different cards.” And they’re like “Oh no, this
is fun.” And I could not convince them—even though the intent of the card—the
point of the card was it’s supposed to be four different cards. Or three
different cards. You guys all know. I can’t look it up. The fact was it’s
supposed to be different. And anyway, I could not overrule them, they would not
change it, and so Intuition went out, you know, carefully (???), you know, make
sure you—you know, make sure your cards get turned over exactly like you want
them to be.
Anyway, so during Champions of Kamigawa I remade the card.
I’m like—in fact, the funny story is, I was inspired by John Hughes. So John
Hughes is a director. John Hughes made a movie called Pretty in Pink. For those
that—and the premise of Pretty in Pink is, Molly Ringwald plays a girl from the
wrong side of the tracks, and her best friend is Jon Cryer, from Two and a Half
Men fame, and—by the—this is long ago, they were, you know, they were kids.
And she falls for this rich guy played by—I think Andrew
McCarthy? But anyway, the way—it’s a love story, but the story—she comes to
realize that, you know, that what she really loves is the guy that’s been by—her
best friend that’s been by her side all along. And she gets together with her
best friend and that’s the end of the story.
So anyway, they made this film, and then they showed it, and
the audience—what Hollywood studios do is before the movie comes out, they
preview it in front of a test audience and get the reactions. And the test
audience was upset. They really wanted Molly Ringwald to get with the rich kid,
not the poor kid. You know. And they’re like—so the studio went back to John
Hughes and said “Okay, you’ve got to change the ending.” And he’s like “What?”
And he’s like “No… but no! You’re missing the whole message of the movie.” And
anyway, they made him change it. And he wasn’t happy.
And so he changed it, and she ended up with the rich kid,
and—I remember when I first saw the movie I was so mad because the movie leads
you to the ending it’s supposed to have. It’s not like he redid the whole
movie. He just changed the ending.
We would later, by the way, parody Gifts Ungiven on a
holiday card called Gifts Given. Although—maybe the holiday card—maybe
I should save that the—maybe I’ll do a holiday cards—that’s actually not a bad
podcast. Maybe I’ll do a holiday card podcast.
And there’s a lot of controversy because red tends to be
more heat, where blue is cold. And blue tends to use ice. And there’s this big,
like “Well, but red isn’t the ice color. Blue’s the ice color. Is that okay?”
But, you know, “What if I want to do an ice beam and do damage with ice?” Well,
blue can’t do that. You know. And it was very controversial. I think in general
people kind of—I think if you were in a setting that’s all cold and you’ve got
to give red some access to cold, but anyway, it just rubbed a lot of people the
wrong way. So anyway. I’m not sure how many people realize that Glacial meant
cold, but if you look at the art, it does.
Next is Godo, Bandit
Warlord. So this might be—I believe this is one of the most popular
commanders of Ken Nagle. And the funny thing is, we were trying to make a
bandit warrior, and so we gave him this flavor of he goes and gets equipment.
But since that time, we’ve sort of put that in the color pie of white, not of
red. So Godo kind of sits out of time.
Out of place. He’s a man without a color pie.
So he does something that nowadays we would do in white. But
at the time, I think it’s the first time we actually did it, it just was done
on a—you know, flavor basis, and so anyway, Godo had that ability.
And so this is one of those things that if you dig deep, the
reason I think Limited actually works well is all this parasitic
interconnectedness works really well in a set where that’s what it is. And if
you’ve played Modern Masters, I mean, this card is very exciting. That—if you
decide to go down the Arcane path, it does some neat things to allow you to
have extra utility with the Arcane cards.
And what I realized early on, after I got to Wizards was
“Mana Flare really isn’t a green spell. I mean, isn’t really a red spell.
What’s red about it? It’s a green spell.” You know, red—red’s not about
creating more permanent mana. I mean, red would later go on to be the ritual
color, but I mean, even back—even back then it wasn’t the ritual color yet. And
so I realized that “You know what?” I think I—I think it was Urza’s Saga. I
think I said, “You know what? Green should have—you know, green should…” Oh no.
Was it Urza’s Saga? It might even have been Tempest.
Anyway, either Tempest or Urza’s Saga I’m like, “You know
what? Green should have Mana Flare.” So I made it and put it in the set. And it
got cut for some reason. Usually what happened was, like, we wanted to do a
variant on Mana Flare, in artifacts, where we wanted it—different reasons why
just—we ended up—it got cut. You know, something else was too close, or it got
cut for numbers. Whatever.
And so I think I tried to put it in Tempest first. Either
Tempest or Urza’s Saga. But—so anyway, it got kicked out of there. And then we
tried Mercadian Masques, and then after it got kicked out of Masques I tried
Invasion, and after Invasion I tried Odyssey, and after Odyssey I tried
Onslaught, and after Onslaught I tried Mirrodin. And finally, after like eight
years or something, the card finally got made.
Like I literally—so one of the things I’ve learned about Magic design is you’ve got to be
patient. If you have an awesome card, eventually you’ll find a home for the
awesome card. It’s just a matter of sort of being diligent and finding—you’ve
got to find a set in which that card shines, and usually that’s when the card
has the best chance. When thematically it just really fits with what’s going
on. But anyway, Heartbeat of Spring was me—me not giving up.
What did legendary enchantments do? And also—in the theme of
making the set as parasitic as humanly possible, we said “What if these shrines
cared about other shrines?” And flavor-wise it made a lot of sense that, like,
you got different shrines to different oni, and as you got more shrines they
benefited from one another.
But each one of these would do something, but it would count
the number of shrines you had. So for example, if the white one gave you life
and the red one did damage, well if you had two shrines, right, the white one
gave you two life, the red one did two damage. And so they were legendary, so
the fun thing about this was, it made you want to play a five-color deck
because you could only have one out at a time, but they were played with each
other was the idea. Anyway, I think they were fun. I mean, it did not help the
parasiticness of the set, but they were fun. I did like them.
So the interesting thing about this card, let’s see if
people ever noticed this—I assume some people did. Okay, so what happens is,
Iname, Death Aspect—when it comes into play, when it enters the battlefield, you
go to the library and take as many cards as you want and put them into your
graveyard. So what it does is, when it enters—when it is born, it creates
death. Right? It takes things and puts them into the graveyard.
And Iname, Life Aspect—when it dies, when it goes to the
graveyard, you get to take cards from your graveyard and put them into your
hand. Right? So the Death Aspect, when it comes to life, brings death. And the
Life Aspect, when it dies, brings life. I think that’s cool. But it is—it is
definitely a—a—one of those things where we’re trying to create some parallels,
and I enjoy the hell out of this stuff.
We talk about the scale of Melvin to Vorthos, and this is a
very Melvin thing. Of just—the intricacies of making all the things work in a
mechanical way that has a kind of pleasing thing, and that—these cards actually
have both a Vorthosian quality and a Melvil--Melvinian quality. (laughs) I’m inventing words as we—as I
drive. Hopefully that’s not too dangerous. But anyway, I—I like those cards.
Those cards have a lot of flavor but also have a very kind of neat mechanical
elegance to them.
So one of the things when Konda first got named is Gerrard’s
father—or Gerrard’s adopted father was named Sidar Kondo. He never actually had
a card. I tried to get him a card in Time Spiral, but not enough people were
convinced that anybody knew who he was. He’s been referenced in a few pieces of
flavor text, and he’s an important character.
What happened in the Weatherlight Saga is Gerrard—it’s
preordained that Gerrard’s going to be the chosen one, basically. That prophecy
had said, and they’re worried that the—his parents are worried that the bad
guys are going to come after him. So they send him to live with a friend of
theirs named Sidar Kondo who adopts him and raises him. And Sidar Kondo’s other
son, biological son is Vuel, Vuel would grow up to become Volrath. For those
that don’t know the Weatherlight saga.
But anyway, I really wanted to do Kondo and they wouldn’t
let me do Kondo. And then when they named him Konda, I’m like “Konda, we have a
Kondo! Like, how do you…?” And they’re like “No one knows Kondo!” So they named
him Konda. And to this day it bugs me.
Anyway. Speaking of which, Isamaru, Hound of Konda. This card came about because somebody somewhere was in a room and said how you
can’t make vanilla legendary creatures. And I, being the—the challenge (???), I
was like “Oh, of course you can make vanilla legendary creatures.” They go, “No no no. Legendary creatures have
to be something special and cool. And vanillas are the opposite of that.”
And I said, “I can make a vanilla legendary creature.” They
go, “Okay, you’re on.” So I thought about it, and I said, “Okay, W 2/2.” And
*poof*! The other thing that I did that (???) a lot was, in order to make our
legendary theme work, I really pushed that we needed to get some uncommon
legends, so we needed to push the theme down.
I hadn’t quite figured out that it didn’t work because we
didn’t have commons, but I was trying to get—I was trying to get the as-fan as
low as I could. Or as high as I could, to be fair. Meaning I wanted to make
sure you opened a legend in as many packs as possible. And so we tried to make
some uncommon legends. And Isamaru was perfect. Right? It was flavorful, it
made sense as a legend, but it made sense as an uncommon. And it was vanilla.
So it worked out pretty well.
Like—you know, when you get a giant dragon in play, you know
what you want to do? You want to attack with a giant dragon. So I said, “Look,
let’s… instead of giving them activated abilities, let’s give them death
triggers.” So the idea was when they die, they’ll do cool things. You know.
And the idea is, it creates this nice “Damned if you do,
damned if you don’t” moment. Because like I’m going to have a dragon. I’m going
to attack with it. Well… either I’m going to kill you with my dragon or you’re
going to do something about it. And if you do something about—well hey, that’s
going to suck for you too.”
And the dragons were hugely popular. They might have been
the most popular thing in the set. Or—they’re very, very near the top. Now, a
couple of them were super-powerful on top of that. But people just liked them.
One of the worries at the time was the complaint that the
death trigger—like, people wouldn’t like the death trigger. Because one of the
things we’ve learned is that lower-level players, they don’t—higher-level
players look at the death trigger and they’re like, “Okay, I have to think
about when it’s going to die and time it correctly.” You know. But what we
found with lower-level players is, it’s just like a happy thing when it dies.
Like, it dies? “Ooh, now I get this.” You know, it—they don’t tend to plan
ahead, but they’re happy when it happens.
And so the people that—the more advanced players, you know,
the dragon oftentimes would die because they planned for it to die. Where the
beginning players are just like “I’m playing a dragon. You killed my dragon?
Hey! Good stuff happened.”
So this was me kind of saying “Oh, I love cloning, and I
love kind of use it or lose it cards,” you know, cards that—one of the things
for me that’s fun of the “use it now” cards is that I think there’s a lot of
fun—so for example, there’s a format called Mini Masters, for those that have
never played it. Here’s how you play Mini Masters. By the way, a format
invented by myself and Henry Stern many, many years ago, and then I put it in
the Duelist back in—before I worked for Wizards, like ’94.
And the way it works is, you open up a pack of—a booster pack
of cards. Do not look at it. You add in fifteen lands, three of each basic land
type. Shuffle them together. And then you play. And like I said, you don’t look
at it. And then the idea—in a true Mini Master, if you want to play future
rounds, the winner takes the loser’s deck. It’s kind of the advanced way to
play.
It’s based on a format called Grand Master I used to play
down in L.A. before I was a—back when I was just a Magic player. And Grand Master is the same basic concept but with a
starter deck. And that came with land, so it—Mini Master is a little bit
different.
But anyway, the thing I love about Mini Masters is that it
forces you to play with cards you might never, ever, ever play with. And what
happens is, when you have to use cards in the moment, cool things happen. You
know, cool things just happen that, when you’re kind of forced to use cards you
never use, well, you know what? You find exciting ways to use them because hey,
you have them. You know?
And I feel like cards that say “Use it now” just say “Well,
find a way to use it now.” You know. And that I like making Magic cards that kind of force your
hand a little bit. I’ve talked about this before, but I love making cards that
have weird—weird constraints, and you just have to figure out how to make the
weird constraints work.
Now, obviously, that’s very Johnny. My Johnny is showing.
But I do think those cards are fun for everybody, in that if you make cards
that people will play—especially in Limited, which is—the barrier is lower—that
you create a lot of fun moments. And so—I mean, Kiki-Jiki obviously has tons of
Constructed ramifications. He’s played a lot. But I—I don’t know. Kiki—I—if I had a list of like my top ten cards I’m
proudest in designing, and I—you know, I’ve made thousands of Magic cards. Kiki-Jiki’s up there. I’m
really—I am a Kiki-Jiki fan.
Because tribal is very popular, especially in casual, and it’s
like “Oh, you love this obscure creature type? Hey, look for you, it’s…” you
know, “It’s Jojo, Goatmaster.” Okay, I have not made the goat lord yet. But one
day.
Oh, and what I’m saying is, I try hard to make lords. So
Marrow-Gnawer is us making a rat lord. Certain creature types are more popular,
those—those are more likely to have got one earlier because we know they’re
popular. If it were like, you know—I have an ooze lord on my list, I want to
make an ooze lord. There’s otherstuff—there’s other lords I want to make. You
know. In fact, I was happy that Theros block actually manages to hit a lord
which has never been done before.
Next is Myo—the Myojins. So the Myojins—Theros obviously
has us playing around with gods, but the Myojins was our first take on gods. Now,
we didn’t actually put gods on the card. Like, the creature type wasn’t god. It
was spirit. (???) probably should have said “God Spirit” or “Spirit God.”
Myojin in Greek mythology are gods, or equivalent to gods. I mean, they’re like
gods, I guess.
And they were our version of the gods, I mean they had the
divinity counter which said “As long as they had the divinity counter they’re
indestructible, but if you wanted to do this awesome effect, you—then—the idea was that they were—in their own realm
were invulnerable, but if they came to our realm then they were vulnerable was
kind of the flavor we were going for. Anyway. I thought the Myojins were cool.
And so this one was interesting in that we made a flicker,
so it’s until end of turn, but the idea was the thing that went away got better.
And so you could use it on your own guy and lose your guy but make it better,
you could use it on your opponent’s guy but the downside was you improved it.
So yeah, anyway, I thought Otherworldly Journey was a pretty fun, cool card
that kind of gave you—I liked cards that somehow had different uses for you and
your opponent, but you know, like, how you use it on each of them is different.
And here it’s like positive and negative, so how do you want to use the card?
Anyway, I think it’s fun.
Now, I know Magic does
war a lot. I mean, we’re a game of conflict. And we’re a game of environmental
story, so wars—wars—wars play well, if you will. But I feel like there wasn’t a
lot of really hammering home “These guys hate those guys.” There was a little
bit. And Rend Flesh and Rend Spirit were one of the best ones, actually.
So what we had done is we took our—our—you know, our—our kill—our—our
Murder, our Dark Banishing, you know, our kill card in the set, and we broke it
in two. And one just killed spirits, and one just killed non-spirits.
And I thought that’s actually pretty cool. It definitely—in general,
one of the things I believe is, while I like some kill—just can kill anything,
I also feel that narrow kill is very cool. It’s actually for Limited, where I
get a kill card and I’m like “Oh, but I can’t kill that particular thing,” and
I have to figure out how to use it. Just like, I think like counterspells, it’s
fun to have counterspells which it doesn’t counter everything.
And so this both did that and had some flavor. You know. And
it was funny, because one of them ended up being a decent Constructed card, and
one of them didn’t, because other than this set there weren’t a lot of spirits.
So non-Spirit, well, that kills a lot of things.
Because before that, by the way, black tended to have the
rider of “non-black” on it. We—we’re a little more loose on that these days.
And so the one thing that was very nice about Rend Spirit was that it destroyed
black creatures. Now, it didn’t destroy black spirits, but if you were playing
the larger game, you know, I mean there were a lot of spirits in Kamigawa, but Magic as a whole didn’t have a lot of
spirits. And so we gave black a kill card that, you know, could deal with black
creatures.
Next. Sensei’s Divining—Spinning Top? Is it Spinning or
Divining? I wrote ”Spinning” on my list, but I actually think it’s
Sensei’s Divining Top. Which—yeah, it is. So that’s—that’s one of those cards.
Sometimes when you look back, like you have a broken card or the card is
really, really good, and you go, “Ooh, was that your intent? Were you trying to…”
Like, no.
Like, we were just making card—oh oh, I think we made it to
go with the Deceivers, by the way! Remember the Deceivers, the ones that—I think
originally we had—they didn’t look at the top themselves, and so—and I think
that was an original purpose, and then once the Deceivers could look at it
themselves, we changed it… I mean, now it goes to the top of the library, so
now—now it doesn’t work with Deceivers, because by nature if you look, you know,
it—it’s—(???) goes on top.
But anyway, I think the original purpose of it was—was to
help with the Deceivers. Anyway. And like I said. It wasn’t made to be this
awesome card. It was actually just made to be the flavorful card. And then we
just kind of missed—we didn’t’ realize how powerful it was. A lot of broken
cards end up that way.
And so the idea was, end the turn. And originally it was a lot—the
text was really complicated. Like, finish the (???) turn, all spells—like, it
started explaining everything. And then someone just said—maybe it was Del, or
like in templating, they said “What if it just says ‘End the turn?” And the
reminder text takes all that complicated stuff and explains it.
And it really was a big shift. I think this card actually
was one of the cards that pushed us toward our modern templating philosophy
that says, “Make the text easy to understand, and hide the nitty-gritty in the
reminder text so that, like…” Because if I spell it out on the cards eight
lines long, you’re like “Oh, what does this card do?” But if I just say “End
the turn,” and then in its reminder text I tell you, you’re like “Okay, end the
turn. I get a general sense—well, let me see the details of that. But I—I get a
general gist of what this card does.”
And I believe that there’s a lot of power in the flavor of
the templating. And that’s something that we’ve become much more conscious of
in the last five years. I mean, this is more than five years ago. But that was
us—that’s the peak of us slowly learning this lesson of “Templating can be flavorful.”
And that templating can help get across the card. And that—with a little more
leeway, that we don’t have to talk in strict Magic-ese all the time. That sometimes we can talk more
vernacularly that’ll make it easier for people to understand it, and then we
can use reminder text for stuff to help people, you know, get the—the mechanics
of what exactly is going on.
Anyway, with that, I have finished going through all my
cards that I wanted to talk about. So I believe this is going to be the last of
the Champions of Kamigawa podcast. I hope you guys enjoyed them. I also see
that I have some traffic today, so you guys got a little—little extra bonus.
Which is good. Let me finish my card. Actually, the traffic gods are smiling—or
podcast gods—whoever you want to be, were coordinating this correctly so I got
to finish with my cards.
And I had fun talking about Champions of Kamigawa. It was up
and down. I mean, it was not the high point for Magic. I have said before that I think the block might be the low
point for Magic design as a block. I
mean, Homelands is probably the least—Homelands is the lowest set, as far as design,
but I think Kamigawa is the lowest block. So…
And there’s a lot of debate on—like on my blog about people who
love Kamigawa, and how dare I say that Kamigawa is not that great, and the
reality is we use a lot of metrics, you know, we look at—at market research, we
look at Magic Online, we look at
sales, we look at tournament play. I have a lot of social media, I get a lot of
emails—I mean, we have a lot of means to get feedback.
And the reality was, this was—set was a miss. I’m not saying
people didn’t love it, I’m not saying there weren’t fans of it. I’m not saying
that it—it didn’t do some things correctly. Because everything—you have to look
at things, things will go right, things go wrong, I think this set did some
things right, and we did borrow some things from it. But it did more wrong than
right.
And I feel that—kind of looking back on it, I like to think
of it as a block where we learned a lot of lessons. I talk about how your
mistakes help you grow and your mistakes help you better, and that you don’t
always learn from successes as much you learn from your mistakes. Well, this
was a very, very educational block.
I’ll do other podcasts talking about Betrayers and Saviors
and we learned plenty there too. And like I said, I’m not trying to be down on
it in a sense of—I know there’s people who loved it. There’s people who love
everything. And it’s awesome that people loved it. I know there’s people that
really got into the Japanese and that weren’t put off by it, and that’s great.
And there’s people that learned a lot about Japanese culture and that’s great.
And I love the fact that people love this set.
It is just my job as the guy who makes the set to be honest
and say, “Were we successful?” And to be successful, part of that means that we
make our audience happy. And we did not. We did not make the majority of the
audience happy. And so in that regards we failed in the set. This block.
Anyway, but hey, trying to talk to you straight, tell you
the news, and anyway. That was Champions of Kamigawa block, like I said, we
learned a lot, and guess what? It’s time to go make the Magic.
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