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 one of the things I’ve started doing on my Drive to
Works are a bunch of what I call “mega-series.” Where they’re all about trying
to talk about a topic that’s big enough that I can’t do it during just one
podcast.
So one of the very first ones I started was on the card
types. I think the very first one was I did planeswalkers, with a guest star
Matt Cavotta, and then I did artifacts, then creatures, and then I did land,
and then I did instants and sorceries. And now I am left with one final card
type, which is enchantments.
And I purposely left enchantments to the end, because
enchantments are a big part of Theros block, and so I wanted to be able to talk
a little bit about Theros block when talking about enchantments, and I wanted
to make sure that it was a known quantity when I did it.
One of the things in general that I’ve been trying to do
with this podcast is make it more general and more about kind of the past and
make them a little more evergreen, and that my column will be a little more
about current contemporary topics. Just so I can carve a little different
space, so I’m not saying the exact same things in my podcasts that I’m saying in
my articles. So if you do read and listen to each of them, you will get
different content. I overlap a little bit, and obviously from time to time in
my podcast I will go over topics from my columns, but usually I try to add
extra content. Bonus content for you!
Okay, so now we’re talking about enchantments. So what I’ve
done for each part of this series is I’ve gone back and tried to get in
Richard’s mind, and said, “When he made Magic,
why did he make this card type?”
Okay. I think the answer is: well, Richard knew he wanted
the five colors of magic. And that if you think about the kind of spells that
you want to do, well, clearly for example, you want to be able to throw
lightning bolts and do things that have a momentary status to them, that are one
and done. You do them and then they’re done. You’ve done the thing.
But he also wanted magic that had some permanence to it. Now
obviously, artifacts had a similar quality in that you wanted artifacts to kind
of—you had this mighty artifact and it affected all the environment around it.
But he also wanted some of that just flavor-wise, “Look, I’m a mage, I cast a
spell, and it has an effect. It has a permanent effect.” And so enchantments
came about mostly because I think Richard wanted to enchant things.
Where an aura is the idea that I’m using magic, but instead
of an environment it’s on a thing. I’m enhancing, I’m enchanting a thing. Now,
I don’t know what came first in Richard’s mind. I don’t know whether he had
auras first or whether he had global enchantments first.
I use the term “global enchantment,” by the way, because
once upon a time we used to refer to them as “global enchantments” and “local
enchantments.” We now call them auras, but around the time of Mirage—in fact,
there was a pair of cards in Mirage, one that destroys a local enchantment and
one that destroys a global enchantment. We never really came up with another
term for global enchantments, so…
One of the things you’ll notice in my podcast is, if we once
had a word for it and we’ve since decided we don’t want to use that word, but
we haven’t replaced that word with another word, I will just use the old word.
Fizzle is another classic example, where—I guess you don’t fizzle things
anymore, you counter them, but counter means so many different things that if I
want to explain the concept of fizzling something I’m just like “Well, I’ll
just use fizzle.”
So you can tell my old-timerness shows through a little bit
in that I just use some terms that are like “Well, it was functional.” One
other little side note, real quick, is I am big on power of words. I mean, we
had a podcast on flavor text, one of these days I’ll do a podcast on names. But
I’m a word guy. And I’m a big, big believer that words used correctly have
great power to them, and so I… in fact, one of my big things in R&D is
finding concepts that I think are important and then naming them so that
R&D can talk about them.
One of the powers of names is that when you graft concepts
to names, you now allow people to have a dialogue about those concepts. And so
whether it’s the psychographics, or it’s New World Order, or it’s just virtual
cards or even vanilla, vanilla and French vanilla and all that, I’ve been a
very big advocate of creating vocabulary for R&D because when you’re able
to talk about something, you become conscious of it. It’s just the way language
works. That if it’s a concept that isn’t named, it’s so much harder to
communicate it, and it’s harder to have a dialogue about it. Anyway. A little
side thing.
So I believe that Richard wanted to enchant things, and he
wanted it in colors. To say only artifacts could make global things, well,
you’re missing a lot of cool magic. You know. There might be neat things I want
to do that are very color-oriented.
Now, one of the ongoing things—I talked about this when I
talked about artifacts is, mechanically speaking there is a thin line between
artifacts and enchantments. A crazy thin line. And one of the things that we
tend to do in Magic is we stretch
boundaries. So one of the things is, we from time to time will take one of the
few differences between artifacts and enchantments, and we will stretch those.
And I do them because there’s reasons to do them, and you
need to be able to stretch boundaries. But one of the dangers of the boundary
stretching is when the boundaries are so thin as between artifacts and
enchantments, that the stretching of them… because in my mind, there’s two ways
to do Magic. One is it’s an
ever-changing game where you’re looking at the current version of the game and
seeing that it ebbs and flows. And the other way of looking at it is seeing it
as a conglomerate. That Magic is
everything. If we’ve ever made a card, that is Magic.
As a designer, it’s hard for me to take the second stance,
because I have to believe that I can change things and adapt things, and that
if I just assume like, “Well, I did it, I guess I did it,” like it just becomes
a hard system to create. The reason we have rotations and the reason we do
things and the reason Limited’s important and Standard and stuff like that was
we want things to rotate out. We want to have different environments. That Magic is more fun if it’s not just
everything—when you’re additive, there’s only so little you can change the environment
because things exist.
And so my take on it is, when I stretch enchantment or
artifact boundaries, it’s just for a little bit of time, and then they go back.
So right now, as an example, one of the biggest differentiations between
enchantments and artifacts is colored or colorlessness. You know, artifacts
anybody can cast with your generic mana, and they can go in any deck. Where an
enchantment has colored mana, and what happens is, like along comes… what was
the first set to do it?
I guess Shards of Alara, where we had this concept with
Esper, and the creatures themselves were improving themselves to the point
where they were becoming artifacts, so it was kind of neat to make all the
creatures artifacts. But it now made colored artifacts. And from time to time,
like New Phyrexia also we found a different way to do colored artifacts, and
once again, in Theros with the weapons of the gods. Like, every once in a while
we make something where it makes sense that it’s an artifact and yet it’s colored.
And also, I mean the artifact in Theros is an artifact and an enchantment. Talk
about blurring the lines in both.
But, once again, blurring the lines in my mind, those are
the exceptions and not the rule. And that okay, every once in a while we make
colored artifacts, but that’s not what defines artifacts, artifacts are
colored, and that, you know, every once in a while we bend that, but the
bending of it is a special occasion and that’s not something that’s the
default.
The same for example is that enchantments don’t tap. And in
Future Sight I was screwing around, we were trying to show you potential
futures, I had a tapping enchantment because I wanted to show “Ooh, maybe we
could do that.” I didn’t really have an intention of going
there. Although to be honest, here’s another important thing to understand: I
always set down rules. I write columns, I have podcasts, I set down rules. And then we go to break the rules and people
get mad at me, they go “You said it was a rule!”
And I’m like “No no no. That’s the default rule. Magic is a game that breaks its own
rules.” And the important thing about breaking rules is understanding when and
where to break them. Meaning you shouldn’t break rules to break them, you
should break rules because you were trying to do something and that makes
natural sense.
The perfect example is the equipment—the weapons in Theros,
which was it all started with Heliod had a spear. Okay? He had this light spear
that he would smite people with. And I’m like “Okay, well that’s pretty cool.
Well if Heliod has a spear, how did we not make the Spear of Heliod? That seems
pretty awesome. We should make the Spear of Heliod.”
What happened was that… “Okay, let’s make that.” But then we
had this other thing that was like “Well, all the creations of the gods were
enchantments. So, you know, the gods are enchantments, their creations are
enchantments, well why would the one weapon not be an enchantment? If
everything else they make are enchantments. Clearly they made their weapons,
but… well, okay, I guess it needs to be—I mean it’s an artifact. It’s clearly
an artifact. And it’s by our definition clearly an enchantment.”
So we made sure mechanically it represented both. We’re like
“Look, it needs to be both.” “It is both.” You know, there’s not a lot of cases
where something should be an enchantment and be an artifact. But we found a
case where it made sense, and so we did it.
But essentially, the dividing line is enchantments are meant
to be colored things, enchantments are meant to represent magic with
permanence. Oh, so here’s an interesting thing. One of the things we did divide
is for a long time creatively, we kind of just said, “Oh, well what is this?
Oh, it’s a magical thing?” And we would make enchantments that represented
magical things, and we made artifacts that were magical things.
Okay. So what is an enchantment? Well, an enchantment is
magic, and it can take form in the sense that it’s magic with a form to it, but
it’s magical energy. That if I have an artifact, it’s a thing. I can knock on
it. Someone made it. It’s a thing. But an enchantment is created from magic. I
mean, some of the enchantments don’t even have form. But the things that have
form, they have to have a magical form.
So for example, let’s say I have an equipment that gave a creature
+1/+1, and I had an aura that gave a creature +1/+1. Well, the equipment has to be some physical thing. It’s a
sword. It’s a weapon of some kind. Maybe it’s armor. It’s something. It’s some
tangible, physical thing.
But for the enchantment, maybe it enhances them in some way.
Maybe it makes them bigger. Maybe it makes them stronger. That it’s magic
that’s affecting them. And then maybe it’s a magical armor or a magical sword,
but then it has to be clear in the art that it is made of magic. That it is a
sword literally made of flame or it is some sort of physically made of light
armor that’s magical.
And more likely, by the way, that the magic would enhance
the creature or change the creature in some way. So if you’ll notice, for
example, the +1/+1 equipment is “Why is the creature stronger and tougher? Oh,
well they have something. That thing they have is helping them. They’re a
better fighter. They’re more defensive. Whatever.” Where we tend to make auras that
literally enhance and change the quality of the wearer. Meaning that you are
buffed in someway, it physically changes you. Where the equipment doesn’t
change you, it gives you something, and the aura changes you in some way.
That’s how we tend to do it. When it’s a physical thing sometimes, you have to
have a giant fist or something that’s made of magic. But usually we like the
idea that the aura is enchanting you, the creature who has it.
Like I said, the default is that artifacts are colorless and
enchantments have color, the default is that artifacts can tap where
enchantments do not tap. We actually had a radical proposal at one point.
During Mirrodin, Tyler Bielman—Tyler Bielman was Brand Manager for a
while—assistant Brand Manager for a while, and he was in charge of the Creative
team for a while. He and I worked together on Mirrodin. We did the initial work
on “metal world” and then Brady came in and revamped a bunch of stuff.
And Tyler and I were trying to revamp artifacts. And one of
the things that we were looking at is maybe drawing a harder line. And the
proposal we made at the time was, “Okay. What if artifacts didn’t do global
effects?” That you could have equipment or you could have some stuff that—like
the idea was that we made equipment more “You tap to use it.” And that global
effects were taken out of artifacts and given back to enchantments.
And we talked about that, and we said “Okay,” and we listed
all the artifacts that were important that were global and said “Well, what if
Howling Mine isn’t an artifact, it’s just a blue enchantment,” and “What if…”
you know, and we looked at all of them, and we thought about making a clean
break, but in the end people decided that there’s just cool artifacts that kind
of like effect the entire stage, and they were kind of neat, and there’s some
things that you wanted to do in artifacts that made real sense to the flavor of
an artifact. You know, the idea of this mystical orb that enchants everything.
So we ended up not doing it. We talked about it, and it
would have been a much cleaner divide mechanically, but one of the
things—here’s a good aside to talk about, which is one of the things that’s tricky
is, there’s a lot of things that flavor does for you that—flavor is dangerous
in that you want to be true to flavor, but if you follow flavor all the time,
it messes with your mechanics.
Like, one of the truisms that I’ve said is “Look. Any color,
you could come up with an in-flavor way to explain why any color will do most
anything.” You know. That the colors are robust. The philosophies are robust.
You can come up with things.
And the classic example is the bees in green. Right? Green
has insects and it’s nature, and bees, but the problem with bees is that what
bees want to do, the flavor of bees, is they want to fly, and green doesn’t do
a lot of flying, and they want to cause damage because bees damage things. And
green doesn’t really do direct damage to other creatures.
So you know, one of the things that’s dangerous is that we
would do this thing where someone would come up with a card, and mechanically
the card didn’t really fit, but flavor-wise “Oh, it was this.” And one of the
things that I’m trying to get across to R&D is that just because something
is an awesome flavor fit, that the color pie is important. And that flavor is
more flexible than the color pie.
And sometimes, to get the flavor you need is just a
multi-color card. That every possible flavor cannot be covered by mono-color
cards. And that sometimes “You want to do it right? Look. You want to do angry
bees? Maybe it has to be green/red or green/black or something in which…” or
actually, green/red’s not great because of flying. Maybe green/black. You know,
that you have to do something that can convey the things you need to convey.
And that just because you can come up with a flavor, you
know, and the flavor fits within the color pie, doesn’t mean that that is
justifiable to make the card. And the reality is just, I mean when you come to
sort of the center of it, which is that mechanics don’t have the flexibility of
flavor. Flavor’s just so much more flexible.
And that we’re trying to stay true to philosophies, but just
because the philosophy can bend in a direction, you have to make choices of
where you’re bending your philosophies. And that if you bend too far, you can
cause problems. And like I said. The enchantment/artifact bend is one of the areas
that we goof around with the most, but it’s a dangerous area.
Part of me, the mechanical side of me thinks that maybe
Tyler’s and my idea was a good idea, just make it hard and fast. But in the end
we’re like “Okay, that’s good flavor we’re giving up, we want to be careful,”
you know, you don’t want to abandon good flavor, but at the same time we can’t
be (???) to flavor and have mechanics suffer for flavor. So there’s a balance.
It’s a tricky balance.
I mean, one of the things as we’re twenty years in is like,
“Shouldn’t we have figured this all out?” And the answer is, the reason we
haven’t figured it all out is on a case-by-case basis we have to make
decisions. You know, New World Order is all about saying, “We want to limit
complexity.” That doesn’t mean there’s no complexity at common, it means we
have to be careful about where we choose to put it.
New World Order, 20% of the cards get complexity at common,
essentially. Like, there’s a certain number of cards that get red-flagged that
we’re allowed to do, and the core of it is saying “Well how do we want to use
this?” That’s a big part of design, by the way—it’s not that you can’t do
something, but understanding restraint.
I’m going to give you a parallel, which is that I’m on a
diet. And my diet basically is that I was having too many sweets. And obviously
you eat a lot of sweets, you gain some weight. I had too much weight, I wanted
to lose some weight. And what I realized was—it wasn’t just sweets. I was
eating more than I needed to eat.
But what I said is, “Okay. Here’s what I need to do. I need
to figure out when sweets are important to me,” because I knew if I cut them
out, I would just never—any situation in which I go “I’m just never doing
something that I want to do” eventually will fail. You know. Because it’s just human
nature. That you can’t give up something that you inherently want. Because
human nature overridingly will rationalize it away and push you towards it.
So what I said is, “Okay. The key to making a diet work for
me was allocating it. As saying ‘I get some sweets, but only a little bit, and
I have to figure out where and when it’s important to me.” And that way, every
time I went to have a sweet, I say “Oh, is this important? I only get so many
sweets a week. Is this important? Is this something that’s worth using that
allocation?” And it’s been very successful. I’ve actually lost twenty pounds.
It’s been very successful for me to say, “Look, food is something that I need
to have some of, I need to eat, but I need to be cautious about when to eat.
And I can’t just eat. I have to go ‘Am I eating for a reason?”
And design is very similar, which is you get resources
allocated to you. There’s things you get to do. But just because you get some
doesn’t mean you get as much as you want. And as a designer, you need
restraint. I don’t talk about restraint a lot. I think I talk a lot about the
free and open creative mind, and do what you need to do, and early in design it
is very true that you need to sort of explore. And if you want to try out
twenty mechanics, try out twenty mechanics. If you want to try out twenty
mechanics all at once, if you have a reason to do that, fine.
Early design is about sort of indulging to a certain extent.
But later on, that there comes a point in design where you need to allocate and
say “Okay, I have a resource.” And a very good example is, I have a cool new
mechanic. But common can only be so complex. How much of it do I want to put at
common? Where do I want to use it at common? What’s the best place to use it?
You know, complexity is a lot like sweets—lower rarities especially, where it’s
like I don’t get a lot. I’ve got to pick and choose. And when I choose a card,
that’s like me choosing a sweet, I go “Is this really where I want to spend the
points? Is this where I want—you know, is this where complexity’s going to do
me good?”
And part of the time, you know, one of the ways that New
World Order has done us a lot of good is just making me and R&D in general
have to think about when and where we do things. Much like my diet is just me
saying, “Okay, when and where am I going to have the things I want to have?”
You know. And that I think there’s times before where we’re like “Ah, whatever,
sure,” and we’d just make commons that, in the big picture, we shouldn’t.
Just like I would eat things that I didn’t care if I ate
them, it just tasted good and I ate it. But when I stopped to think, I’d go
“Wow. I only get so much sweets a week. Is that worth my sweet?” And the funny
thing is now, my quality level of my sweets is so much higher because I just
don’t eat garbage. Like, when I go to eat something, I’m like “Okay, I’m going
to allocate, and I’m going to make sure that I have something that I want.” And
that I’ve cut out a lot of junky sweets. Like, “Really? Did I need…”
Just like New World Order cut out a lot of junky complexity.
It’s like “Really? Do we need that? No.” And so—I mean one of the fine lines, I
mean it’s interesting that this conversation comes up particularly with
enchantments, is that we have tried to figure out where to toe the line on
enchantments and where we get to have our sweet treats, if you will.
Notice the only artifact enchantments in twenty years of the
game are on five super-high-profile cards. That are very, very evocative of
what we’re trying to do. The idea of having gods with equipment, I mean it just
goes to Greek mythology. And we wanted that. We’re like, “Look, Heliod has his
spear. He has it. That’s important. And if Heliod’s going to have his spear, we
want you the players to have the spear!” You know.
And I feel like “Did I allocate it correctly? Did I put it
in the right place?” I think I did. And it’s not saying “Hey, artifacts and
enchantments mean nothing, it says, “Look. Here’s a place, here’s a tiny place
that just—look, the stars align, it’s important, they’re rare cards, it’s a
cycle, it’s something that has a lot of focus. It’s okay. I’m going to do it
there.”
And that trying to figure out when and where… I mean,
actually one of the problems with Future Sight, when I look back on Future
Sight is, Future Sight wasted… Future Sight, if you will, was the idea of me
saying, “Okay, oh, I’m going to fill this up with just every treat you can
imagine.” And it’s kind of like someone comes… and I think the reason people
love Future Sight is, it’s fun to go to a room full of treats and sample. And
“Ooh, this is good. Mmm, that’s good. Mmm, (???), and mmm, tasy,” and I have a
little of this and a little of that and you gorge yourself. Right?
And at the end of it—I don’t know how good you feel, but
during it you feel awesome because just—it’s a taste sampler of all this
deliciousness. But in the end you probably have a stomachache, and then it
makes it that much harder next time I’m going to deliver something, you go “Oh,
yeah, I had that before, I had had that once before.” And it’s like, “Oh,
like…” You know. I’m not sure if having the one place you have an enchantment
that taps, like some random card that no one remembers? Like, that’s where I’m
getting my—anyway, I feel like Future Sight—and a lot of my lessons here is
that a lot of early designs I wasted a lot of stuff.
And now we’re suffering the consequences to a certain
extent. That it’s like “I only have so many tools at my disposal to surprise
you and do cool things, and every time I do something that I’ve done before, I
have to find a new way to do it. Or I have to find a creative context that it
makes sense in. And it becomes harder and harder.
I mean, one of the tough things about my job is that I
always joke that the audience is the Borg. Because in Star Trek, one of the big
enemies is the Borg.
And once you do something against it, it learns about it. So every weapon is
only usable once. Once you use a weapon on it, it adapts, and now that weapon’s
no longer usable on it. And I joke that the audience is like the Borg, like I
have my tricks, but…
Now, I mean, we can repeat things, and time helps us a
little bit, and players are excited to see things come back. So it’s not 100%
true that I can’t reuse things. But I have to be careful, and using something
that isn’t really using it to its potential makes it harder for me to use it
again. It’s kind of wasting something, and that’s careful.
What else about enchantments? I think the thing about
enchantments is—and Theros plays into this, which is let me talk about auras
for a second. Auras are this interesting thing, in that when you make the game
and you study beginners and you study sort of the learning curve of a player, one
of the things you learn is that beginners tend to do what they think is fun.
And that beginners make this false assumption, which is if they think it’s fun,
they assume it must be good.
Now, to be fair, in design, a lot of what you’re trying to
do is make sure the things that are the most fun are good. And so I think where
it comes from is that when you play games, if you play good games, the most fun
part about the game usually is good. And one of the things in Magic which is interesting is, we have
found sections of the game that the players enjoy that happen not to be that
good. Auras is a classic example.
In that auras seem awesome, like my creature gets better and
now I can beat you up with my bigger creature. But because card advantage is so
important, the idea that your opponent can spend one card and you lose two
cards, like, I had a creature with an enchantment on it and they destroy it,
well now I’ve lost two cards. That that disadvantage in card advantage makes
auras usually not good.
And we have spent twenty years trying to figure out ways to
make auras better. Because here’s the thing. People like auras. They are fun.
They are fun. In fact, I used to do a thing called Deck Clinic, where we’d go
to conventions and I’d sit down and people would show me their deck, and I’d give
advice on how to make their deck better. And one of my common deck advice back
in the day was, “Here’s a tip. You want to have more creatures than creature
enchantments.”
People would love creature enchantments. Beginners love
creature enchantments. And one of the reasons I knew Theros would do well is,
one of the maxims is if I see people doing something, and it sucks, the
strategy sucks, but they keep doing it, what I say is “Oh, they enjoy it. They’re
having fun. Because they ain’t winning.” And winning is fun to, and sometimes
you’ll do things just because it wins. You know, it’s intoxicating, winning.
And you use the mechanics that you don’t find fun, but they win, because winning
is fun for you.
But if you keep playing something and you keep losing, I
mean the reason I knew poison had a lot of fans. The reason I knew tribal had a
lot of fans is in the early days, they sucked as strategies. But people did
them, kept playing them because they were fun. And I knew that if I made an
environment where—we’ll call it a Voltron
environment, which means you build it up. You know, you have a creature and you
keep building on it.
We’ve done all sorts of things. Coming they help you. Going they
help you. We’ve just upped the strength level of auras. Part of getting people to
play auras is saying, “Well, you’re two for one but it’s really good.” “Yeah, yeah, it’s really good, so maybe it’s worth
the two for one if you can get enough, you know, it gives you enough card
advantage for what it’s doing that it’s worth it.”
And I mean—auras are particularly fun. So the other thing to
talk about enchantments, I guess, is something they did in Legends, something that
at the time they called “Enchant Worlds.” Which we now call “World
Enchantments.” And the flavor of those were that you—your battle had literally
been taken to a new place. And that new place you’re battling has rules and an
environment that affects your battle. And then when you played a new one, you
got rid of the old one because now you’ve shifted to a new—you’re now in the
new world fighting with the flavor.
And it had mechanical issues, so we sort of didn’t continue
them for mechanical reasons. But the flavor was kind of cool, and it definitely
did some neat things that you can do with enchantments of creating a game
state, of creating a sort of world.
Another big thing that we’ve been going back and forth on is
enchantments kind of by flavor want to mostly be global. Meaning if I shift and
change the nature of the world around me, doesn’t it change for everybody? But
we’ve learned mechanically that those are tricky and they’re hard, and a lot of
them like become worse for you because your opponent gets to take advantage of
it before you get to take advantage of it.
And so over the years we’ve been leaning a little bit more
towards having your global enchantments just aid you and don’t aid your
opponent. I mean, sometimes with flavor we’ll make ones that still affect
everybody. But we’ve been doing more and more of the global enchantments that
affect you and not everybody.
Oh, the other big thing that happened, I guess, is there’s a big shift the hatred. So early on,
when Magic first started, that
Disenchant really was the definitive enchantment removal spell. And the
reason was that it had such utility to it that you could play it in your decks,
because well, it had both enchantments and artifacts.
And so one of the things we realized was that we shifted
things. So we realized that the green/blue conflict really has blue hating
artifacts. That green is all about natural things and disliking artificial
things, and while there are a few artifacts that green likes because they aren’t
artificial, they’re natural, but a lot of it, like, are man-made and created
and they’re really not green’s thing. And so I realized that green needed to be
the #1 card to hate artifacts.
And so what we did is we said, “Okay.” We shifted—we realized
that it was weird to have white and red and green all have artifact
destruction. And so what we said is, “Okay, red likes to blow things up, it’s a
good definition of red. What we’ll do is we’ll allow red the best artifact
destruction spell, and white the best enchantment destruction spell,
singularly, but we’ll make the best combined one in green because that way
green in the end will kind of be the best at destroying artificial things.”
And the flavor of Naturalize is, when you use magic,
you have technology or magic that’s changing the natural order, green’s the one
that comes along and goes, “No, that’s not the way it’s supposed to be.” And so
we liked the idea that green’s flavor of not wanting artifice, we were able to
give it Naturalize to do that. And so that was a big shift. The funny thing is
that the end result of that was, we ended up making white a little bit more the
focus of individual (???) and green the focus of either/or.
Anyway, I’m at work. Hey, I drifted today. Today’s a drifty
day. I mean, I think the things I said were interesting. One of the things that
I’ve learned about my podcast is really my topic is a chance for me to get a
jumping-off point, and then I kind of try to stay on topic, but I go places
that I think would be interesting things to talk about. And that makes for the
best podcast. I’ve tried a little bit where I structure things, where I have an
outline and I look at the outline, and I don’t know. I tend to find my most
interesting podcasts are the ones where I just let my brain go where it wants
to go. So today was a little deviation. I talked a lot about enchantments. But
I definitely hit some other things.
So anyway, I finished a mega-series. I’ve never finished a mega-series
before. I don’t think I’ve finished one. Anyway, so now, until I make a new
card type, we have now talked about every card type in Magic! And hopefully you guys have enjoyed the series. Obviously I
have other mega-series going, and I will continue to make new ones. But it is
fun to actually finish one. So that, my friends, are all the card types.
And because I am now parked in my parking lot, I realize
that it is time for me to be making some of those card types. So goodbye for
now, because I need to go be making Magic.
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