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. Last couple podcasts, I’ve been talking about the
design of Theros. So today I’m going to start talking about some individual
cards and some stories about the cards. But before I can do that, I
realized I never introduced my design
team. Bad MaRo. Bad MaRo!
One of the things I always like to do is talk about the
design team. Part of the point of my podcast is a little historical context,
and hey, who are the people that made this set? I do want to talk about that a
little bit.
So, first up. Ethan Fleischer. So Ethan was the winner of
the Great
Designer Search 2. And at the time this started he was an intern. He hadn’t
yet been hired full-time. But I wanted him on the set, and in fact I had given
him an assignment, as I talked
about previously, to do research because research was something he was very
good at, and I said, “Okay, let’s do some research on Greek and Roman
mythology. I wanted some experts. I had one other expert I’ll get to in a
second.
And Ethan—obviously the way it works at Wizards is we don’t
tend to hire people right away. We tend to give them an internship, and then we
use that internship to sort of give us six months to gauge how we feel they’re
doing. And this gives us time to pick the right people. That we’re not sort of
just guessing without knowing, that we have someone who we can actually spend
some time with.
So Ethan during the six month period was trying very, very
hard, he wanted to stay at Wizards, and I wanted him to stay at Wizards. I
thought he was very good. I had seen a lot of potential during the Great
Designer Search, but I wanted to make sure that the potential I saw became
realized so other people could see it as well.
And so I thought this would be a very good project for him.
He was very passionate about Greek and Roman mythology, he was very excited.
Like, what happens is, when you come to Wizards, we fill you in and you learn
all the stuff, all the sets in that we’ve done that are done but you don’t know
yet, and then you learn stuff that’s upcoming that we’re going to work on.
And when Ethan found out that we were doing Greek and Roman
mythology, he was very excited. And so I said, “Okay, I’m going to tap into
this.” Ethan—so one of the things that I do in my designs is I have what I call
a “strong second.” Which is I have somebody take care of the file.
Now I do this for two reasons. One is I’m very busy, and
sort of inputting the file is a lot of work. It’s something that for many,
many, many sets I did, normally the lead designer does it. And it’s a very
valuable tool for a lead designer because just being able to constantly put
things in and looking in the file helps you to sort of figure out where you
want things to be.
But I’ve done a lot of sets, and what I learned is that
having somebody else be in charge of inputting everything gives them a much
better chance to see—the same reason the lead designer wants to see a set, it
allowed my strong second to do that.
And so A., it freed me up a little bit because I’m busy, and
B. it was a good teaching tool. And so the reason I have a strong second all my
sets is it’s a very, very valuable way to teach. Because the person’s there,
they see all the changes, they walk through the things they want to do, and
they’re the ones constantly monitoring the set of watching what’s going on.
And I’m the only person that does that, because mostly
designers still want to sort of control their file—or monitor their file, I
guess I control my file. But want to monitor the file. And I’ve done it long
enough that I don’t need to be so close to sort of get a sense of where it’s
at.
Anyway, Ethan was my strong second, he did a very good job.
Another reason Ethan was on the team was we were planning to have Ethan lead
his very first set. Which was going to be Journey into Nyx. Which was the third
set in the block. And so I wanted Ethan on the first and second set. So by the
time he got there, he was well-versed on every set in the block.
Okay, next. Ken Nagle. So Ken Nagle was the runner-up for
the first Great
Designer Search. Alexis Janson won. Both Alexis and Ken got internships,
and then Ken ended up turning his internship into a full-time job. Alexis also
turned it into a full-time job, but not in R&D. She is very, very involved
in the digital side of things, in Magic
Online.
So Ken was in charge of Born of the Gods, which was the next
set. And so usually on the large team we always have the person leading the
next set on the team so they can observe what’s going on. We don’t always have
the third person on the first team. Sometimes they’re on the second team. I
just need them to be familiar before they get there.
But since Ethan was new and it was his first set, I wanted
him to be involved for the whole block. Also I doubled things up in that I get
a second that I’m teaching with, so Ethan kind of doubled up both in the strong
second role and the fact that he could watch the upcoming sets as he was
working on the third set.
Ken Nagle’s interesting. Ken is my most experienced designer
now. Besides myself, obviously. And it’s funny because I remember when Ken had
an internship, but five years have gone by and Ken has made a lot of sets. And
Ken has become a very, very good designer. So it’s fun watching your little
ones grow up.
So yeah. Ken has really come to shine, and you’ll see with
Born of the Gods he did an excellent job. But anyway, Ken was here to sort
of—Ken’s just a good designer. One of the things you want to make sure on every
design team is to just have enough good designers that you know you’ll get a
lot of cards. And Ken is a card machine. So having Ken around is always useful,
and like I said. He gives good insight, makes great cards. And Ken has been
really coming along as an excellent designer. So it is fun to watch Ken’s
growth over the last five years.
Next we have Zac Hill. So I talked about how we always have
a developer on the team, what we call the “development representative” or the
“dev rep.” Zac has been on a number of different design teams. I really enjoyed
having Zac on my team. He was a developer that actually did a decent amount of
design.
The dev rep could vary. Some developers do a little bit of
design, some do a lot of design. Most developers can do some design. They
understand the basics. Some of which—and there’s a variance of how much design
they did. Zac was in the middle. He was a developer that could do design. He
wasn’t quite a designer in the traditional sense. But he was a developer and
contributed very, very much to the design process. And I loved working with
Zac, I say past tense, because Zac has since moved on to other things. He’s no
longer at Wizards. But I really, really enjoyed having Zac.
And another thing Zac did on this set is we have a design
team and then we have a development team, and we always have a person that’s on
both. The crossover. Somebody who on the development team can speak the vision
and the ideas that the design team had. And so it’s not always the dev rep.
Sometimes it’s somebody else. But in this particular set it was Zac. So Zac was
very, very involved in this set. Because he was on both the design team and the
development team.
Next we have Jenna Helland. So Jenna is from the creative
team. So one of the things that I like to do is there’s something called “card
concepting.” What card concepting is, is for a set, somebody has to sit down
and look at what the cards mechanically do, and figure out what the art’s going
to be about. What’s the concept of the art.
And the idea of card concepting is saying “Well, I need to
get an image that I think will both portray what this card is doing and capture
the flavor of the world we’re doing.” I have a few examples later on of some interesting
places, how they concepted.
Anyway, I like having—we always have the creative team
member on the large set. We try to have creative team members on all sets if we
can, but for sure on the large set. I like having the person in charge of
concepting be my creative person, and Jenna was, because it allows the person
doing the concepting to really understand what matters.
So Jenna, by the way, was the other expert on Greek and
Roman mythology. She also did a lot of research. And they needed to do a lot of
research to be able to do the background. Because a trick about Creative was,
we are doing a world inspired by Greek and Roman mythology, which means it has
a lot of elements of Greek mythology, and once again, we didn’t do Roman
mythology, we did Greek mythology.
It had a lot of elements of ancient Greece and Greek
mythology, but it was very important to them that we make our own world. Like,
one of the things is, early in Magic,
you take a set like Arabian Nights, where it’s just really trying to copy
Arabian Nights, it’s trying to like… “What would Arabian Nights look like?”
Nowadays, we more want to carve our own world, and so Theros has its own
cosmology and its own cities and people and monsters, but it has its own
history to it. And now it’s very much borrowed from Greek mythology in the
sense that that is the source of inspiration, but it’s its own thing.
We took a lot of things that were in Greek and Roman
mythology, but we also for example a very, very common thing is in Greek
mythology, most monsters there was one of. There was one Minotaur. There was one Pegasus. I think there was three Gorgons. There was not a
lot of certain monsters. But for us it was like “No, we need a lot of
monsters,” so in our world they’re races. They’re not individual singular
things.
Jenna, by the way—the creative team, like the dev team,
there’s a mix of how much design they can do. Jenna always surprises me with
her design. She always—it’s very funny. Jenna is always the person who goes,
“Oh, I don’t know, I’m not sure if I can do this,” and then like turns stuff in
and it’s good. And I’ve had Jenna on a bunch of teams. She also was on
Innistrad, so I’ve had Jenna on both my top-down designs, and she’s been very,
very helpful.
One of the things we used to do is Jenna would make a list
of names and bring them in. And we did a lot of top-down from the names. We’ll
get to some of those. Where she’d just come up with a cool name and then we
would design to it. And there was some very, very cool stuff that we made that
was just based on names we had.
Finally, this last person, Billy Moreno, wasn’t actually on
the Theros design team, he in fact was on the advanced planning team, but he
was the guy who made bestow. And so one of my big beliefs in design is I’m a
big believer in design credit. I want to make sure that whoever designed things
gets credit for what they do. And so I gave him credit as being on the design
team, although technically he wasn’t on the design team, but he did contribute
bestow, which is a huge part of the design. So he gets credit for the design.
Billy, like Zac, is no longer with us. We’ve had a little
bit of churn in our development. Interesting, by the way, both Zac and Billy
left of their own accord, both of them had reasons they needed to leave. Both
loved Wizards, but both had other opportunities. We enjoyed having both of them
there, and both of them will be missed.
Billy, by the way, is a little more of a developer than a
designer, but he definitely is a developer/designer hybrid, in that Billy is a
pretty strong designer. That if Billy had focused his energies, I could have
used Billy on my design team. His thought process is a little more development
than design, but he was a very strong designer, and bestow I think is an
excellent design. It’s an example of what Billy’s capable of.
So finally, of course, I was on the design team, if that’s
not obvious. I was leading the design team. One of the things that happened is
Aaron Forsythe, the director of Magic
R&D, Aaron and I decided that for the near future, that I’m just going to
lead all the fall sets. I’ve led four out of the five fall sets, so this is not
a giant departure. I did not lead Return to Ravnica. Instead I did Gatecrash.
But before that I had done Zendikar and Scars of Mirrodin and Innistrad. So I
had mostly been doing the fall sets, we just sort of solidified it.
There’s a lot going on in the large sets, and as Head
Designer a lot of structure in the block, it helps for me to be the person
doing the first set. Anyway, it just for a lot of reasons made a lot of sense
for me to do it. So I for the foreseeable future am doing the fall sets. I did
next year’s fall set, I’m currently working on the fall set after that. So I
did Huey and I’m working on Blood.
So one of the things we stuck on the board was “Trojan
Horse.” So for those of you that don’t know the story, I’ll do an abbreviated
version. Homer wrote a book called The Iliad and the Odyssey. Two books. The Iliad was about a war. The
Trojan War. And Odysseus, the main character, who’s a king, a lot of kings in
Greek mythology, he travels to Troy to participate in this war. Anyway, the
wars start because he takes Helen. Anyway. There’s a war, I guess is all you
need to know.
And one of the things is the city of Troy is well-defended.
They have like a giant wall, and they’re having trouble fighting against Troy.
So one of the things they do in the story is they make a giant wooden horse. As
a gift. And they leave the wooden horse, a giant statue basically, out in front
of the city. And the city goes, “Oh, how nice. A gift. Maybe they don’t want to
fight anymore. And to show this, they are giving us this gift.” And so they
wheel this giant horse into their city. And of course, inside the horse are a
bunch of the soldiers from the other side, and at night when it’s dark they
sneak out of the horse, let their fellow people in, and sack Troy.
Anyway, it is a pretty iconic piece of the Iliad, of Greek
mythology. So okay. Got to do a Trojan horse. Now clearly it couldn’t be a
Trojan horse, because there’s no Troy. So it’s an Akroan horse because we have
Akros. Akros, by the way… there are three cities, and Akros was the
Sparta-inspired city.
One of the cities was inspired by… I’m trying to remember
off the top of my head. By Athens, and was a more philosophical-based—Athens
was more about the philosophers, and they were the thinkers. And then you had
Sparta and they were the fighters. And so we had our two cities, one was based
on Athens, one was based on—I did not write down the name of the cities. Akros
was the Sparta city… I’m not good at names off the top of my head driving in my
car!
And the third one was based on Amazon. For those that know Wonder Woman, she was from
Amazonia, or Paradise Island, or Themiscyra. And
the idea is it’s where the Amazons live, and the third city’s kind of based on
that.
And so one of the things that the creative team wanted is
the idea of city surrounded by wilderness, super Greek, and the idea that
there’s culture and there’s people who live in the city but they’re surrounded
by wild animals and wild beasts. Very, very Greek. They wanted to do that to
play that up. They wanted to play up the different city states.
So the key to the Trojan Horse was trying to find a way to
capture the flavor of the Trojan horse but also make a card that plays well.
One of the big things that can happen is when you are making top-down cards,
here’s a common mistake, is you make a card that’s really, really top-down. It
matches. “Oh my gosh, that’s exactly what it is. It matches exactly.” But it
doesn’t play well. And the problem is, we’re not going to make Magic cards that don’t play well. Or at
least we don’t want to. Maybe we occasionally make them. But we don’t try to
make them. We want our cards to play well.
The goal of making a top-down card is not to make it as
matching the flavor as possible. It is not, actually. The goal of a top-down
card like this is to—once again, I talk about threshold. Hit the threshold
where it makes sense and it’s flavorful, but then have a good gameplay. So what
you want in a top-down card is a marrying of good gameplay with matching what
is going on. But the goal is not to match it as closely as possible, the goal
is to match it enough that it feels right and then make sure it plays well. And
Akroan Horse was made by I believe Ken Nagle, and so basically what the idea is
you gift the horse to your opponent. But then you get a token every turn.
So a bunch of people have said, “Wait, wait. Shouldn’t it
have been like one dumping of tokens, because you know, they hide in it and
they jump out at night?” And what we found was that just the gameplay of slowly
getting things we felt matched close enough and just was better gameplay. And
so we liked the idea of “If I get this out, the longer I can keep it out.”
Because one of the things we wanted is we wanted your opponent to go “Oh, oh
no! The horse! I’ve got to get rid of the horse.” And they have to do something
with the horse. That if they want to stop you getting people, they’ve got to
stop the horse. And that was just better gameplay.
Okay. We move on to Arena Athlete. By the way, when
I do this card-by-card, a lot of the cards I’m talking about I talked about in
my article on cards, mostly because the best stories I had, I wrote about. I
will try to add new information here so you learn stuff you didn’t know from
the article. And I’m also trying to pick some cards I didn’t talk about. Arena
Athlete being one of them. But there’s going to be a lot of duplication from my
article.
Pretty much, by the way, if you don’t like hearing things I
said in my articles, I mean I try to make sure my podcasts add extra value, but
there’s going to be some repeated content. That’s just the nature of I have so
many stories to tell and so many mediums to tell them in.
So Arena Athlete is a good example of how we take heroic and
craft what we do. So one of the things that’s very interesting is, one of the
things that Design will do during design is—and this is something that
Development had been doing and we just started doing in Design, so that like by
the time it gets to Development, Design’s already spent some time and energy on
it. Something Erik was very big on.
It started I think in Innistrad. The first set that Erik had
led for me, Erik had asked for something, which is he goes, “Can you define for
me the ten two-color pairs in draft, what you expect to do if you’re drafting
those colors?” And so in my document I handed off to him, I spelled out what
those ten things were. And he used that as inspiration to how to develop the
set. A few of them he changed. Occasionally he’ll come to me and go, “Oh, you
said this and that’s not working out, what do you think of that?” And he and I
will talk it through.
So one of the things was we wanted to figure out how to use
heroic, meaning where was it valuable? And so what we came up with was there
were three decks that we thought could use heroic. And once again. When I’m
talking about archetypes we’re laying out, it doesn’t mean there aren’t other
things you can do. It just means there’s certain directions we point you into
say “Here’s some guidance in these color combinations.” That doesn’t tie your
hands, that doesn’t mean that there’s not other things you can do. But it does
mean we are trying to guide you in a certain direction.
So with heroic we realized there were three different styles
of play. There was a white/blue heroic deck, there was a white/green heroic
deck, and there was a white/red heroic deck. You could do other combinations,
but those were the colors that we had spelled it out that sort of had a
strategy to it.
In white/blue, because they’re the heroic colors, allows you
to have the most heroic creatures. And allows you to stock your deck full of
things that were heroic enablers, like as I’ll get to, the spells that target
two of your things and such.
White/green was a building-up, was more midrange. White and
green are the ones that have +1/+1 counters on them, so white and green was
definitely building up, so that was not quite as fast. White/red was the more
aggressive “aggro” strategy, as we call it. White and red is the most aggro
color combination. If you notice, most of the time, if you’re playing white and
red in draft, you are playing a more aggressive deck.
By the way, people always ask me like “How come in this set,
white and red doesn’t do something different? Why are they always the aggro?”
And I’m like, “Well, there’s consistency to Magic.” The nature of what white does and what red does is white is
weenies and red has an aggressive strategy, that they lend themselves together
to doing something.
So every once in a while we’ll have a set where maybe they
go a little bit in another direction. But really, the point is white/red is the
most aggressive color combination, and they’re going to be doing aggressive
things. You’re playing white/red, you’re playing an aggressive strategy,
usually. And so each set we’ll have different things that we’re doing, but it
will be—I mean, there’s different ways to play the aggro deck, but just like
there’s always a Giant Growth every set. We’ll twist it a little bit
and do different things with it. Magic
is Magic, there’s always a Giant
Growth. Magic is Magic, there’s a white/red aggressive
strategy in draft. That is kind of what white/red is about.
So when picking heroic abilities for white and red—now be
aware, white for example has a bunch of different strategies. So its heroic
creatures, we knew that not every heroic creature would fit in a white/red
deck. But we made some that overlapped, some of the smaller ones that get +1/+1
counters are good in white/green and white/blue and white/red.
Anyway, red heroic was a little more focused on white/red,
because that’s the number one strategy we expect heroic to be played with. In
Limited, mind you. We did a lot of stuff
for Constructed that’s a little different.
And this is a perfect example of “What’s an ability you can
give a heroic creature that’s really good in an aggressive strategy,” and
“can’t block” is very good. In a slower control-type strategy, not very good.
But in a strategy where I’m just constantly hitting you and I’m trying to eke
out every point of damage because I’m trying to beat you as quick as I can,
that’s very valuable. And it’s a good thing.
And so one of the things you’ll find is, when we are
figuring out what heroic things to put on a creature, we are also very, very
careful to think in our heads about how it plays into the strategy. It’s not
just like “What can we do in red?” It’s more so than that. It’s more like “Oh,
what is red going to do here, and how can we maximize what we’re doing?”
Okay. Next is Ashiok! Now Ashiok is very hard to
talk about, only because not using pronouns is very tough! So I will say the
word Ashiok a lot. Ashiok is very interesting because I talked about how I had
a story early on.
Now once again, let me phrase this. I’m not in charge of the
story. I’m in charge of doing design. But early on, I needed to have some
archetypal story for me to understand, and usually I get Creative to sign off
on some base story that they then tweak once we get farther along.
So for my purposes I have a story so that I have an idea of
what I’m doing, knowing that it’s going to be changed a bit along the way. In
my original story, I wanted to make a planeswalker, a new villainous
planeswalker. And my planeswalker had the ability to bring dreams and
nightmares to life. That was his shtick. That was what he was good at. And like
I said, originally it was Dark
Jace was my idea.
Some of what I was doing with enchantment creatures was
messing around with the idea of bringing dreams to life. The gods were
involved, but anyway, I very much had a nightmare character that I had pitched
in the early version of the story. And the creative time, when I get to Elspeth
I’ll talk about this, really wanted Elspeth to be the hero. And they had a much
more Greek mythological story they wanted to tell, so they shifted a little bit
away from where I started.
But anyway, I find it interesting that there did end up
being a planeswalker associated with nightmares and to a lesser extent dreams.
And Ashiok is that planeswalker. I don’t think Ashiok was what I was
envisioning, because Ashiok is more—the character I had made (???) Dark Jace.
But it was a villain. A villain through and through. Up to no good. Ashiok, a
little less clear what Ashiok is up to. Because Ashiok is a mysterious planeswalker
with mysterious motives.
One of the things that I enjoyed quite a bit, by the way,
was it was always our intent that Ashiok was a mystery. But what happened was,
when people, especially in the player’s guide, they wanted to talk about all
the planeswalkers like they always do, and it is just very, very, very hard to
talk about something for a long period of time and not use pronouns. And so the
writer just decided, “Ashiok is undefined, but I will just use “he” because
it’s easier to talk about.”
And a little bit of that undercut—Doug really, really
wanted—part of Ashiok’s—the unknownness of Ashiok is a very important part of
Ashiok. And I’ve (???) how well Ashiok’s been received. It was interesting how
much people really latched on and really took Ashiok to heart. So I’m very
happy we made Ashiok.
And like I said, the intent of the unknown was always a key
part of the character, and so I think… once again, if we know who the
planeswalkers are at the time, we knew Elspeth for example, we will design
cards during design. But sometimes—Ashiok, what happened with Ashiok was, so
the way the planeswalkers work is, the creative team comes to us and says,
“Here’s the characters we need. Here’s the planeswalkers we need. They’re in
the story, they’re important, we need.”
And they sit down usually with Erik and figure out… because normally
we have five planeswalkers in a block. And they will figure out who they need
to have and then what colors those characters are, and then they work with Erik
to figure out what the gaps are. Because there needs to be a color balance in
the planeswalkers. Because planeswalkers are very powerful, and we need to have
a color balance.
So for example for this set, they knew they needed Elspeth,
and they knew Elspeth was white. They knew they needed Xenagos, and Xenagos was
red/green. There are two other planeswalkers to come. I don’t want to talk
about them too much. But they definitely, some of them were defined.
And so the hole ended up being we needed a black planeswalker.
And so the goal basically was we needed a black planeswalker, and then I don’t
know who made Ashiok, but the idea was they wanted this mysterious character
that showed up at times of peril, and it made more sense as a blue/black planeswalker,
so they talked with Erik and the blue was okay, so they… Anyway, Ashiok got
made to fill a role, which was they needed a black planeswalker, and blue/black
was okay. Anyway, so that’s where Ashiok came to be.
Sometimes, like I said, planeswalkers start from “Oh, we
need this character, they’re this color, hey, make this planeswalker.” And so
the creative team always gets to start with a couple. But then Development gets
to come in and sort of say “Okay, now we need to balance them.” And then
Creative will make one to fit that balance.
Okay. I am pulling into work. And looking at my chart. So
here’s—I mean, you can’t see this, because this is the lovely audio medium. So
I have—I make a little list when I have stuff to do. And so I made a—I have a
page-full thing with divider lines, so two columns. I have one page full.
Second page full. Third page, it’s just a little tiny bit on. But I have over
two pages, two columns, of cards to talk about. How far did I get? I haven’t
left A yet. I haven’t got out of A.
So anyway. Hopefully you guys like hearing about Theros, because
I’ve got some stuff to talk about. But you know what? I’m going to keep talking
about it. Because from all I can tell, you guys like the podcast about the sets
and about the card designs, and so I’m having fun talking about it, and like I
said I’m trying to add some new information and tell you some stuff you might
not have heard, along with a few things maybe you have heard.
But anyway, I’m looking at the Wizards building right now,
and I know that I have some work to do. So I enjoy talking to you guys all
about Theros. It’s fun. I had a great time making Theros. I have a lot of fun
talking about Theros. But while talking about Theros is fun, the reason I get
paid is for making Magic. I’ll see
you guys next time. Bye.
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