All podcast content by Mark Rosewater
I’m pulling of my driveway. We all know what that means.
It’s time for another Drive to Work.
Okay. The first thing, as I pull out, I realized that it is raining, which those faithful fans know probably means a slightly extra-long podcast. Although I need to point out that Ryan Spain, current R&D member, former Limited [Resources] podcast host, pointed out to me after I mentioned that people in Seattle can’t drive in the rain, he pointed out a good point. His hypotheses is that people in Seattle can drive in the rain, and that is why people are so slow, because when it’s raining the correct thing to do is drive slow. Anyway. A possible thought for the day.
Okay. So last we left, I was talking about card-by-card
stories in Theros. Last we left, we were on C. Two podcasts and I’ve gotten to
C. But hopefully you guys like this podcast. If not, (???) few podcasts for
you. I hope you like it. In general you guys seem to like what I call the “down
and dirty in the design” stuff where I talk about actual design.
At the time, (???) we have, it did not do well, but both
Innistrad and Theros have done much, much better. And my hypothesis, which I’d
like to run by you: I think what is going on is, what we’ve learned about top-down
is that a lot of the joy of top-down comes from familiarity. Meaning any of
you’ve listened to me talk at all about communications theory and stuff, a lot
of connecting with an audience is making them feel comfortable with the source
material.
And yes, there should be surprises and such, but the base of
it needs to be very understandable. And the problem we had with Champions of
Kamigawa is, we explored a lot of things that while being kind of true to the
source material, were not very known by the vast majority of our audience. And
thus I just don’t think it resonated as clearly with them.
And what we did with both Innistrad and Theros is we said,
“Okay. Let’s make sure that the baseline stays very close to the source
material, and that if you like horror, if you like Greek mythology, a lot of
the things you expect are there.”
And so the idea is, you want your lower rarities to be the
more approachable, more known stuff, and your higher rarities can be a little
more experimental. Also, in general, we have chosen to sort of—we want to meet
a lot of expectations, so we definitely have hit more of what we’ll call
“low-hanging fruit.”
One of the big arguments of when you do inspirations is “How
much of low-hanging fruit do you hit?” And Champions of Kamigawa, the idea was,
“Well, let’s not do all the low-hanging fruit. Let’s get a little more
eclectic.” And the problem there was, people like low-hanging fruit. You know
what people eat when they get to the tree? They eat the low-hanging fruit. And
I don’t think you should besmirch it. Do not besmirch the low-hanging fruit. It
is tasty.
And it is reachable. So we are definitely trying to mix
things up, and we’re trying to add some new elements that are our own, and
we’re trying to do our take on things, and our gods are not the Greek gods, but
they’re definitely inspired by the Greek gods, and have a lot of the Greek
god-ness to them.
But anyway, the reason I bring this up is Colossus of Akros
was inspired by… a movie! Called Jason
and the Argonauts.
So there was a series of movies. I think they were made in
the ‘70s. That had at the time, well maybe at the time it was bad special
effects, I don't know, maybe they were awesome special effects. It’s very hard
to tell in modern day, looking back at old special effects, whether they were
cutting edge for the time or not. Maybe they were.
But anyway, there was a sequence where there’s a giant
statue, I think of an Argonaut. And they get attacked by it.
And anyway, this was inspired by that. By the giant statue
coming to life and attacking you. And… so one of the things we definitely tried
to do is, we are very cognizant of pop culture. I know in Innistrad, for
example, one of the things we talked about when we were doing Innistrad is, how
should the zombies be? And the reality is, the source material we were
borrowing from, there weren’t a lot of zombies. There was like—Frankenstein is
the zombies, I guess. They were more along the line of Frankenstein. And less
along the line of Dawn
of the Dead.
But we’re like, “Look, people expect Dawn of the Dead. I
don’t care if Dawn of the Dead necessarily lines up with the source material,
it’s what people expect from it. That if you have a bunch of zombies, you’re
expecting—especially in black. Dawn of the Dead zombies.” And so we made sure
to deliver that, even though that wasn’t 100% to follow the sort of era we were
coming from in looking at our source material.
And that pop culture has shaped perceptions of things, and
that one of the big things is, so I’ll use my example here. There’s a game that
we made long ago called “What
Were You Thinking?” Richard Garfield made it. It was called “Hive Mind” in
design. And the idea of the game is, you get asked a question, and then
everybody is supposed to write down the answers that they think everybody else
is going to write. And the idea is, you are trying to get the answer that’s the
most popular answer.
So one day, it’s like, “Name some number of insects.” And
one of the best answers was “spider.” And someone then said, “What do you mean
spider? Spider’s not even an insect.” And the answer was, “It didn’t matter.
The point was to write down the most popular answer, not to write down the
right answers.” Yes, spider’s a pretty important answer for “What’s the most
popular insect,” in the fact that it’s not an insect. But, in a game where
you’re trying to write down what other people are writing down, maybe spider is
the right thing. In fact, it was, because it was in the top… you got a lot of
points for writing “spider” down because a lot of people wrote it down. And the
funny thing was, a lot of the people who wrote it down knew it wasn’t an
insect, but they thought enough other people would write it down that they
wrote it down.
Anyway, that’s important. And I do believe when we talk
about how we do top-down stuff, I think it’s very, very important to
understand, like, the influence of the pop culture is important, because when
people—here’s an important thing also to remember. People don’t know where they
get their information from. This is a very important thing I’ve learned, in the
way humans process information. The information that you learn and where you
learned the information from are actually not stored in the
same place in the brain. In fact, one of them goes into long-term
information, one of them goes into more short-term information. Because your
brain says, “I need the information. Oh, I need to know that.” So it puts it
into long-term.
But where I got it from is not a super crucial thing. And so
that goes into shorter-term memory. So what happens is, with time, you remember
what you learned, but you don’t always remember where you learned it. And the
reason I learned this in school is, when you study the effects of
communications, one of the things about television and movies, for example, is
it will teach people things, and then people will learn that as facts, and then
forget that they saw it in a movie.
Because if you ask the average person, “How realistic is
TV,” they’re like, “Oh, you know, TV’s not that realistic. You know, TV shows
and such.” But they’ll learn something, and if they don’t know any better,
they’ll put it in their head, and then they forget they learned it from
television! And so one of the real powerful things about television is it fills
in people’s knowledge gaps, but it’s not necessarily true. And so it is very—TV
has a great ability to sort of subconsciously almost teach people things,
because they will learn things, kind of know they’re not true, and then forget
where they learned them and assume they’re true because they know them. Anyway.
Little communications for you.
Originally, by the way, the card was a devotion card that it
turned a certain number of creatures based on your devotion. But it ended up making
more sense just to turn all creatures rather than necessarily some creatures,
and they ended up making Master of Waves the devotion card in mythic
blue other than Thassa. Anyway, Curse of the Swine definitely—I mean,
we wanted to hit a trope. Development tweaked it a little bit, but I mean it
stayed mostly as we made it. I mean, minus the devotion obviously.
Anyway, one of the things to remember, and I’ll stress this
again, is that when you are designing, by the way, it’s called mindspace, I
think I called it mind-share in
a podcast a couple times ago. It’s always important to remember mindspace
is that your audience only has so much that they can absorb. And whenever you
can use things to consolidate information, so that they can have fun—because one
of the things to remember is that every card does not need to be different.
That it does not make the game more fun if every card is
radically different from every card. There’s a point at which it’s just
overwhelming. We want to make sure the audience grasps and understands what’s
going on. Also, because we have a whole block to do, we want to make sure that
we give ourselves room to grow, because there’s really, really no reason when
you’re introducing a new mechanic in the first set, in the fall set of a block,
not to try to do the simplest version that’s the easiest to grok onto. You want
your audience to have the simplest thing to jump on and learn, and you want to
give yourselves some room to grow so as the block goes along you can evolve and
do things.
Okay, Dark Betrayal! I want to talk about this
cycle. This cycle is the “color hurts itself” cycle. And Dark Betrayal is black
killing the black creature. So the reason this cycle came up was not a design
thing. Design did not make this cycle. This got made in development. And I
assume, usually when Development makes a cycle, it’s because they want
something for Constructed, that’s usually why a cycle gets made. Or especially
a cycle like this. I mean, they might make a cycle that’s using themes on the
set. But this really is separate from the themes of the set.
So I do not know for a fact why they made the cycle, but
knowing Development and knowing that it didn’t tie directly into the themes of
the set, I mean it fits, but it wasn’t using one of the mechanics, that it
seems like it’s something that Development wanted for Constructed. That’s my
guess. And these cards, they seem pushed enough that I assume they’re meant to
be sideboard cards.
And so what happened was, in my original version of the
story, which was a super early version which is not a real version, it’s more
of me trying to make a hypothesis, anyway, that caveat out of the way,
originally I had Jace in it, because I thought if you’re going to have Dark
Jace, you need Jace, because it’s much more exciting when the person gets to
meet their own dark mirror. I mean, Batman could fight Bizarro, but not as
exciting as Superman fighting Bizarro. So.
And so originally when I pitched this, I suggested Jace.
They weren’t really gung-ho with it, they were trying to get a real Greek feel.
And so the story they wanted to tell, the correct story for a Greek plot, is a
story that had a little more of a Greek feel to it. And so they really, they
were interested in telling the story of a reluctant
hero. That’s another trope of a Greek drama, is the idea of the hero that
is destined to be a hero, but he doesn’t want it.
And the idea of the reluctant hero, the trope is, that the
hero is trying to get away. They don’t want the responsibility. That they’ve
suffered responsibility in the past, and things have gone poorly. In fact, for
those that are fans of the Weatherlight saga, the beginning of the Weatherlight
saga, Gerrard is a reluctant hero. He had a bad experience with the
Weatherlight, he didn’t want to go back.
Now, he gets drawn back, and that’s the way the reluctant
hero trope works, is something makes them have to go back. In the Weatherlight
saga, Sisay, his mentor got kidnapped and he had to go rescue her. In this
story, Elspeth comes to Theros because she feels like in a world with gods, how
is she going to be needed? She won’t be so special in a world of gods, no one
will expect anything of her.
And ironically, the gods need her! Heliod needs her, and is
the one that calls her. And the true thing of the reluctant hero is, even
though they don’t want to be a hero, when the time comes they do step up, and
they become the hero they need to be. And usually by becoming the hero they
learn an important thing. Which she will.
So the key about Elspeth, or one of the things I like about
Elspeth was they wanted to take one of our planeswalkers and be able to dress
them up in sort of Greek gear and have a neat look to it. And it’s not that
Elspeth worked really well, one of the flavors we’ve been trying to do with the
planeswalkers, in fact Dan Emmons is one of my designers on the design team,
has a little side project where he’s been documenting every planeswalker and
what they do, and try to make sure when we do planeswalkers, that we are not
being inconsistent. We made a Liliana that
really didn’t fit the other Lilianas, and people were complaining, like “You’re
right. We have to be more consistent with the planeswalkers.” So Dan’s
monitoring that.
So Elspeth has her army. She summons her creatures. And then
one of the tell-tale signs of her is she makes token creatures. Soldiers. And
so we wanted to repeat that. And in general, by the way, her basic thing is
she’s like, “I make soldiers, I help my soldiers,” and then usually she’s also
a fighter. And so the middle thing, so basically what we did is, she makes some
soldiers, she kills things, big things, she kills monsters, and one other big
thing I’ll get to is one of the big parts of her story is, we wanted this big
scene of her fighting the hydra. Because we wanted it on the packaging. We felt
like we were trying to look for the iconic monster, and a hydra both was
impressive-looking and it felt very Greek mythology. So we decided to do a
hydra.
Anyway, so her first ability is to make soldiers, her second
ability is to kill big things, her third ability is to help the soldiers. And
Elspeth I think has become—people are very fond of Elspeth. One of the things
that’s interesting is, certain colors have really cemented around a
planeswalker that just becomes the one that people define the color with. And
other colors, not quite as much. I mean, white is the color where I believe
that Ajani and Gideon and Elspeth have all been sort of jockeying to be, “Who’s
the key white person?” And I think what happened is, Ajani early on was the one
that got the least traction of the original Lorwyn five.
Our hypothesis is because he’s not human, and that it’s just
a little bit harder to relate to a non-human. There’s people who love Ajani,
I’m not trying to besmirch Ajani, I like Ajani, but anyway, and white’s
definitely the one that’s been trying to, you know, settle down, like “Who’s
its key planeswalker?” Anything else about Elspeth? I guess that’s it, mostly.
We’ll talk about some other stuff as we go along. I’ll talk about her hydra-fighting
when we get to the card that she fights the hydra on.
Now we sometimes use “biodome” in a negative context, which
means when things get too—so when you design a set, you are creating two
things. You’re creating a world that’s going to live by itself, that’s what we
call the biodome, usually it’s Limited, and you’re making a set that’s going to
interact with other sets in Magic.
That (???) more Constructed.
And the idea is, Design is not well-suited—I mean, we
clearly are aware of things in general what’s going on, we’re aware big picture
of what mechanically is happening, we definitely make overlaps between
mechanics between blocks, for synergy, but we are not up-to-date on where
exactly the metagame is. That’s what Development does and not Design.
And so we have a little less say on how things are going to
interact big-picture. We definitely interact mechanics big-picture, like “Oh,
this mechanic and that mechanic will work well together,” but we’re not
fine-tuning things. Development’s more fine-tuning.
So Design spends a little more time on the biodome, which is
“Okay, we’re in a world in which this is all you have.” And the attractiveness
to the designer of the biodome, and the dangers, is that you have a lot more
control. That Ephara’s Warden is an example of we wanted to build an environment
where you were crafting things and building up things, and making giant heroes
and monsters, and really sort of evolving your creature over time.
The problem was that a normal Magic set has a lot of things that would easily negate that.
Tapping being one thing. Well if I spend three cards and lots of mana to make
this giant creature, and you can spend
one mana every turn just to tap it, oh, well that really negates a lot of what
I’m doing.
And so what we decided was that we were going—I mean, there’s
answers, and we made sure there are answers, the answers are a little bit
different than normal, and they definitely don’t punish the play pattern we
wanted as much as normal Magic. So
Ephara’s Warden is an example of a card where, okay. We still want you to have
some control, but you know what? We’re going to build in a weakness to the
tapper. The tapper’s going to be bad against big things.
Meaning… so, not only when you build a big thing aren’t you
punished, but also when you’re looking at the set, it’s one of the cards that
encourages you to build big things. That we want the messaging that big things
are better. Not that that needs tons of messaging, because big things are
better. In a lot of ways. Although building things up with lots of cards can be
a problem.
So anyway, Ephara’s Warden is just an example of us sort of
saying, “We need to craft the environment.” You have to be aware of your
biodome. You want to be careful not to go to crazy, because sometimes you can
make things work. Rise of the Eldrazi had this problem a little bit, where like
super, super biodome-y. “In this world you can do this, but once you get
outside this world it’s a lot harder to do.” And you can get trapped in a world
of, like, “I’m going to make this work to such an extreme that things don’t
even…”
So Rise of the Eldrazi, for those that don’t know,
historically, is an interesting set in which it split our audience. The casual
players did not like it. Do not play it much, do not buy it much. The advanced
players looooved it. Especially in Limited. They loooooved it.
And so what we found was that when you get too biodome-y,
the real—the people that just dig in and love Limited, they’re fine with the
biodome, because they’re like, “Okay, what crazy thing is going on now?” But
what we found is the casual player, if you just push it too much, it just—they
have nothing to hang their hat on, if you will. That part of being able to sort
of deal with a Limited environment is having something that you know to be true
and being able to work with that.
And while we can shift some things, Rise of the Eldrazi was
shifted a little bit too much for the more casual Limited player. But on the
flip side, the more advanced player really did enjoy that because it was so
different from what Magic normally
is.
Also, in general I think when you slow things down,
mentally, a lot of the Limited players really enjoy that because it allows a
lot more give in play. And it does make it easy for the better player to win.
Because usually the longer the game goes, the more decisions get made, the
better player just will make more of the decisions correct and so they will
win. So long games tend to reward experienced players. That’s why experienced
players like control.
And that was an awesome ability, and it’s god of the dead,
it fit really well. And then what ended up happening was it was a little bit
too good, and Development had to kill it. Which often happens sometimes with
pretty cool abilities is they’re good because they’re a little too good.
So Erebos is very interesting. One of the things I enjoyed
quite a bit—so Brady Dommermuth, who is the former Creative Director, he’s no
longer with us, but he was with Magic
for a long, long time. If you liked Mirrodin, if you liked the guilds of
Ravnica, there’s a lot of stuff that Brady had his hand in big time.
Anyway, the way the gods worked is each member of the
creative team, or five members of the creative team took one of the gods and
wrote up the god. And Brady took up Erebos. And one of the things Brady was
trying to do—the reason he took Erebos is black is tricky. It’s very easy to
fall in the habit of just doing “Hee hee,” you’re like—for example, if you do
god of the underworld, it’s so easy to get to like Hades from the Hercules
cartoon, from Disney’s Hercules. Where it’s like personified evil with a
flaming head. And that Brady wanted a little more subtlety to it. That he
wanted a god of the dead that was a little more remorseful and not so gleefully
evil. And that he sees it as a responsibility and something he needs to do. But
that it’s his duty. It’s something that he has to do.
And anyway, it’s an interesting take on black, and I think
black—it’s very easy for black just to become sort of maniacal evil.
Stereotypical maniacal evil. And we try hard from time to time to carve other
shades into it. It’s not that black can’t be evil, obviously it can, it does it
quite well, but it doesn’t have to be evil, and I really appreciate a lot of
stuff Brady did with Erebos to try to give him a little more—a little more
feel.
Okay, now that I’m talking about Erebos, I can talk about
the gods! The design of the gods. Okay. So here’s what happened. When I made
the gods, I knew the gods were going to be very important. Aaron and I talked
about it, I said we’re going to do something special. But there were a lot of
other moving pieces, and when I actually handed off the file to Erik Lauer, who
was the lead developer for the set, I said to him, “Everything is done except
for the gods, the gods aren’t done, we’ve got to fix the gods.”
I said, “But give me some time, I’ll put a team together,
and we’ll focus on the gods.” I’d been focusing on so many other things that I
knew the gods needed to get done, but the other thing to remember is, early
development is about balance and a lot about Limited. And so mythic rare cards,
we have a little bit of time. You can playtest Limited without some mythic
rares and really get a sense of environment.
Plus another important thing in development is you have to
concept cards, you have to choose cards to get concepted, meaning we have to
figure out what cards are so that they can do the illustrations, well, it turns
out the gods, they spent lots of time and energy. They were going to put that
in the first art wave, and like “Draw the gods from our style guide.” So I knew
that we had a little bit of time on the rules text, because Erik would be able
to put them into the first wave of card concepting, and it wouldn’t affect
Limited. So I knew I had a little bit of time. It’s just me sort of knowing the
process. And there was a lot going on. Theros had a lot of moving parts.
And so anyway, what happened was, once a week my design team
has a design team meeting. It’s just a meeting for the designers. So it is me,
my design manager, Mark Gottlieb, who—I explained this once before, but I
oversee the product and he oversees the people. So he’s the manager for the
team. But I’m responsible for all the technical growth and sort of grooming
them as designers. And then Mark’s in charge of all the managerial stuff,
monitoring their time, making sure that they are on enough projects and the
right projects, and he does all the
management. The people management.
So the design team is me, Mark Gottlieb, Ken Nagle, Ethan
Fleischer, Shawn Main, and Dan Emmons. And we meet once a week to talk about
design issues. Whatever is on our mind. And it’s a place where we can talk
super design-y, sometimes we’ll look at design in some other areas, or we’ll
talk about things we’re doing, or there’s a lot of updating so everyone’s aware
what’s going on in the design of different projects.
But anyway, it’s a chance where the designers can talk
design. So I used one of our meetings to brainstorm on the gods. And so we came
up with an interesting idea. So the idea we had is, when you summon the gods,
they didn’t go into the battlefield. They went to a new zone: The Nyx Zone. And
the idea was, the gods, while in Nyx, had an ability that affects you. They
have an enchantment-like ability. They are enchantment creatures. But if your
devotion was strong enough, you could bring them to the battlefield. And then they
could fight for you. But if they ever died in the battlefield, they went back
to Nyx. That was our original version.
And so when Erik got ahold of them, I think he liked the
general gist of what it was, is you summon the god, he has sort of an enchantment
effect, you need to have enough devotion and then he’s tangible and he can
fight for you. And so the idea that—Development did a couple things. Another
good example of how Design and Development work together. Design was trying
really hard to get the concept, the idea. It’s a god, and he has this
enchantment-like feel, and if you have enough devotion you can bring him, so he
takes form and you can have him fight for you. All that came from Design.
But a lot of the execution—Development changed a lot of
things about the execution. Number one, they said “We don’t need another zone!
No Nyx zone. We’ll just put them on the battlefield. Number two, our version
was it was hard to destroy them because when you destroyed them they went back
to Nyx. There’s no Nyx. So fine. Make them indestructible. You can’t destroy
them.”
And then he just said, “Okay, well let them sit on the
battlefield. They’re enchantments—until you make them a creature, they’re just
an enchantment.” Or I don’t know if they have creature status, I’m not really
sure how that works. But the idea is, they’ll function like an enchantment
until such a time that you have your devotion. I think that is what turns them
into creatures. I mean, I know devotion turns them into creatures, but I think
they become creatures at that point.
And so the fact that they sat in play and added to devotion
meant that they now helped themselves a little bit, and they balanced that. But
mostly what they did, which is a nice example of—Design has some pretty out-there
ideas to make something that’s very different, and then Development said,
“Well, what’s the special thing about them?” and re-crafted them to makes
something that just would play a little better and function a little better. I
think in a lot of was, that is a perfect example, a little microcosm of Design
& Development. That Design’s job is to kind of be out there and get very
cool and neat things, and it’s Development’s job to ground it and make sure
that it does it in a way that’s playable and balanceable and such. Anyway, that
is the gods.
So one of the things that happened early on was, I really
wanted minotaurs to be red and black and to have a little aggro play, and that
one of the draft strategies in red and black was you can draft minotaurs.
So one of the problems that happened, though, is that the
creative team came to us and said, “Look, minotaurs are decently big. You can’t
make little teeny minotaurs.” And so what they said to us is, “Okay.” For
Theros, the guideline was, the power and toughness combined had to be at least
five for a creature to be a minotaur. 2/3 or 3/2 was big enough to be a
minotaur.
Well, one of the problems is, if you’re trying to make a
more aggressive deck, it’s problematic if none of them are small. We’re talking
that’s three mana at the lowest. And you might want one mana or two mana. So we
weren’t able to do that.
The other problem we ran into was that we wanted more
minotaurs. Jenna was trying to fit all sorts of stuff in the set, and there’s a
world filled with Greek mythology. The reason we chose it was there’s so many
cool new things to do.
And so there wasn’t as much room for as many minotaurs as we
wanted. And the thing that we were torn between is, there’s a tribal component
for minotaurs, but it wasn’t like this was a tribal block in which there was a
major thing. It was more a minor thing. And so we wanted enough minotaurs to
make the tribal thing work, but Creative needed enough space to be able to do
all the cool things from Greek mythology, so we kind of found a middle ground.
Now, the good news is, this is a whole block, there’s more
minotaurs coming. We knew that we wanted a little more minotaurs, and the
compromise was, “Okay, we’ll have some in this set but more minotaurs are
coming.” So Fellhide is funny in my mind, in that I feel like this set is all
about thumbing its nose at Hurloon Minotaur. And this is a 2/3 in
black. It’s a 2/3 for 2B—for 2C rather
than 1CC. But anyway. Hurloon Minotaur has a much bigger thumbing coming up.
Now, it’s permanent, that’s a little bit different, that’s
why it’s +2/+2 and not +3/+3, but this card came form that brainstorming
session, which is, “Let’s turn existing cards into auras.” Because we were
trying to up our aura space a little bit. And part of that was to figure out
things that we needed to do because Magic
always does it, but to try to move it into the aura space. And that’s what this
card was doing.
So what we wanted to do is we wanted it to be fast and we
wanted it to allow you to fly. Because that’s what winged sandals do. So we
gave it flying, and we gave it hexproof. We had hexproof, I think. No, we have
haste. Oh, because hexproof is annoying. Evasion and hexproof is annoying. So
we didn’t give it hexproof. I think we talked about hexproof. But we gave it
haste.
The thing about speed is, there’s a couple different ways to
portray speed. Haste is one way to portray speed. Hexproof is another way.
First strike is a way. There’s a couple different ways to do speed. But anyway,
flying and haste felt like a pretty cool thing. The two mechanics combo very
nicely together, and we made that very early in design. The numbers might have
changed, but other than the numbers changing, I mean, it was pretty much as we
designed it in the meeting.
So Hercules was sent on twelve labors. One of the labors is
he had to tame the Mares of Diomedes. And they were carnivorous—there were like
[four] of them, I think? They were carnivorous, they were giant beasts, and
they ate flesh, I think, and anyway, this was another thing that—carnivorous horses
was another thing that Ethan was trying to get in the file.
A lot of people were like “But wait, these are supposed to
be mighty creatures and this is a little dinky guy!” and okay, I do know that
this one is not—for those true mythological buffs, this one did not hit the
trope quite as dead-on as some of the others. We wanted the cannibalistic
horses, the flesh-eating horses, we got them, yeah, probably in the story they’re
a little bigger, but them’s the apples. That this was an example of a card that
we needed, we needed some simple cards, and Ethan actually made this card to be the mares, and it actually worked
pretty well. And so sometimes you have super-complex cards, sometimes you get
simple cards. And we liked the simple card.
And so we finally found a thing that basically keeps it
alive. It’s pretty hard to kill something with the Gift of Immortality. And I’m
happy that once we’re all said and done and the dust settled, people really
like it. That’s pretty cool.
So I wanted to do a little devotion everywhere. But we mixed
it up as far as how much we did and what rarity we did. For example, blue
ironically has only two, in Mythic Rare. They happen to be very good, and so yeah there’s a deck with them, but it doesn’t
have much role in Limited.
So the reason we chose black and green is they are the two
colors that naturally have the most mana symbols at common. Black because black
is just the color that pushes you towards using itself the most, in the history
of Magic there’s just more black mana
symbols and things than other things. Early on that had to do with Dark Ritual, but it’s sort of like Dark Ritual went away, but that attribute carried
on, so black still has a little bit more colored mana than most.
The reason green has more colored mana I think just has to
do with that it’s bigger. So one of the things is, if I have a two-cost card
and I make it CC, C being colored mana so let’s say green, I make it green
green, that’s hard to cast. You need to have two forests out, ideally on turn
two, which means, well how many forests are in my deck if I’m hoping to have
two forests by my second turn?
Now, if you have a six-mana card which is four green green,
four colorless and two green, well, you need green, yeah, but you have some
time to get it. You don’t need to have that much green to have a hope of
playing it. And so the higher, more expensive stuff can have more green mana in
them, and green just has larger creatures at common. So green’s number two,
mostly because it has larger things and ends up having more mana. So we put
devotion in Limited into the two colors that most often will have extra colored
mana at lower rarities.
And the idea with devotion was, we knew that there were fun
build-arounds. The thing I like about devotion is it tells you what to do. It
very much says, “Okay, you want to devote yourself to devotion? Pick a color. I’ll
tell you what color, this color.” And we had just finished off Return to Ravnica,
which Limited is super—I mean, it’s almost impossible to play mono-colored in
Return to Ravnica. And so I wanted to make sure in Theros that there were
strategies that you could play monocolor. And one of the things I liked about
devotion is it really, really pushed you in that direction, right? It’s one of
the strategies that allows monocolor play.
Now, the goal of Theros was not for everybody to play
monocolor play. In fact, there’s lots and lots of stuff encouraging two-color
play. And a little bit beyond that. But we wanted to make sure there’s some
monocolor play. We wanted to make sure our pendulum gets pushed in different
directions, so I liked the fact that there was a (???) for Constructed where
monocolor could matter. The fact that the previous block had some hybrid in it
was nice.
Because hybrid plays nicely with devotion, even though
ironically, normal multicolor does not play—well, I guess normal multicolor has
mana symbols in it, so it can, although it’s harder to play monocolor decks
with—obviously with gold cards. Traditional gold cards.
But anyway, this has sort of become the poster child of black
devotion in Limited. It’s very powerful, and it has a pretty huge swing. So I’m
happy with it, I’m glad we made it, and it was a card—it was one of the first
cards we made with devotion, when we made early devotion stuff. So anyway, I’m
always happy when we make a card and people like it.
Okay, so basically the story is, Erik Lauer comes to me and
says, “We’re having a problem, Mark. Black in general is not seeing as much
play in Constructed, and we need to help it.” And so Erik says, “Well, one of
the problems is there’s three card types that black really has trouble with. It
has no artifact removal, it has no enchantment removal, and barring a few
cards, none of which are currently in Standard, it doesn’t have a lot of
answers to planeswalkers. And so we need to provide answers to one of those
three things.”
And so I said—I mean, the reason he was coming to me is as
the color pie guy, and so what I said to him is, “Oh, that is easy. While black
destroying artifacts or enchantments is not great for black, it has a lot of
issues, black killing planeswalkers is fine. Fine fine fine fine fine.” Just
from a color pie philosophy level, right? Black has no problem killing things.
Death is black’s number one weapon is death. Well, guess what? Planeswalkers
can die. So if anybody’s going to kill planeswalkers, black is the perfect
person to kill planeswalkers.
And so I said to Erik, “You want to make mono-black
planeswalker destruction, that’s okay. That is the color—if you were telling me
one of the colors is going to kill planeswalkers, in a heartbeat I’d pick black.
Black’s the card that kills things.”
So I said, “Okay,” the only thing I asked of him is I said, “Look,
I would just like you not to make it too low in rarity, because planeswalkers
are a super-special thing, and you know what? It shouldn’t be that easy to kill
a planeswalker from a knowledge standpoint.” It’s not like “Planeswalkers are a
rare item, but it’s a very common spell to learn to kill a planeswalker.” And
so I said to him, I just didn’t want it too low in rarity. That I wanted it to
be something special.
For Constructed purposes, it being rare didn’t matter. But
for Limited, it would. And I’m like “Okay, I don’t want it to be this Limited
bomb.” Or not Limited bomb. But I didn’t want it to be something that’s just
like “it’s so easy to kill planeswalkers in black.” And so I wanted it to be a
tool since we were talking about Constructed, I wanted it to be something that
Erik could have for Constructed. So anyway, that is how Hero’s Downfall came to
be.
So now, I look and I am at work. And, as predicted, it took
a little extra time because there was rain today. So anyway, I hope you
enjoyed, I got through a whole bunch more cards, I’ve got plenty left, because I’m
on H obviously, we’ll continue until this is done. But anyway, I hope you guys
were enjoying my trip through Theros today and all the different card stories.
But it is time for me to stop telling stories and to start making Magic. I’ll talk to you guys next time.
Ciao.
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