Okay, I’m pulling out of my driveway. We all know what that
means. It’s time for another episode of Drive to Make Theros! The podcast that
seemingly will not end.
Anyway, for the last six podcasts, not consecutively, but
this is the seventh podcast dedicated to Theros. And I’m doing card-by-card
stories, talking about different stories from Theros and exploring the design.
I’ve been doing an experiment, trying to do a more recent set, and what I’ve
learned is I have a lot more stories because I’ve remembered them all. So I
just tell more stories about, like, Tempest… “Uh… what was Tempest? I don’t
remember…” Anyway. That was my old man voice. I have a very bad old man voice.
I do actually do a decent old man voice. That was not it.
Okay. So when Ethan made his little book about Theros, it
listed all the things that Magic had
done that fell into Greek mythology, and all the things it hadn’t done. One of
the things he listed on the “hadn’t done” is the Hundred-Handed One.
Okay. So for those that know their Greek mythology, the
Hundred-Handed Ones were the creatures that helped the gods overthrow the
Titans. Zeus and company, I think it aided them in overthrowing the Titans? But
then they imprisoned them because they were powerful and they were worried that
they’d overthrow them, I believe. Anyway. I’m not 100% on this one.
But anyway, they were creatures of mighty power. They were
huge. Ethan definitely wanted to do Hundred-Handed Ones, and I was fine, and
one of the reasons I was fine before is, one of our philosophies for top-down
nowadays is that you have to think about rarity with what kind of resonant
thing you want. And what we’ve learned is, commons should be something that people
just know. So in Greek mythology, look, common’s going to be satyrs and
centaurs and Cyclopes, and things you’re just—you’re familiar with. You know what
they are. Minotaurs and such.
And the idea that as you get higher in rarity, you can get a
little more obscure. And the idea is that it’s fine to sort of dig deep and
give a reward to people that really know the source material, just you gotta do
that at a higher rarity, not a lower rarity. Like the lesson of Kamigawa was,
some of that obscure stuff was done at lower rarities, people were like “What?”
And at a higher rarity they still go, “What?” But the as-fan of “What?” is much
lower. And it’s fun every once in a while to learn something, but it’s not as
much fun—if the basic things aren’t there, it’s hard to latch on. What we want
when you first open a top-down set is that the commons are just, “Oh, it’s
this!” and “Oh, it’s that!” and just you
recognize things.
And so what you want to do is take things that aren’t so
recognizable and use them as a spice. At higher rarities so they show up. And I
think the Hundred-Handed One—so the other thing with Hundred-Handed One—so the
story of it is, originally it didn’t have monstrosity. But we’re like “Oh,”
once we realized monstrosity was a thing we’re like “Oh, of course, it’s got to
have monstrosity. It’s a giant monster.”
And white—so one of the things we had done with monstrosity
was we had chosen to put it mostly in red and green, and so red and green have
monstrosity at common, the quantity and quality is higher. And the idea was
that everybody had a little bit of monsters, but white was the least monstrous.
White just has the least big creatures, at lower rarities it mostly has tiny
things. And it was going to be more the human color and the army color. It had
a role to play in the set, but it really wasn’t going to be the monster color. But
we wanted to make sure at high rarities we had a few monsters. And the Hundred-Handed
One seemed good as a white monster.
So what happened was we made the card… I think the original
version, before it had monstrosity, was it could block any number of creatures.
I think Ethan made that version. And the idea is, “Okay, it’s a big monster, it
can block whatever…” That was the original version. Big monster, it can block
as many as it wants to.
And then I think we decided with monstrosity that we’d make
the “can block anything” the monstrosity part of it. So the idea is, “I’m big,
I get bigger, and when I get bigger, my extra abilities, I now can block
anything.” Because the key to monstrosity is, you want to sort of build into something
cool. And so the end state, the coolest thing, which is where Ethan started, is
“Okay. Giant monster that can block as many creatures as it wants.” It’s pretty
cool, that until you get through this thing you’re not going to get to the
player, and it can block everything.
So what happened was, I think the original version was, I
don’t remember the size. But whatever size, you do monstrosity, it gets some
counters, and now it can block everything. And we were in a meeting, and somebody—I
don’t remember who, I would give credit if I remembered who it was, said, “Well,
shouldn’t it be ‘it can block 99 more things?” And we laughed, and we laughed,
and then I’m like “Okay, we’re using that.”
Because one of the things that’s very important in any Magic set, but top-down sets
especially, is that you want to find mechanics that sort of have a little bit
of novelty in expressing flavor. And the reality is, the 99+ is just cute in
the sense that I’m sure there will be games in which it matters that it can
only block a hundred things, but we thought it was kind of neat, that the 99+ was
just a flavorful way to say what we wanted to say. That just had a little extra
oomph to it.
And one of the things that’s funny, we’ve gone on this path.
Early Magic was all about that. Just
“Throw
whatever
makes
the
card
the
coolest
it
could
be!”
And there’s a lack of consistency, which was a lot of cards in Alpha didn’t all
work the same even though they were similar, because each card kind of handled
the problem individually.
And then what happened was, with time we were like, “Okay,
we need to consolidate that. We don’t want cards working almost the same way.
Cards need to work the same way.” So we went to the other end of the spectrum,
which is like—“No novelty text, no trinket
text, cut to the bone. What does the card do?” And then eventually we came
back around and it’s like, “Okay, we’ve got to be careful, we want to be
consistent, but that doesn’t mean that we can’t use trinket text.”
So trinket text, by the way, there’s novelty text and
trinket text, which are slightly different things. I will define. Trinket text
is something that adds flavor to the card that really in gameplay is not going to
matter most of the time. A good example is you have a knight with protection
from dragons. Well, how often is a knight—like first of all, dragons fly, the
knight doesn’t fly. How in the world is it going to matter?
Now, hey, there’s some dragons that have direct damage
effects, that can activate to damage things. Oh, they can’t hurt the knight. I
mean, it’s not that it never comes up, but hey, having a knight with protection
from dragons has a flavor to it. We call that trinket text. It doesn’t matter
much, but it adds something.
And so novelty text means that it doesn’t tend to change the
functionality, it just takes the functionality that exists and puts it in a fun
way. The other example of that, although this one didn’t actually come, is Door
to Nothingness. That Aaron and I had originally wanted it to say, “Destroy
target player,” rather than “they lose the game.” I think we wanted “Destroy
target creature or player.”
And the reality is, it’s very similar to “target player
loses the game,” but it just felt cooler. “Destroy target creature or player”
felt cooler than “Target player loses the game.” We’ve done “Target player
loses the game” a lot, and we’ve never done “destroy target player,” plus “creature
or player” is kind of cute. Anyway. That is novelty text. And that is what the
Hundred-Handed One is up to.
And then Momma Gorgon had this cutesy thing where it did one
damage to everything in play. And the reason that was cutesy was it had
deathtouch. So that meant its damage would have deathtouch, which meant it
killed everything. And Development kind of rightfully said, “Yeah, yeah, stop
being so cutesy, it just destroys everything.”
Oh, let me talk about “non-gorgon.” I’ve joked a lot, if you
see me in an interview at the Pro Tour, and at my column, about how I did “non-gorgon”
because I wanted to create our own world of Greek mythology where gorgons knew love.
In the actual Greek mythology, gorgons affected each other, it was a punishment,
it was not meant to be something great, the fact that nobody could look at them
without dying, even other gorgons, the point of the curse was that it isolated
them. When nobody can look at you, it’s very hard to have a relationship with somebody.
So there’s two reasons I did non-gorgon. One is, I felt I
wanted our gorgons to know love. But the mechanical reason, there’s actually a
mechanical reason, which is that by putting “non-gorgon” on Hythonia, I was
making a Gorgon tribal card. And what that meant was, “Oh, I have a card that
kills everything except gorgons. Oh. Well, you know what would go well in that
deck? Other gorgons.” And so for example, Keepsake Gorgon goes well with
Hythonia, because if you have Keepsake Gorgon in play, and then play Hythonia,
well guess what? You kill everything except both of them. They both remain. And
so it was a way to add a little bit of gorgon tribal. There’s not a lot of
gorgons in the set. But Magic has
enough gorgons that look, you can use Hythonia to make a gorgon deck.
Okay. So how did Hythonia become legendary? So this story is
a cute one. So what happens is, we get the art in. So Jeremy Jarvis is the art
director for Magic, does an awesome
job. One of the things Jeremy does is when art comes in, he picks the best art,
what we call Tier 1 art. And the reason is, we pick images that we want to use
for marketing and like as we’re trying to sell the set, these are the best
images, let’s use these images. And Hythonia was one of the Tier 1 images.
And Creative finally said, “Oh, this is so awesome. We
really want to use this in a lot of places. This seems so awesome this can’t be
a generic gorgon. This has to be a specific gorgon. Like, she looks awesome.” And
so Creative came to Development I think at the time, and said, “Guys, do you
mind if we make this legendary?” And Development said, “Oh, no problem, it’s
very powerful, legendary is fine.” And so we made it legendary. At creative’s
request. Because the art was so awesome, we wanted to make this a character.
So one of the things we do when you talk about gold cards,
there’s a bunch of different types of gold cards that we can do. I did a
podcast I believe on gold cards. One of the things is the intersection, where
you find something that both colors can do, and then you give it at a bargain
price because multicolor costs are harder to get than a simple cost.
So if I have a card that costs 2B or 2R, I can get a spell
that costs 1BR that does more than either 2B or 2R can do. And so what happened
was, we wanted to make it a black/red card, because there’s a cycle of uncommon
cards that are encouraging different draft strategies. And this card is meant
to be, I open this, pick one, pack one, that I want to go “Ooh, I want to go
minotaurs.” And then it’s setting you up and it’s red and black and says to
draft black minotaurs and red minotaurs and lines everything up.
And so we really wanted this to be something that sort of
sends you down that path. Also, we knew minotaurs were going to be fun. We put
them in black and red in the set, and we wanted to make sure that if you’re
going to make a minotaur deck, that we definitely encourage you to play red and
black.
Now note, we made a rare mono-red minotaur lord, that if you
wanted to go bigger than just this set and in casual make a mono-red minotaur
deck, we gave you a very good minotaur in mono-red. That’s not for Limited, so
we put it at rare.
Once again, when you look at rarities, and like I said, I’ll
do a podcast on rarities one of these days, rarities have a lot to do with
Limited. And so if something’s meant for Limited, it usually goes at common or
uncommon, and if it’s not meant for Limited it goes at rare or mythic rare.
Every once in a while it’s not meant for Limited and goes at lower rarities for
complexity reasons, but usually if it goes there it’s something that could work
in Limited. If it causes a problem for Limited, we always get it out of common
and uncommon.
And so one of the obvious spells—so one of the things, by
the way, is every year we have new mechanics. And every time we do a new
mechanic, the very first place we look to in red is damage. Now, I explained this
I think in the red podcast, that I think damage is grouped together as like one
thing, when really it has a whole bunch of different functions and red uses it
very usefully, it’s has a lot of functions that you can use it for.
And so obviously, when we’re thinking about heroic, it
wanted red, it wanted spell effects, Shocks, direct damage makes sense. This one
got moved around a little bit. It ended up going to uncommon because we have a
rule in New World Order that says if you’re capable of killing multiple
creatures you get red-flagged, which means you have to justify yourself at
common. So usually a card capable of killing more than one creature is not at
common. And this thing is. So I think we had it at common for a day or two, and we’re like “Oh, yeah, yeah,
yeah, it’s uncommon.” We moved it to uncommon.
I do enjoy, by the way, that separating heroic things that
make themselves better vs. heroic things that generate effects just makes very
different styles of decks that play differently. And one of the things that’s
very important is when you make a mechanic, trying to give breadth to the
mechanic. The thing I like about heroic is, while the trigger’s the same,
different kind of heroics work very differently. How you’ll do things just—it’s
a very different animal from “I want to build this up” to “I want to use it to
build a deck around.” And the Shock one, or draw cards—there’s certain heroic
ones that really let you sort of craft a deck if you’re willing to do that.
And so one of the first things that happen, is I started
getting all these questions about Lightning Strike. “Lightning Strike? Why wasn’t
this Searing Spear?” And I was a little taken aback. Mostly because it’s a
common. And I understand when we take a card that’s a valuable card that people
have, you know, you have a rare, mythic rare, and we just reprint it but change
the name, okay, now it’s annoying, you have these cards, now you’ve got to go
and get other versions of these cards. And I understood that, but I feel like
at common you’re going to open four of these. If you get a box, you’re going to
open four of these. And I didn’t think it was that big a deal. R&D didn’t
think it was that big a deal. It’s like “Why are people so upset by this?”
And what I’ve come to realize is that it’s the principle of
the thing. I think what happens is, we do something that’s upsetting, and then
we do it enough that—like, it’s not that this one’s really upsetting. It’s not
that hard to get four Lightning Strikes. But it’s kind of the principle of the
thing. We had just done Searing Spear as some sort of promo, I believe, an alt-art
promo. People were like “Look, it has a promo. I want to use it. Oh, the exact
card exists but I can’t use it.”
Message heard. I didn’t realize that is something people were
as touchy about as they are, which is important for me to understand, because if
something concerns you guys I want to address it, and so okay, I mean that’s
very important, it’s why I have my blog to learn things like this. So let me
explain how it happened, because as you will see, there was never an
opportunity to be Searing Spear, and I’ll explain why.
So we do want to do a lightning spell, so Creative—like,
Jenna was doing the card concepting, and like “Oh, direct damage spell, good,
good. We can’t call it Lightning Bolt, but Lightning Strike. You know. Because the
gods throw lightning.”
And then what happened was, the card turned out to be too
good. And Development figured out late enough that they didn’t want to mess
around with the card. So what happens when Development needs to charge late in
the process, the normal thing they’ll do is they’ll change it to a card that’s
already existing. And the reason for that is, it’s an understood thing. Searing
Spear is a card that Development understands the power level of it, it’s a card
that actually means something in Constructed, but in a way that’s not scary to
them. And so it was a late enough change that they said, “Okay, we need to
change to a known thing.”
Now, they wanted to change to Searing Spear. The problem is,
it was so late in the process that the art was already done for Lightning Strike.
There’s a god throwing a lightning bolt. Well, that’s what the art is. And so
Searing Spear didn’t make any sense. It wasn’t a spear, it wasn’t on fire, and
the art didn’t make any sense for Searing Spear. So the answer was, “Okay, it’s
a common, look, we’ll just give it a new name.” And so they ended up saying, “Okay,
we’ll do Searing Spear, but we’re going to have to change the name.”
But it’s not as if they knew the whole time they were doing
Searing Spear and just changed the name. It was out of the necessity of trying
to fix the problem. And so if they decided to reprint Searing Spear and change
it for the sake of changing it, I understand maybe that people would be upset.
But I’m trying to stress that that wasn’t the case, something happened, they
didn’t want to break the environment, and so all the reasons behind it were
very rational, sound reasons, but it did end up resulting in a Searing Spear
duplicate that’s not called Searing Spear. So anyway, it does now allow us a
little flexibility, it is an ability we want to use a lot, and sometimes fire
makes sense, and sometimes lightning makes sense, so it gives a little flexibility
to match our world in the future, and I think that is good.
But another thing that is also equally important is part of
being on a creative team is spending a lot of time in a small room with these people.
That you want people that make the process fun and entertaining. And so we goof
around a lot, just because part of the creative process is being light and
loose and having fun. And so one of the running jokes of our things was, Ethan
was just trying to get—he had a short list. He wanted a Hundred-Handed One. He
wanted a catoblepas. He wanted a hippocamp.
And I used to tease him. I mean, not that I didn’t want
that, not that we didn’t label those things, not that we didn’t encourage him
to do that, but it just was a running joke. Where he was in charge of the file,
and if I didn’t name something, he could name it, and so he would come in and
go, “Okay, it’s a Roaring Catoblepas!” And the joke is he would say this and I’d
go, “Really, Ethan. Really. Catoblepas.” And we would joke. Anyway, it was a
running joke and it was funny.
I mean, the thing I’m hoping when I talk about some of these
stories is realize that look, I want to get some of the humanity behind—these are
people making the sets, and I’m a big believer of trying to share who we are,
and that we’re not just the man behind the curtain making stuff. That we are
people. And—anyway. I will move on.
And the answer was, we had Hercules. We wanted to do
Hercules. So the original version of Hercules, like maybe like some number of
enchantments on it, it was trying to match the labors
of Hercules, and like you needed seven enchantments, but Hercules had
twelve labors, and it didn’t make sense. It was just impossible to play, and
getting seven auras on something was crazy. So we changed it.
We came up with a card that I liked a lot. So much I liked a
lot that I’m going to make the card. So I’m not going to tell you what the card
did. But it did something that on the surface—it was one of those things where—I
will say this, it was a 12/12 for not a lot of mana, and it had a restriction.
And the restriction seemed easier to overcome than it was. But it was this neat
restriction that you really like were challenged to beat the restriction.
And the problem was two things. One is, Creative didn’t like
having Hercules be a 12/12. We were tying a bunch of stuff together, and we
were trying to make him the most powerful human ever. Because he was a demigod
and super-powerful, and we had a big fight about how big he was supposed to be.
And then, the ability which we really liked that I thought
played well, Development did not like at all. And in the godbook poll, in the
rare poll, it didn’t fare that well. An internal thing we ask people in the
building what they think of it. It didn’t do that well.
And so at some point, they realized they needed a card that
had to fit developmental purposes. And so what they did is, they’re like “Okay,
we need a green card with a tournament function,” that I think they were
worried about Delver or something blue. And so they needed to scrap a card to
make a green card that was good against this particular archetype. And the team
didn’t like this card. I tried to save this card, in fact they tried to kill it
multiple times and I like came to the card’s defense. Usually as Lead Designer
I will jump in once in a while on a few cards that I really think matter. I
felt this mattered. I really wanted it.
At some point it got changed from Hercules to a Hydra because
the creative team didn’t think it could be Hercules, and like “Fine, fine,
fine, it’s not Hercules.” But I liked the card mechanic, so I said, “Fine, it
can be a Hydra.” And they got art for hydra in, so when they needed to change
things it was late enough that they couldn’t change the art. So they ended up
deciding that they wanted to use the hydra. So my card—the team’s card,
actually, went bye-bye. So I will try some other day. One day when Hercules
shows up, I mean this card, not necessarily Hercules, I will tell you.
So one idea we came up with was full-frame common vanillas.
And the idea was, “Oh, it’s a special frame, so the reason it’s future-shifted
is ooh, the frame. It’s a full-art vanilla.” Because vanillas don’t need a text
box, obviously. They’re vanillas.
And so we made a series of vanillas. And we also went to the
development team or maybe the development on the design team and said, “What
are vanillas we’ve never made? We’re trying to make some new vanillas.” And
pushing some places, and we made a few powerful vanillas.
But anyway, Creative had the world as an oyster. One of the
things Creative was doing during Future Sight was they were looking at future
worlds. Like, “Here’s a hint of places we might go.” So on this card, it was a
centaur, so they made like a Greek-inspired world. And that was the little nod
in Future Sight that one day we might do a Greek mythological-inspired world.
So when it came time to do the set, whenever we do the set
we look at Future Sight and say, “Oh, is there a Future Sight card that makes
sense here?” When it does, we try to use it. We don’t always use it. We’re not
slaves to Future Sight. But when we find opportunities we look.
And I realized that this card was a perfect fit here. The
name was made to match the world, Nessian has Greek roots, I believe. Anyway,
so we knew this was the perfect place. Obviously we don’t reprint art in new
sets, so we knew it had a new piece of art. But we’re like, “Oh, this is a very
cool place.”
I did tease that there was a Future Sight card. I guess in
retrospect I made a mistake. I think the problem was that I set up expectations
for a crazy Future Sight future-shifted card and we got a very plain
future-shifted card. So I think I made a mistake of expectations. I’m not sure
what I should have done.
But anyway, I like sort of teasing, guys, but when I tease
you I have to be careful not to leave you—like normally I lead you down the
path of “It’s
a 12/12 creature that costs one mana! 12/12 trampler that costs one mana.”
But I think when people read that, they have expectations
that “Of course there’s a drawback, how else could we have a 12/12 trampler for
one?” Where this, people were just expecting the world, and then they got a
little bit unhappy when I didn’t give them the world. So a mistake on my part.
Nykthos, Shrine to Nyx! I have no idea what accent that was.
So this card started as a top-down card. Basically, what happened was, we
wanted to make a temple. Because temples were very big. And the idea was, “Oh,
it’s a temple to the gods.” And so one of the ideas we had was “Oh, well there’s
temples to the gods. Oh, well let’s make use of devotion because it’s a temple.”
And then the cleanest idea of devotion is, “Oh, we’ll do a devotion—something that
helps your mana, it’s a land.” So like “Temple has to be a land. Devotion makes
sense to temple, mana’s tied to land,” we all mixed together and we ended up
with Nykthos.
When we made it, we had no idea it was going to be the
powerhouse it’s become. I’m not sure if Development tweaked its numbers or not.
I do know that like I said—it’s funny when you make a card that becomes this
tournament staple, and really, we were just trying to make a top-down temple.
Our goal was not lofty—I mean it was lofty, but we weren’t trying to make a
powerful card. We were just trying to make a flavorful card.
And it ended up being—I love, by the way, when the
super-flavorful cards happen to be good tournament cards. I think that’s cool.
It’s neat. I’m happy devotion is showing up in Constructed like it is in the
sense that here’s this mechanic that I really wanted people to love, and now
that it’s getting played I think people are really falling in love with it.
Chroma never really got quite this reception, so I’m happy for that.
We try to have that happen during design. Sometimes the
rares and the mythics will fall through only because we spent a lot more time
on the mechanics. The things that happen a lot to make sure all that stuff
works, because if any one card can’t work it’s easy to change, but if the whole
mechanic doesn’t work that can undermine your set significantly.
So it turns out Polukranos couldn’t fight everything. Erik
did the best job he could to try to retain the general essence of it. I’m a
little sad in that I’m not the biggest fan of green doing damage to creatures.
It does have a little bit of a fight feel, so I can justify in my head I guess.
It’s a little sad to me that it can’t fight everything. I thought that was
awesome.
The other thing I guess that was one of Erik’s issues, which
is a very strong issue, is it tended to destroy lots of creatures but always
die, and like you kind of wanted to have this cool creature in play, and so
that’s true. You wanted this giant creature in play.
So as I explained earlier today, the monstrosity—the monsters,
we ended up focusing in red and green. The idea being if you’re drafting, that
red and green is where the monstrosity deck, the monster deck is going to be.
There’s monstrous in other colors, I believe black was next in line for
monsters, and that blue and white had the least amount of monsters.
Oh, I think the way it worked was white was the least. So green
was the most, then red, then black, then blue, then white, is my memory, is how
it played out, that white didn’t make a lot of sense for monsters. Blue has
some serpents and things, so blue had a little more sense for monsters. Black had
all the gorgons, and it had plenty of things that made a lot of sense there.
And then red and green were the monster colors, they’re the colors that at
common have a little bit bigger things, especially green. So anyway, that is
Polukranos.
I have now arrived at Wizards. So I need to wrap this up. I
finished almost another column. All but one. But I guess next time—I’m hoping I’ll
be able to finish this off with one more—maybe next time I’ll have to pick up
the pace. I got up to P though. So next time you join me, I will finish off P,
and hopefully get through the rest of the alphabet.
One of the big tests that I will discover with this set of
podcasts is “How many podcasts on a topic is too many podcasts?” I’m not sure.
But anyway, we are testing the waters. It’s on something that I know you guys
like, it’s me talking about actual design stuff, so I’m hoping this is something
that people like. Hopefully not every future thing will be this long. I think
this was a byproduct of me just being recent, so I know it in my head very,
very well.
Anyway, as always, I love talking design, I love talking
Theros. I’m very, very proud of Theros. I mean, I’m proud of many sets that I’ve
done, but Theros definitely was one of the ones that everything lined up, and
really it shines, and I feel like in the last couple years I’ve done some of my
best work, Innistrad and Theros are two of my best sets I’ve ever done. And I’m
really happy about that.
It’s funny that they’re both top-down. I mean, one of the
things I’ve been experimenting with, you guys will see this in upcoming years,
is trying to do some stuff that’s not top-down that invests a lot of how we’re
doing design now in a different way. I want to use Fifth
Age of Design on things other than top-down. Only because we can’t do
top-down every year. There’s only so many things that make sense in top-down.
And you want to mix it up anyway. Magic
is best when you mix things up.
So anyway, thank you very much for listening to me go on and
on and on and on about Theros. But I guess it’s time for me to be making Magic. Talk to you next time, guys.
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