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. We’ve got twenty-five miles to Wizards. A full tank of
gas, half a list of Theros cards, it’s raining, and we’re broadcasting. Hit it.
All right. This is the eighth, and I’m hoping the final
podcast episode on Theros. By the way, if you string these all together, it’s
kind of like listening to an episode of Limited Information.
Anyway. Last we left, we were in P. And I have like half a
page here. We’re going to get through this. Raining helps, because as we all
know, people in Seattle drive slowly in the rain. Maybe that’s good, maybe
that’s bad. But anyway, we have a little extra time today because of the rain.
The interesting thing is, when you get to red, we actually
didn’t do the obvious thing for once. The obvious thing for red would be Ares,
the god of war. Red is pretty war-centric, and so having the mono-red god be
the god of war is pretty obvious. But the creative team, they came up with a
very interesting idea, you will see as the minor gods get introduced, they had
a neat idea how to use Ares somewhere else.
And so they came up with the idea of using the mono-red god
as being the god of the forge. Hephaestus,
in Greek mythology. And the idea of making red something that builds things
rather than destroys things.
Which is very interesting, because as I talked about in my podcast
on red, red is not just about destruction. It’s part of red, red definitely
has its attitude of “I’m going to follow my emotions and do what I feel
impulsive to do.” And hey, emotions can be destructive at times, and so red
definitely has a destructive element.
What happens is, we’re in a game about combat. And in
combat, anger and destructiveness is pretty useful. And so red tends to skew
towards that side of red. But every once in a while, when we have opportunities,
we try to show that red isn’t only a destructive color, and this is one of the
examples.
And we had a lot of discussions whether it’s supposed to be
Ares or not. Supposed to be god of war or not. And in the end, I think the
creative team made an interesting decision. Because like I said, it’s neat when
you can find a way to do something that’s not the obvious way. And that a lot
of what we’re doing in our top-down is trying to be obvious when we can, but
every once in a while it’s kind of neat to do something that’s correct but a
little less obvious.
The idea of it was we wanted something that kind of, you got
it, and then it taunted you to use it was the idea. It taunted you to open it.
And we played around with the design a bit. It was fun. And we wanted something
that’s both chaotic and tempting. And I felt we ended up with something that’s
pretty cool. There might not be any hope in the bottom, but anyway, I thought
it did a pretty neat job.
So one of the things about doing top-down card design,
individual card design, is it’s not always that you’re wanting to do the exact
mechanic. So sometimes the mechanics, like I don’t know what exactly it means
to release all the evils in the world but have hope left. I mean, I don’t know what
that means. But sometimes the key is to just get an emotional connection. Like
the idea of this tempting thing that you just can’t resist, and eventually you
open it, and who knows what comes out? Could be very bad things.
We thought it was a neat idea, and that it captured the
essence of it, and that a lot of what we’re trying to do when you make a card, is
you want to sort of get the emotional essence of the card. Because it can’t do
everything the original thing did in the original story most of the time. And
that the goal is to make something that’s a good Magic card. Because remember—this is an important thing to
remember.
This comes up all the time in Un-design, which is an idea
that’s cool to look at, and like “Ohh, cool,” but doesn’t play well fails in
its role as a Magic card. Magic cards aren’t just for reading.
They’re for playing. And so one of the rules is true for all the Un-cards, and
it’s true for every Magic card, but
in the Un-world, it’s very tempting to go “Ooh, this is funny,” but okay, yeah,
it’s got a funny name, but what does it do? If it doesn’t do something
relevant, then you know what? It’s not holding its weight. Magic cards have to be played. If they don’t play well, then they
are failing in their major task, which is to be a Magic card.
So we knew we wanted—I wanted to have two minotaur lords.
One which was meant for Limited and encouraged the black/red deck, and the
other which was just “Hey, here’s a fun minotaur lord.” We knew minotaur tribal
was going to be the thing we pushed most tribally. And I wanted to make sure
that people—because minotaurs in black are mostly a Theros thing, that if you
go through the history of minotaurs, they’ve been all over the place. But
they’ve been in red has been their center color. I mean, in Homelands, they
were in blue, in Ravnica they’ve been in white, or at least hybrid red/white.
So, I wanted to make sure that if you just wanted to put
together a good old-fashioned “throw all your minotaurs in a deck,” that I wanted
to make a mono-red one that you could just play with the red minotaurs all
across the time, and that you wanted to make a fun Legacy-style—I say Legacy
only in the access to cards, not in the power level—minotaur deck then you
could. And so we made that card to be that.
I don’t think when we made the card originally, by the way,
we exactly made it Hurloon Minotaur. I think Development actually changed the
numbers around because they thought it was entertaining to say—because real
quickly, one story about Hurloon Minotaur is the game came out, and Hurloon
Minotaur had this very awesome artwork by Anson Maddocks.
But it was a really weak card. But what happened was, there
were people at Wizards who didn’t really understand how bad the card was, they
just really liked the art. Or maybe they understood how bad the card was and
didn’t care. But they really liked the art.
And so in the early days, Hurloon Minotaur became kind of
the mascot of the company. The problem as that I think the people who originally
picked it understood that it wasn’t that strong a card, but over time, other
people at the company that didn’t know the game that well started assuming that
this was something that players really liked. And what they missed was, “No, it
was a weak card, players didn’t like it.” And that Wizards had this attachment
to it, but it wasn’t something players were attached to.
So for example, real quick aside, I know I’m trying to get
through this but it’s a funny story. I was called in one day by our marketing
person many, many years ago. And this was for Fifth Edition, I think? And they
had an ad for Fifth Edition. And Fifth Edition, if I remember correctly, was
the one in which Serra Angel left the set. [NLH—Yes.]
And so they had this campaign where Serra Angel is writing a postcard to
Hurloon Minotaur. And Serra Angel’s like, “Hey, Hurley! I’m off having a great
time. Hope you’re enjoying things back in Dominaria. Hey, hold down the fort.”
Or something like that.
And so they called me in and they said—they called a bunch
of R&D people in. And like, “Hey, what do you think?” And I’m like, “Oh, okay, let me see if I can
translate to how the players will read this. So basically the ad says, ‘Hey,
remember that card you really liked that was pretty good? Yeah. That’s gone.
Remember that card that you didn’t like that kind of sucked? Yeah, that’s still
there.” I go, “I don’t know that that’s the campaign you want to go with.” But
anyway, we’ve made a better Hurley.
So, obviously for those in Greek mythology, Orpheus
was the lyricist. I mean, lyricist in he played a lyre. Not lyricist as in he
wrote songs. But he was a musician. I think he played a lyre. I think also he
was blind? [NLH—No.] But anyway, he
played like the most beautiful music ever, and so beautiful that he could do
crazy powerful things because his music was so lovely.
And he lost his loved one, and she was taken by Hades down
the underworld, and he went down to rescue her, and then he was allowed to take
her because—I don’t know, he played music and soothed the savage beast, or
something, and basically the rule was he couldn’t look back until they had
gotten out of the underworld. That if he looked back he would lose her. And so
he steps out into the sunlight and he’s like “Ahh, we did it!” And he turned
around to see her, but she hadn’t stepped out yet, so she was technically still
in the underworld and he lost her forever. But anyway, this is a little happier
version. If you notice in a lot of our stories, we go the happier way. It’s
like “The gorgons can know love!” “Orpheus can rescue his loved one!” Its’ the
romantic in me.
So anyway, this card came about in that same meeting we made
Chained to the Rocks, we literally were trying to capture the sense of Rescue
from the Underworld, and I love the concept that the creature has to die to go
to the underworld to bring the other one back. And that is—it’s so
compelling—and the reason it’s my favorite card and the reason it ekes out
Chained to the Rocks is Chained to the Rocks is a card that we’ve done. We do
all the time. It’s got a little extra twist, it’s a mountain, I mean it’s a
little different, it’s not exactly what we do, I mean it’s a neat twist and
it’s very flavorful. That’s why it’s my second favorite card.
But I feel like [Rescue from the Underworld] just does
something we’ve never done. This is a black card unlike any other black card
you’ve ever seen. I mean, black does have reanimation, but this has other
tricks, it does neat things. The one thing is, we actually made it a sorcery,
and Development was the one that decided that it was so much fun they’d turn it
into an instant. Because there’s a lot of tricks you can do if it’s an instant.
And so anyway, I really loved how the card turned out, it’s crazy fun to play,
it makes wonderful stories. Anyway, my favorite card in the set. Rescue from
the Underworld.
Because one of the things that off-color activations do is
they sort of say, “Hey, if you are playing these color combinations, I’m much
more attractive to you.” And so they’re cards that float a little bit, because
if you’re not drafting both colors, the card’s less in value. Now, you might
take it later on, because the card can be played in a mono-color deck. So the
cards that if someone needs them they can get them, but if not they float and
then they can be late cards for people that need them in certain colors.
And what they do is they definitely give you some guidance
on what these color combinations are doing. And so this is an example—what
happened was, I did not do that in Innistrad design, and Erik added that. If
you notice, I think there’s off-color flashback is what he did in Innistrad.
So something that we try to do now, and now Design just does
it, Erik has convinced us it’s a good thing to do, is we build this in, that we
normally have a cycle or two of off-color stuff that helps push in certain
directions. Well, one of the things Design does now is we map each color
combination and what it’s supposed to be doing in the draft. Just to make sure
that we’re providing the right number of cards so that you can do the thing you
need to do. And then sometimes we have gold cards, sometimes we have off-color
activations, sometimes we have both, to sort of push you and encourage you in
the right direction.
So one of the things we did like, one of the answers we did,
was deathtouch. And the reason deathtouch is interesting is one of the things
that is pretty good is, and this is what we do in white a lot, is answers to
answers are interesting. Meaning that I get an answer—so for example, you build
up your giant guy. I get out my deathtouch. Okay, you don’t want your giant guy
to die to deathtouch, so now you stop attacking. He’s holding him off. But if
you can come up with an answer to the scorpion, oh, once you kill the scorpion,
you can attack again.
And so it makes that dynamic gameplay, where like “Oh, you
can address it and slow them down, but if they find an answer to your answer
then they can start attacking again.” So it sort of neutralizes the threat, but
it doesn’t necessarily eliminate it. So that it allows neat gameplay, where
like, “Oh, I have this thing, they have an answer to my thing, okay well they
slow me down until I get the answer.” And so that gameplay is nice, and it
doesn’t punish you, it’s not the card disadvantage that a Terror would have. But it does require you to work around it, and it gives the person a
defense to fight against it.
Because the key is not that we don’t want to give you
answers. We want to have answers. Every set is supposed to have threats, and
it’s supposed to have answers. And our job is to make sure that we give both
interesting threats and interesting answers. But the key, and this is what I’ve
tried to explain in previous podcasts, is when you are making your environment,
especially in Limited, you want to make sure that you have answers to your
threats, but you want your answers to be appropriate to the threats that match
the environment you’re trying to make. If you have answers that are too good
for your threats, then your threats don’t have any teeth. If you have answers
that are too weak for your threats, then your threats run wild. And you want to
find a nice balance.
And one of the things Theros does is that Theros provides a
whole bunch of answers to the threats, but the thing that’s interesting is,
they’re not quite the normal answers. And you have to learn, for example,
there’s certain things in this (???) like deathtouch or unsummoning that are a
little bit stronger than they would normally be in a normal environment. And
you have to sort of adjust and figure out what the strong answers are here. And
that’s one of the things in general, by the way, that I like a lot, which is I
like each environment to shift the value of different answers so that part of
playing an environment is not just figuring out what to do, not figuring out
the threats, but also figuring out what the answers are to those threats.
Like I said, any good
Limited environment, what you want your audience to do—and once again, I tie
what I say back to things I’ve done before, to show that it all interconnects,
is you want some comfort, you want the audience to just have things they know.
“Oh, it’s Magic. There’s a Giant
Growth in green. I know what colors do what functions. And those basic
functions show up in every set, so I know what to expect.”
I want surprise. I want some things that don’t happen in
every set. I want some things in which—“Ohh, in this set that’s better! Or this
is normally good, but in this set it’s not as good.” The classic example is
when I did Mirrodin, that I put both Terror and Shatter in the set, because
traditionally, Terror was very good in Limited, and Shatter was not so good. And in that environment, Shatter was very good, and Terror was okay.
But because it didn’t kill artifact creatures, it was weaker than normal. And
the idea was, in a draft, I mean not always, but a lot of times you wanted to
take Shatter over Terror. That’s not something that normally happens. And so
having an element of surprise is very important.
And then, once you set up all the patterns you’re doing,
then there’s a sense of completion. Meaning you create expectations for your
audience and then you have to follow through on your expectations. And so once
again, comfort, surprise, and completion rears its pretty little head. And it
very much applies to how sets are put together.
So we said, “Okay, what does a siren do?” So for those, in
Greek mythology, I think the sirens first show up actually in the Odyssey. I think.
[NLH—Yes.] The idea of a
siren is, they’re creatures that sit on the rocks and they sing. And their
songs are so lovely that the sailors are lured, and they crash their ships on
the rocks. And then I think the sirens eat them or something? I’m not sure what
the sirens do once they crash them on the rocks. [NLH—Maybe?] But anyway, they’re creatures that seem lovely, but end up being
cruel and evil. Little subtext of “What seems beautiful is not always
beautiful. And that might be harmful.”
So we knew we wanted something that would lure things in but
also be destructive, right? That’s what a siren is. So it seemed clear to us
that a siren would try to get you to come to it’s side. So we said, “Okay, it
lures you into attacking. And then it has the ability to punish you for
attacking. Because it has to lure you in, make you attack, but then because
you’re attacking, now it can hurt you.”
So we had the idea of forcing you to attack. And that
ability is done in red and blue. And then we had the idea of damaging an
attacker. And there’s a couple different ways to do that. White can damage
attackers. I mean, red can damage anybody. Black obviously can do –X/-X, so it
can do that conditionally. So we played around with what we wanted.
So part of it was—okay, mechanically the first part needed
to be blue or red, the second part needed to be white, red, or black. We said,
“Okay, well what do we want? Well, sirens live at the sea, right? They make the
soldiers crash into the reef. So, well, they’re sea-based. So we really kind of
want some blue flavor in there. So okay, the first part can be blue or red,
we’ll make it blue. Now we need the damage. And well, let’s look at the flavor
of a siren. They’re pretty malicious. They are selfish creatures, and they’re
kind of on the dark side. So we thought, “Oh, black makes a lot of sense. Okay.
Well, since we want to do blue and black, since that matches the flavor, we’ll
just make it –X/-X because that’s how black would do it.”
And I like how the card turned out. One of the things that
you try when you make top-down cards is you want to sort of get the flavor
where you need it to and get the mechanics where you need it to, and it worked
out really well with the flavor (???), the color matching was good, the
mechanics were good. Anyway, I’m very happy with it. It turned out to be a nice
card.
So what happens is, the design team makes cards. Now, some
of our cards, we try to flavor all the cards we can, especially in a top-down
set, but some of the cards, like this card was—I think it’s destroy target
creature and its controller loses two life. Okay, it’s just a pretty vanilla
thing. Right?
So I’m sure we named it something. I’m sure Ethan when he
typed it in put some name on it that had something to do with Greek mythology.
But it gets to Jenna, like “Oh, whatever, okay. What is this?” And Jenna, what
she’ll do, as the person who’s doing the card concepting, is she made a long
list of things that she thinks are really good and had a nice strong feel of
Theros.
And so what she did was, whenever we would turn in a card,
what she would do is she’d look at our card and go, “Okay. Well, the design
team top-downed this as such-and-such. Does that make sense? Does that make
sense for the concept?” And whenever it did, she’s like “Okay, this is a
top-down siren. Oh, perfect. Perfect perfect. Blue/black, that’s right, okay.
Awesome. I’ll show a siren.”
But sometimes she gets a card and she goes, “Oh, okay, yeah,
the thing they want, there’s nothing special here, they just want a kill spell.
Okay, let me go look and see what I have on my list. Because if I have
something…” Like anyway, so my example here is “Oh, kill a creature, lose two
life.” So she’s looking, and she gets the idea, “Oh, hemlock.” Okay, so this is
actually not Greek mythology, this is actually Greek history.
So back in the time of ancient Greece, one of the things
that would happen is if you had done something wrong, and you were essentially
sentenced to death, they would make you drink poison. Hemlock being the poison.
Socrates,
by the way, I believe is famous being forced to drink hemlock. [NLH—Yes.]
And so it kills you, and the idea is, “Well, here’s a neat
death. If I say I’m going to kill you by forcing you to drink hemlock.” Well,
that’s pretty Greek. That’s about as Greek as it gets. And so she’s like
“That’s a cool idea, we’ll do this, that’s where the life loss comes from, that
I’m forcing you to do this, so it hurts you, but it kills you.” And then she
makes the thing up, and then it adds this nice layer. And that what the
creative’s doing, or Jenna here, as the card concepting, is that if every card
can just find a way to just add a little extra—one of the things that I think
card concepting does it that let’s say we want to do a top-down set.
Well, Creative starts, and we come up with everything we can
think of that’s top-down, and we design to it. And then Development, they get
extra things they think of, and they add things to it. And then when it gets to
Creative, she’s like trying to figure out where there’s more nooks and crannies
to sort of stick in extra flavor.
Because one of the goals of our set is, we want Theros to
just ooze Greek mythology. Right? We want (???) from every pore. And so one of
the ways to do that is I know that Design and Development are trying very hard
mechanically to make that happen. Jenna’s doing the card concepting. Doug and
other people are making sure that the names and the flavor text are just dead
on, like the names hit, there’s words that say “Greek,” and there’s flavor text
that represents the kind of things you want. Jeremy Jarvis and his artists are
just making sure that the style is right and the look is right, and it has sort
of a Greek feel, and how it looks.
One of the things that happens, by the way, is there’s a
thing where the creative team does a world-building, where they get in artists
and they do concepting and they figure out the look and the feel of the world.
And that one of the things that Jeremy does every year, which is I think very,
very cool is there always is, when you think of any particular genre or any
particular feel of a mood or a tone, that the art style will lend itself toward
that. If you notice in Innistrad, it’s set—I mean, it’s set in a location, it’s
a very Eastern European sort of feel, but also it just was dark a lot. Even
when it wasn’t dark it was just cloudy and there was rain and it just has this
very foreboding feel. There wasn’t like sunny fields, that he made sure to
capture the tone.
And not only is the subject matter and the tones important,
but just the style of artist, meaning I know when we say “Okay, we’re doing
such and such,” Jeremy will be like “Oh, I know what artist I’m going to get.”
And so what he does is he handpicks artists each year because those artists and
their style reinforce the feel we’re trying to get. And that’s why there’s a
shift in artists every year, partly to shake things up, but partly because “Oh,
each year requires a certain style of art.” And he’s matching artists to sort
of get that feel.
And anyway, it’s something that like, there’s a lot of stuff
the creative team does that when you just see the set, you feel it. And you
might not even be able to consciously understand why you feel it. Why the Greek
set feels so Greek. But everything about it. Every nook and cranny. The card
concepting, the names, the flavor text, the mechanics, the art. We push to make
sure that everything is having that feel as much as we can.
And I really think you feel that. And it’s something that
I’m very proud of, and Innistrad and Theros have showed that one of the reasons
I think top-down is something we can do well is we can make every nook and
cranny ooze the thing we’re trying to get.
For those unaware, Doug’s been on the creative team for
quite a while. In fact, the very last task I had when I was running the
creative team was hiring Doug. It was my last official act as the head of the
creative team. Doug’s been around for a long time. He’s in charge of names and
flavor text, and also helps oversee a lot of story stuff. He wrote The
Secretist, which was the story for Return to Ravnica, the e-novel, the
e-novella.
For example, we wanted to make a pantheon that tied to the
color wheel. Well you know what? The gods don’t exactly—I mean, Zeus does not
clearly tie. I mean, if you really looked at it, he has a white component, but
he has a red component. One can argue he has a black component. And that we are
trying very hard—so what we wanted was the embodiment of white. And so he
definitely had a bunch of Zeus in him, but he also had a lot of Apollo. He’s about the sun. He
is the sun god. I mean, he is the leader, so he has a little King of the Gods
vibe.
So we wanted a little Zeus, we wanted a little bit of
Apollo. He’s got a little bit of Athena
in him. He definitely is one that cares about judgment and being fair. But one
of the things that we wanted was because he had a little bit of a Zeus vibe to
him…
So Doug came up with this cool idea for a spear. Which
has a name. I don’t know the name off the top of my head. Starts with [a K].
[NLH—Khrusor.] And the idea was, this
was the tool, that if Zeus thought someone was up to no good or whatever, he
wanted to smite somebody, this was his tool of smiting. And that’s make an
awesome name, by the way, for an artifact. Tool of Smiting! One day.
Anyway, so in his write-up, Doug made this. So one of the
things we did is they all did their write-ups about the gods, and then we asked
for them because we knew that we had to design the gods, so we asked for them.
And this was something early. We figured out we wanted to do gods early. They
figured out gods pretty early.
Like, sometimes in Design, we don’t get to do design some of
the legendary characters because we don’t even know who they are before design
ends. Development doesn’t always know that early. Now, if they do, we design
the things, and if we don’t they end up being done in development, sometimes
Design does it in development and sometimes other hole-filling will do it.
Development might do it. But anyway, we do the gods early. So we were trying to
make the gods.
So we were reading the description of the gods, and I don't
know, Doug had a paragraph about the spear of Heliod. And we’re like, “That’s
awesome.” And so “Okay. We’ve got to do…” I walked into my team one day, I’m
like, “Okay, Jenna, Spear of Heliod. That’s a thing, right?” And she’s like
“We’re doing Spear of Heliod.” And then we realized, then we went down the
path, like “Oh, we do this, it’s going to be an enchantment artifact…” I
talked about this. We figured this out. “Oh, that seems pretty kind of cool
and pretty special.”
And then we looked at the other gods and we realized Nylea
had a bow because she was a hunter. Oh, and Thassa had her bident. So Heliod
had a spear, Thassa had a bident, and the bident and the spear were played up,
like “These are the weapons of the gods.” They had names and everything. And
when we realized that Nylea had a bow, though it wasn’t a big deal originally,
it’s just like, “Well, she’s a hunter, she has a bow.”
So we went back to the creative team and we said, “Okay,
well look, we see that Heliod has a spear, and Thassa has her bident, and Nylea
seems to have a bow. Could we give the other two…” And it’s pretty clear that Purphoros
would have a hammer. He’s Hephaestus, he’s god of the forge, and so him having
a hammer made a lot of sense. And so really, it was kind of like, “Okay, well
could we give Erebos something?” And I think Brady was the one that came up
with the idea of giving him a whip.
So anyway, the reason we ended up with the cycle of gods’
weapons was we really wanted to do Spear of Heliod. And then once we went down
that rabbit hole it’s kind of like, “Oh, in for a penny, in for a pound. I
guess if we’re going to do this, we should just give all five of the gods.”
So one of the things, I’ll give you a little warning, is not
all the gods have a special weapon. Only the major gods have a special weapon.
So for those that are waiting for the ten more weapons of the gods, the minor
gods, they don’t get their own weapon like the major gods. Because it’s good to
be a major god. That was a horrible accent. What was that? I was trying to do
Mel Brooks. It’s supposed to be a French accent, I guess? That was not a French
accent.
Okay. Every once in a while I’ll do a correct accent. Other
times I do woefully, woefully bad accents. I actually took, by the way—in my
youth I took classes. I acted. And I actually took a bunch of classes in
dialects. And then what you do is they basically show you all the vowel sounds
and some of the consonant sounds that aren’t the same, and like “Oh, whenever
you would say the “ah” sound, it’s “ay.” For example. And then so you would
read the words. And the key to doing dialect is learning what the shift is on
those letters.
And there is a period in time that I actually was decent,
because I learned them and remembered them all. Problem now is I don’t remember
any of them. So I’ve lost it. But in my youth, when I kind of knew it, I could
actually do an Irish accent. Now it’s pretty pathetic. It is lost, it’s a skill
that has to be kept up. By the way, doing dialects is really, really hard. If
you see people in films doing dialects, and they’re doing it really well, then
you should be impressed, actually. It’s very, very hard to do.
And it’s almost become a running joke, because what makes
sense for the Standard environment, it almost feels like it’s directly wanting
to contradict. The classic one is Innistrad, where I created this theme of this
very, very strong allied color theme. We had five tribes, they all were allied
colors, and so the set had very, very much this theme of “Okay, I’m going to
play allied colors.” Especially in Limited. And then the dual lands we needed
were enemy colored. I’m like “Enemy colored?” It’s like, “Nothing about my set
says enemy color!”
And I actually—out of protest I made the slots for them, and
then I put in lands we would rather have in, knowing two seconds in, I knew
Erik would take them out. I mean, I gave him the slots for them. I did put a
note in the file, “If perhaps, you want to have enemy dual lands, they can go right
here.” But I refused to do it on principle, in that it had nothing to do with
my set.
But anyway, the scry lands obviously were designed by
Development. For starters, they added scry to the set, so that should be one
big tip. So the interesting thing about scry lands, so I will answer this
question, as people always ask, which is when you look at the guild lands, the
gates from Return to Ravnica, those were common. And then you look at
the scry lands, and they are rare. And people are like, “What? These seem
almost the same. They are both come-into-play tapped dual lands that have a
small effect.”
So let me explain a couple things. Number one is let me
explain how the default works. If we make come in tapped lands, especially ones
that do anything other than just come into play tapped, those are defaulted to
uncommon. In a normal set, they go at uncommon. It’s where they go.
Now, what happens is, the reason you change out a default is
a set has a particular need. So Return to Ravnica is a multicolor block. It has
a very, very strong multicolor theme. Because of that, it is very important
that we give you the tools for Limited to make sure that you can play
multicolor strategies. Two-color strategies. And so the key to doing that was
making sure that you have the lands that can do it.
And so essentially what happened was, they needed to go down
to common. There’s no way to make that happen. And because we had the pain
lands at rare, we did not want to do just generic come into play tapped lands. In
a perfect world we would have, but because of the [shock] lands we felt like
the [shock] lands were already strictly better, essentially you can life to get
them untapped, that’s strictly better. And having the land type is not
strictly better, but it’s mostly better. It is mostly upside.
And so like, making commons in which the rare versions feel
like they have two upsides felt like a little much, and so we came up with the
gates as a means to like make them matter a little bit, and then we made the
gates relevant in the set. And so we moved them down to uncommon, and then for
reasons that were very particular to the set we added a little extra something.
But normally those should be at uncommon, especially with a little added value.
So when you get to this set, okay. Default is things want to
be sitting at uncommon. Except while it might seem like counting as a gate and
scrying for one are equal value, they are not. Scrying for one actually is much
better. That if you are playing Constructed, unless you happen to have one of
the few gate matters cards, very, very few of which are remotely Constructed,
you would want to have the scry land over the gate land almost every time.
And on top of that, one of these days I’ll do my rarity
podcast where I talk about rarities, and one of the things I’ll explain is that
the tightest rarity is at uncommon because so many things need to be at
uncommon. And so uncommon’s always fighting for space. And so what happened
was, we decided that it was cramming a lot at uncommon, the Limited game didn’t
need it, they were decently strong cards, and like I explained in the land
thing, look, one of the reasons that lands sometimes will go to rare is we
do want you to make sure that we have enough cards that when you open the pack
you’re excited to get the rare you get.
And having lands that just go in any deck that are good, or
any two-color deck, or even if you’re a lesser player, having lands that people
will just trade you for, so that you can get the things you want, we found that
people like that. And so we try to make sure that we put exciting cards. Lands
that we know will see Constructed play are one of the things that will be happy
with, that is a card that has value that when you open a pack it’s a value card
in your rare. And that we try to have balance, and so we tend to push things
down when we need it for a Limited environment, when we don’t need it in the
Limited environment we will push it up.
And this is the case right here, where we were squeezed at
uncommon, we needed more spells and less land, we wanted to have the five
spells vs. the land, we felt the land would do better at rare, it also was
better value. So anyway, we pushed them up. So that is why they are separate.
I think in general, by the way, the reason people don’t
quite get how good the scry lands are is that I don’t think people really
realize how good scrying is. It seems pretty minor, but the thing about Magic is, since the game can often be
decided—like a very common practice is when you lose, that you look at the next
card on top of your library. And I mean it’s a bad habit because it teaches you
bad habits, but you’ll notice on certain games, like, “Oh, the next card is the
card I needed!”
So very much in Magic,
there are games in which you are one away from getting what you need. And that
scrying means that that doesn’t happen. It means at the end of the game, when
you look at the top card of your library, if that would have helped you, you
would have had that card in your hand. And so I know that scry 1 seems on the
surface like it’s not that big a deal, but it’s actually a lot more powerful
than it seems.
Also, something else funny is, we made Nykthos to be the
top-down temple, because we wanted a temple. And then Creative decided that
temples were important, and so these got turned into temples. So if we had
known these were temples, we might not have made the top-down temple, which
might have not led to Nykthos being made! So for all, it was probably good it
happened this way, because Nykthos is doing good work. But it’s funny that we
made a temple because there weren’t temples, and then Creative was like, “Oh,
we need temples,” and then added more temples.
The reason Erik wanted Thoughtseize for this set was that we
were messing around with enchantments, black has a weakness against
enchantments, he wanted to make sure that black had a good tool, and that
discard is one of black’s good tools against enchantments, because it can get
them before they come into play, and so Erik decided this would be a good
place. He thought that Standard could handle Thoughtseize. So anyway,
Thoughtseize, one could argue might have been the first card in the set. I
started design knowing Thoughtseize was in the set. And so it was there from
day one, it never moved, and that is how Thoughtseize got there.
Oh, by the way, for those of you that are looking at your
clock going, “This is a long broadcast,” because according to my clock I have
passed the forty-minute mark. As I said up front, it is raining, it is raining
hard. Maybe you can even hear it. Traffic is making it mega-slow. So I don’t
know if I’m going to meet my all-time record. There’s no bread truck
overturned. But I have a ways to go to work.
Which by the way, I’m going to finish this today. I am going
to finish! But I have a long podcast. So a little extra-long podcast. See, not
many podcasts turn traffic into awesomeness. This is that podcast. There’s my
tagline.
And what happened was, we made a whole bunch of stuff. Now,
some of the stuff ended up getting pushed back to later sets, so some of the
stuff we made you’ll see in Born of the Gods or you’ll see in Journey into Nyx.
Some of the ideas we had, the later teams would redo it, like our version
wasn’t the best version, and so we ended up cutting it because it wasn’t quite
shining, and then someone else goes, “Oh yeah, I have a better way to do it,”
and we’d do it again later on. Some of them also didn’t make it.
When the dust settles, I know you’re going to say, “Where
was blah?” I guarantee you, no matter what blah you name—I don’t guarantee, but
most of the blah you name was tried. Most of the stuff that didn’t end up in
the set, we did in fact try. For different reasons, the card just didn’t line
up, or sometimes we had a neat flavor and we did a good top-down, but it just
mechanically didn’t quite gel with the set. For different reasons, things
didn’t quite make it. But I mean, there’s a lot more goodies in Born of the
Gods and Journey into Nyx, as far as—I mean, “hey, remember such-and-such from
Greek mythology.” We have some more top-down stuff that’s reminiscent, you’ll
see.
But anyway, Titan of Eternal [Fire] is Prometheus.
So Prometheus is a Titan.
The Titans actually I think predate the gods [NLH—More or less correct..] He was one of the Titans. I believe
Prometheus was the one who actually made mankind. Like molded them out of clay
or something. [NLH—Yes.] And so he was very
possessive of mankind. The gods, they were like—I don't know, they liked to
torture mankind. The gods had been very fickle.
So by the way, if you ever study Greek mythology, one of the
things that’s very interesting is, the Greek take on the gods were “What would
humans be like if they had god-like powers?” And their gods were very human in
the sense of they reacted like humans. They were full of the emotions you
expect. But the idea was, these were powerful gods, they could do anything,
well what would happen if you could do anything?
And so there’s a lot of squabbling. A lot of the tales are
sort of the fights between different gods. And the gods are petty in a lot of
ways. That they are not all that lofty most of the time. Most of the time
they’re getting caught up in their own petty things, and that’s the way the
Greeks saw their gods, that the gods were kind of like them, but just
all-powerful.
Anyway, Prometheus loved his people. And so he decided—at
the time, I guess fire was a thing of the gods. The gods had fire. And so he
realized that for his people to thrive they needed fire. For protection, to
cook food, for warmth, for different things. And so he brings down fire to
humans and gives them fire. And then, obviously he’s punished for it, he gets
chained to the rocks, I talked about that in Chained to the Rocks, and then he
later gets freed by Hercules, but anyway. That is the tale of Prometheus.
So we wanted to make a Prometheus. And so obviously the
thing we were trying to do is, “Okay, what does he do? Well, he gives fire to
the humans.” And so we were real literal. Like, “What if he gives humans
firebreathing?” That’s about as literal as it gets. “I will hand fire…” Because
Alpha had a card called Firebreathing which (???) creature, you spend
red mana, it gets +1/+0, Shivan Dragon, which was a dragon is clearly flavored
as having firebreathing. It had that ability. And so early in Magic, it cemented the idea of red mana
activation, +1/+0, that is firebreathing. And so the idea is, it is Prometheus
giving fire to the humans. So that’s another card.
So one of the things that happened was, when I first
started, in design we started with minotaurs really being the only tribe we
were pushing. And then as we did design, we realized that there was just some
stuff that wanted to reward humans. And so we did a little bit of human.
Development would ratchet it up some. I mean, it was there in Design, but
Development turned up the volume a little bit.
Now this card went through all sorts of changing. And in the
end, we didn’t know what color it was. We kept trying to make things that make
sense, and like the siren this is a card where we kept trying to do top-down.
In the end we decided that it made a lot of sense if it was white/black. Only
black the fates have this sense of they very much set order and they choose
things, but they also kill you, they determine your death, so we felt like it
probably had a neat white/black vibe to it.
And if you notice, there’s three different abilities on the
card. And the idea is each ability goes along with one of the fates. One’s the
one who spins the web. That creates life. And one’s the one that measures the
web. And one’s the one that cuts it, decides when you die.
Anyway, that’s exactly us sort of messing around, and each
of the activations represents each of the fates. And we liked the idea of fate
counters because we wanted to sort of get across that these were the fates.
Anyway, it was one of the trickiest cards. We knew we wanted to do the Fates on
day five, and it took us to the end of design. This is I think pretty close to
what we handed over. I mean, Development tweaked it some, but this was the
design we handed over.
And we decided that blue and red made the most sense.
They’re the spell colors. And so it just made a lot of sense. It made a lot of
sense for them to be where we focused that. And so obviously, the very first
time—I talk about in red that whenever we use a new ability, and we put it in
red, like the very first thing we just by default make is damage. Well, the
same thing happens to blue. When you do a new ability and you put it into blue,
the first thing that always happens is draw cards.
In fact, here’s something from the other side. If I had to
list all the notes that I got from Development, and like wrote them down, and
then I went back and I said, “Let’s collect and see what’s the most common note
I get from Development,” the most common note might be “Too much card drawing.”
Design loves card drawing. It’s fun, it enables you to do more stuff. But the
problem is, card drawing is dangerous. I think in
my article once I showed that like if you take all the cards that have ever
been restricted in Vintage, like the tournament that’s the most powerful
tournament, there’s cards that are so powerful you can only have one of them,
like three quarters of them are card drawing. They’re all about card advantage.
And it’s dangerous. I mean, blue gets to do it, it’s something we are allowed
to do, but we’ve got to be careful with it.
But anyway, heroic was one of the key mechanics in the set. I
really wanted to do something special. Draw a card made perfect sense, like
“oh, every time you target it, you get to draw a card. Well, that’s pretty
potent.” We tried it at common, the folly that it is. I mean, one of the things
Design will do—oh, here’s a little thing, let me talk about this.
By the way, if I sound like I’m going off and just telling
extra stories today, we’ve just passed the fifty-minute mark. I am nowhere near
work. I am sitting in traffic. In fact, I am going to be late to my first
meeting. And I should have been to work—you guys know, it takes me thirty
minutes to get to work! So I have no idea—I don’t know if there’s an
accident—maybe there’s a bread truck somewhere. But anyway, we are going to
break the record. In fact, we are at fifty-one minutes. So before I go back to
my podcast, we have now set a brand-new record for Drive to Work! I think the
last one was like fifty-one minutes and… I don't know, thirty seconds? So we
are—actually, we haven’t technically passed it yet, but we’re just about to
pass it right now. But anyway, you are listening to the longest Drive to Work
so far.
And here’s the funny thing, which is if this was a normal
day, if I was just driving to work and I was this late to work, I’m late to my
meeting, I’m sitting in traffic, I would actually be very upset. But, I’m doing
my podcast and I love doing my podcast! So this is why I have two podcasts a
week, because I enjoy doing it. It makes my drive to work more fun. Ooh, is
this an accident? Ahh, it looks like there might be an accident. That might be
why we’re so late. But anyway, we’ll see. What am I talking about? Oh, I’m
talking about Triton Fortune Hunter.
But sometimes I’ll put those at common because what I really
want to see is, I want to see the games where those cards get drawn. Because
those are going to be the exciting—the real exciting heroic games, that’s not
going to happen all the time, the reason they’re uncommon is so it’s not a
common occurrence—ooh, traffic’s picking up! I think I figured out why it was
so slow. So I still have a ways to go but we are heading toward work.
Okay. So I will put things at common because I want to see
the volume of them. And so that’s a very common trick is to take the things
that you want to understand, put them at lower rarities so that in your
playtest you raise their as-fan
and it happens more, and then once you understand it, then you can raise their
rarities. So that’s what happened with this card. Which is I knew it would do
really good things, I knew that we needed to—especially in the white/blue
deck—really encourage you. Like, the white/blue deck says, “I’m a heroic
creature. And you want to target me as many times as you can.” You jam full
your deck things that are going to target these things.
Well other things, like the white/green deck, oh the rewards
you get, especially in green, is good enough that maybe, look, if you just
target it once, that’s good enough, you don’t necessarily need to target it
many times. But white/blue is like “No no no. I get this card (???) this card.
I get this card out, and like, I want to target this baby as many times as I
can target it. And I will put more instants and sorceries in my deck, because I
want to get extra value to try to target these things.”
And then one of the reasons that’s awesome is, it just makes
different heroic decks. It pushes you in different directions. But anyway, that
card was a card we knew we were going to make. We made it very early. But it
took a while to get there.
Okay. I’m on my last page! Which is a little tiny bit. I
only have three more cards to talk about. And I’m not that far from work.
Although we’re going to pass the hour mark? That’s my—we’ll see if we pass the
hour mark. I’ve never ever—new frontier. I do want to get to work, though. As
much as I’m enjoying my podcast. I would like to get to work! I’m going to be
missing a meeting in two minutes. In fact, I’m missing Card
Crafting, which is one of my favorite meetings, we talk all about very
important things in how we do card design. And so I do not like to miss it.
So this set, I go, “You know, one of the things—we’ve gotta
nail Cerebus. Or Cerebrus? I think it’s Cerebus. [NLH—It’s Cerberus.] There’s a comic book that I always confuse it
with. So Cerebus is—I think that’s the correct card name? If I’m pronouncing it
incorrectly, pronouncing it like the character from the comic, I apologize,
it’s my comic brain.
So [Cerberus] is a three-headed dog that guards the gates of
hell! Or I don't know if they’re gates, but guards the entrance to the
underworld. So we wanted to make a ferocious three-headed dog. And we knew we
were going to do it. It’s one of the most iconic things there are in Greek
mythology. Magic does monsters well.
How could we not do the three-headed dog well?
And so we spent some time and energy. I was really happy
with its design. I love the fact that it was cool, it made sense it was
[Cerberus], it had a flavor with the graveyard. So anyway, I think it was very
neat, and I’m happy that we spent the time and energy to get it right. And
every once in a while we finish a card, and in design we’ll do a card and I’m
like “Nailed it!” So anyway, this is one we nailed the card. That once we got it,
“That is the card. That’s it. We got it.”
So one of the things is you have a figure that there’s
some—we call it face of the set. So Elspeth is coming—okay, Elspeth’s been dressed--and
we’re like “Okay, what do we want to see? We want to see Elspeth dressed in
like Greek clothing, holding like a spear.” It’s like, “I’m Elspeth.” Right?
And one of the things we wanted was there’s a couple different—like the booster
box, and there’s different boxes we have to make stuff for.
So one of the images we wanted was Elspeth with like a hydra
defeated in the background. Because we wanted something that’s like, “Hey, not
only am I dressed in Greek clothing, but I’m here, I’m in Greek world, and I’ve
done something really Greek.” And so what’s a very powerful, tough creature to
defeat? Well, we look at our iconics. And okay, dragons, cool, we do dragons a
lot, but dragons, while they are in Greek mythology and that’s why we used
them, they’re not as iconic Greek mythology. In fact, I have to tell people, “Yeah,
they are in Greek mythology.”
So sphinxes are very much part of Greek mythology, but sphinxes
aren’t really monsters. I mean, they can be, but we felt like killing a sphinx
didn’t feel right. Demons, while they kind of exist, were not iconic enough.
And there were no angels, because angels don’t really fit in Greek mythology.
But hydras, oh, that’s one of the iconics! Defeating
the hydra is like one of the labors of Hercules. It felt like very
monumental. And so we decided that having Elspeth defeat the hydra was going to
be something that we would show on packaging, it ended up becoming a key part
of the teaser video beforehand.
But what that meant was, okay, we needed to show her beating
the hydra. So one of the tasks that Jenna had for the card concepting is one of
the cards has to show her defeating the hydra. That’s in the story, it has to
happen. We want it, it’s going to be on the box, we’ve got to see it. And so
Vanquish the Foul was the card where Jenna’s like “Oh, yeah yeah yeah yeah
yeah. Okay. Okay. This is the perfect place.” And she stuck it there. Put the
art, and we got a chance to show her defeating the hydra.
Oh, the other reason, by the way, that we needed to do—a little
(???) behind the scenes is, the way we do the videos ahead of time is we take
the art that we’ve done for the card sets and we use different techniques,
special techniques to give motion. But we need the actual paintings to be able
to do that. And so they knew that they wanted to show her killing the hydra. So
it was important to have that image so they could use that for the video. So
some of the times, if they know the images they want for the video, they’ll
make sure that we have images on the cards where they have the components
available to make the video.
Okay. Last card to talk about: Witches’ Eye. Okay,
so if you watched anything with Greek mythology, we’ll use Hercules the Disney
cartoon. So one of the things that Hercules did is they took the Fates and they
took the idea of the eye of wisdom, they sort of combined them so there’s the
three witches that share the eye. Those are actually separate things. The Fates
are one thing, and then the witches that share the eye, those are different
Greek tropes, but Disney combined them. A lot of people think of them as being
one thing, but they’re actually not.
The witches with the eyes—I’m not even sure if there were
three. There might have just been one? [NLH—There are three.] It was
part of the Perseus story. Perseus is the guy who slays Medusa. He is trying to—I’m
trying to remember the story exactly. He needs to get to Medusa, and he needs a
special sword, and he needs a special shield in order to fight her. And along
the way he meets the [witches.] And [they have] the information he needs. And
he takes [their] eye, and in order to get the eye back, [they give] him the
information.
But anyway, the Witches’ Eye, anyway, once again it’s one of
those tropes that you see in Greek mythology, I mean Disney used it, it’s one
of the tropes of Greek mythology. So we knew we wanted to do Witches’ Eye.
The funny thing is, we made a Witches’ Eye and I have no
idea what it did. We just knew that we wanted Witches’ Eye. And then when Development
added in scry, they said, “Oh, this is perfect!” It foresees the future. The
idea of the eye of the witch is, and the reason Perseus needed to know this was
[they] could see things that normal people cannot see. [They] knew things
normal people cannot see.
One of the tropes, by the way, and this is not just Greek
mythology, is the idea that they loved the idea that the person who could see
the future is blind. It’s a trope.
The idea that “I can see things others can’t see. But I can’t see what they can
see.” And so this was a take on the trope. Obviously, I mean we have a card, a
blind soothsayer in one of the cards. It’s a trope we (???) played up in the
set.
So anyway, when Development took it over, they decided, and
they gave it scry. And so that’s how—I mean, scry is perfect, it’s exactly what
the card needed to be. I don’t know what we did. We did something, because we
made Witches’ Eye, Witches’ Eye was in the set. It’s in the file.
So anyway, I am very close to work! Man, I am a little torn
here. Am I supposed to get to work or am I supposed to wrap up? I guess I will wrap
up since I’m not supposed to end until I get to work. Even though today is a
monster, monster podcast. Thank you for listening, guys.
So once I get to work, I’m going to wrap up right away, because
I don’t need this to be any longer than it is. So let me wrap up by saying that
Theros was my… seventeenth published Magic
set, I believe? I think Gatecrash was my sixteenth, I did the Rosewater Rumble.
So it’s my seventeenth published Magic
set. And so I’ve done a lot of sets.
And it has really taken a soft spot in my heart. Both
Innistrad and Theros, really, I believe that a lot of good Magic can be done that’s not top-down, but recently we were
experimenting more with top-down. I feel like Innistrad and Theros firmly,
firmly put us on the map and said that this is something we’ve learned how to
do and we can do well. That bodes well for future top-down design. In fact, I can
see the seven year plan, so there is future top-down design.
The reason we don’t do it every year is A. we like to change
things up, I think what makes Magic
special, it’s not all the same, and secondly, that there is not an infinite
number of cool top-down things. I think horror and Greek mythology are two of
the best because they are very deep and they have a lot of cards we can make
and they have a lot of monsters, and a Magic
set has a lot of requirements, and so to be able to pick something it has
to be able to meet those. Not a lot of other ones do, so there’s not an
infinite number of them, so we have to be careful and space them out.
Anyway, I had a blast making Theros. It was very fun. I’m
very, very proud of it. It’s probably one of the best sets I’ve ever done. I
think it and Innistrad probably fight for the best set I’ve ever done. I mean,
Ravnica gets in there.
But anyway, I’m tickled pink that I got to be part of it. I know
this was a very, very long series of podcasts, I never, ever thought I would do
eight and secretly I did nine and called them part eight because I did two in
one. But anyway, I was very happy to do this, I hope you guys enjoy this mega,
mega podcast series. Please give me feedback. I probably won’t do anything this
long until I hear from you guys again whether I should.
But ahh, I see Wizards, and I’m late for a meeting! So guys,
thank you very much for being here, thank you very much for listening to all
the Theros podcasts. But I really, really, really need to be making Magic. Talk to you guys next time.
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