Jose

Melbourne, Victoria, AUSTRALIA


Joined March 24th 2008

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"Extremism in the defense of liberty is no vice." - Barry Goldwater, 1964

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Mark Rosewater isn’t the president of Magic. In fact, he’s not even the president of Wizards of the Coast. He does, however, write an annual column on the state of Magic design. Check it out, if you like. I’ll wait.

Done? All right. I’m not the opposition party of Magic; in fact, I usually agree with quite a lot of what Mr. Rosewater writes. But I do have a response to the State of Design address, and it relates to the last year’s flavor decisions. Why am I responding to the State of Design address with a discussion of flavor? Because in this year's article, he wrote:

As the years go by, I become more and more entrenched in the idea that design and flavor are not separate entities. Yes, we have different teams working on each part, but the key to making a block shine is to have a design that begets flavor and a flavor that begets design.

This is an encouraging statement to hear from the head designer, seeing as the highest points in Magic’s history have come when there was the most harmony between flavor and mechanics.

Wandering Stream
Block theme: “The world unites against a common threat.”


Ray of Revelation
Block theme: “The apocalypse has come and gone, but its shadow still hangs over us.”


But card art is another element of flavor. Since it is the first thing people generally notice about a card and the primary way cards are distinguished from one another by observers, it is fundamentally important in determining a set’s appeal, helping to explain the popularity (or lack thereof) of sets which otherwise seemed flawed (or perfect) in terms of card function and power level. I don’t imagine many people pick a card for a deck or cut it from a deck based solely on its art, but the picture provides a visual hook for new players and an additional layer of appeal for every player, making them more comfortable when playing with a deck full of attractive or interesting images.

And it is also one reason why I cannot give Mr. Rosewater and the rest of the company full marks for the last year, especially for Lorwyn. Of course, he doesn’t have control over card art – there’s a whole creative department’s worth of people who decide each block’s visual style and assign cards to artists. The last year could have used a little more awareness of how those decisions affect a set’s impact.

The very first look we got at Lorwyn was the art from this card:

Goldmeadow Stalwart


Did it suggest an idyllic world of British midsummer populated by races of fable? It sure did. But neither of the characters in it is particularly appealing or impressive-looking. An art preview should leave you with the feeling that you want to get to know the character it portrays. This was why the Lorwyn marketing campaigns that featured planeswalkers were very successful – people hadn’t seen Magic characters with that kind of charisma since 2001.

Liliana Vess


But the rest of Lorwyn turned out to be more Goldmeadow Stalwart than Liliana Vess. I for one was puzzled as to how the lush green countryside came to be inhabited by such unpleasant (and sometimes downright annoying) little creatures; I understand that Celtic mythology is populated by ugly and misshapen faerie-beings, but it also has its share of more pleasant or attractive races. Why, for instance, were the set’s elves not more appealing? Don't get me wrong: the art was extremely well-made, and showed the same care and attention to detail that has always characterized Magic art, but its visual style made a lot of Lorwyn’s cards more difficult to look at than those that came before or after it.

Note that while Shadowmoor was also based on British folklore, it had a different focus from Lorwyn that seems to have allowed its artists to create a more interesting world. And here we come back to a pure design issue: while the Lorwyn block focused on tribal interactions (decks where all their creatures have the same type), Shadowmoor’s overarching theme was “color matters.” Lorwyn’s art was required to depict creatures from the seven races of interest, no other sentient humanoids, and almost no animals or nonsentient creatures, but Shadowmoor was able to explore the full range of Celtic and northern European mythology. As such, it was a more vibrant and well-rounded setting in spite of also containing significant numbers of kithkin, elves, and faeries.

Duergar Assailant

Grazing Kelpie

Knollspine Dragon

Isleback spawn

Nucklavee

Wistful Selkie


My final conclusion is that the last year was a success in many ways, including providing an emphatic rebuttal to the notion, based largely on the shortcomings of the Kamigawa block, that real-world mythology cannot be part of Magic without detracting from the game’s identity. But the synthesis of flavor and design that Mr. Rosewater mentioned is not yet complete. Some players would buy new cards based on their power alone, even if their art was drawn in crayon. But others remember that the introduction to the rulebook promised a world of ever-increasing depth and ever-changing mysteries. Keeping those players interested requires keeping the Magic multiverse deep and mysterious. And what better place to start than the first thing people notice about a card?
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Any other name

August 25th 2008 06:26
Will the real Ajani please stand up?

Ajani Goldmane

Ajani Vengeant


Due to the way the rules of planeswalker cards work, both of them are the man himself. Each of them has the card type planeswalker, and the planeswalker type Ajani, so they are the same person from both a story point of view and a game point of view (all that last one means is that if both of them are in play at the same time, they’re both discarded immediately).

Why do we need two, then? Most likely, each one represents Ajani at a different stage in his career. The creative department has revealed precious little about his backstory other than that his clan is broken and scattered, so maybe there’s a before-and-after thing going on with these two, showing that he embraced red magic (which represents not only earth and fire but also anger and impulse) in his quest for vengeance.

(One thing I’d like to know is why exactly Jason Chan made his Vengeant picture like that. The Goldmane picture is very much in line with the unwritten fantasy art guideline, generally adhered to in both Magic and Dungeons and Dragons, that a sentient version of an animal which is non-sentient in our world should look humanoid but not human-like. Hence Goldmane has paws which, though the front pair has something like opposable thumbs, are clearly cat’s paws, and his body and legs are shaped more or less like a cat’s except that he stands upright. Vengeant, though, clearly has a human body and hands, making him much more similar to the classic minotaur or Egyptian gods like Anubis and Horus. Neither one is inherently right or wrong, of course, but it is especially noticeable given that they’re both supposed to be the same character.)

The rules about planeswalker names and types are derived from the rules for legendary creatures, except they work much more intuitively. The “legend rule” only cares about cards with the same name, meaning you could be playing a game and suddenly find the same character on two different cards in two different colors.

Kamahl, Pit Fighter

Kamah, Fist of Krosa


This guy, for example, was a gladiator who became a druid, but because he had a different title in each of his careers, the gladiator version can be on the opposing side of the table from the druid version (or on the same side!). I suppose you could make it make a little more sense if you apply some of the things quantum physicists have learned in recent years about the non-linear and subjective nature of time, but most of us would probably wind up confusing ourselves.

I expect there will be fewer cases like Kamahl in the future; one-off characters will be legendary, and the characters who drive long-term storylines and act as a hook for fans of one block to enter another will be the planeswalkers. The only way to know for certain is to visit Alara…

Alara
As if dragons and lightning weren't scary enough by themselves.

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In September 2005, uncertainty hung over Magic players everywhere. The experiment of the Kamigawa block had ended inconclusively. Fan response to the block’s flavor, inspired by Japanese mythology, had been mixed, partly because of the creative department decision to make new creature tags for Ninjas and Samurai which made them largely incompatible with cards from outside the block. Believe it or not, there are some people who don’t find katanas and shurikens “omg totally badass” (especially people who have asked a materials engineer whether or not all the outlandish claims about their durability are true. FYI: they’re not). Tournament players were shaken; nine cards from the Mirrodin block had been banned in Standard, plus two more in Extended and one in Legacy. All three formats were still very fast, though, and still borderline degenerate, and speculation ran wild about what would be next to go.

Arcbound Ravager
Don’t get me wrong – this card definitely needed to be banned.


Everyone was ready for a change, and the scent of change was heavy in the air. The ninth edition of the Core Set was released that summer, and contained some cards that had no-one expected to ever be part of Standard again. Art previews for Ravnica emerged, showing glimpses of a huge, bustling city with Gothic cathedrals and dark, foreboding towers. There had been one other block with an urban fantasy theme – 1999’s Mercadian Masques focused on a city of treacherous merchants and their unfortunate customers. But repetition in itself is a mark neither for nor against a set: it’s said that talent borrows, but the same people also point out that genius steals.

Ravnica’s mechanical theme emerged soon after, and it turned out to be multicolor: a high concentration of cards that belong to more than one of the five colors, and a high concentration of cards that encourage you to play more than one color in one deck. Again, this was a repetition: 2000’s popular Invasion block was the first to have multicolor as a major theme. Like with setting, repetition of theme is in itself neither a sin nor a virtue – the number of possible mechanical themes is finite and short of introducing a sixth color or fundamental changes to the mechanical rules, we will have to see all of them again at some point in the future.

So, how else to judge the set’s place in history? I could do something silly like count the number of cards from the block that were played in tournament-winning decks at various times since its release, but that would show little beyond pro players’ taste in decks. I could do something even sillier like assign a numerical value to the most powerful cards in the block and compare them to the most powerful cards in other blocks, but that would be forgetting that there are parts of a card other than game statistics. And one thing OrbOfInsight.com will never do is encourage you to ignore the art. I could do something objective like seek out Ravnica’s sales figures from Wizards of the Coast’s annual reports, but that would only tell us how it sold compared to other sets and not why. As it happens, it sold well, but was that because it was the best set ever or because lots of people felt like gambling on getting a money rare in their booster? There’s no way to know.

So I’m going to do something completely subjective, and look at Ravnica from the first, last, and most important measure of any game: was it fun? I don’t claim to speak for any large number of people, and I don’t pretend that I can know or even understand everything that would be fun for someone else. All I know is what I’ve observed, both in person and in the media and on the internet. And from those places, I’ve gathered a few points that may be surprising.

You see, multicolored decks are nothing new in Magic’s history. As long ago as 1996, there was an archetype nicknamed “5-color Green.” But through most of Magic’s history, there have been relatively few lands that can produce more than one color, and most non-land color “fixers” were green, both of which constrained the number of colors a deck could contain and still be reasonably playable. The Ravnica block, though, had a two-color land for all ten possible combinations, as well as what seemed like dozens of color fixers of other kinds, many of which were artifacts and thus can be played in any deck.

Hallowed Fountain

Izzet Signet

Spectral Searchlight


Where before even a two-color deck would inevitably encounter resource problems from time to time, now the tools for completely stable three- and even four-color decks were at players’ fingertips. They responded by designing archetypes with that “touched” two or three colors for answer cards, knowing that they would almost certainly be able to play them whenever they needed to. Hallowed Fountain and its cohorts on the rare print sheet are an order of magnitude better at what they do than nearly every similar card that has ever existed. A deck could play ten to twelve of them, plus a few color fixing artifacts as deck type and space permit, fill up the rest of the deck with 30 or so of the best cards in three colors, be very nearly as stable as a deck with only one or two colors, and outright steamroll its opponents. Invasion's time in Standard had very few such decks; yes, it had rare lands, and rare lands that produced more than one color, but they were both smaller in number and less brutally effective.

If all this sounds like it just opened a new dimension of gameplay, keep in mind that the heart and soul of Magic is the so-called color pie – the distribution of abilities, game mechanics, strengths, and weaknesses between the five colors. In a rainbow world like Ravnica's, its boundaries blur and fade. The color pie becomes irrelevant when every color and every combination of colors can access the specific answer to its weakness courtesy of a two-cost artifact.

It wasn’t only tournament-level deck construction that was affected by Hallowed Fountain and company: the cards’ usual retail prices on the singles market jumped straight up to $25-30 and have remained there ever since. There was a lot of complaining during Ravnica’s tenure in Standard about the fact that you might need to spend upwards of $150 just to get the lands needed to make a deck good enough for Friday Night Magic or some other low-level competition. Some people ignored the rare lands and tried to make viable single-color decks, but the three-color decks always had access to more answers and superior threats in other colors with near-equal resource stability, and in some locales one- and two-color decks disappeared entirely even until Lorwyn’s release.

So what? Shouldn’t people be allowed to play whatever deck they think is fun? An admirable sentiment on its face. But I’m a little concerned that the only definition of “fun” we seem to recognize on the Magic-playing internet is “throwing all the best cards in three different colors into a deck that turns into a well-oiled machine because I have more expensive singles than others and then annihilating said others without mercy.” Ravnica has even become a sort of litmus test of both new and veteran players; the answer to a comment like “Ravnica wasn’t to my taste” is usually something along the lines of “What the hell is wrong with you?” And that diametrically opposes everything that Magic has done and everything it needs to do in terms of attracting both new players and new types of players.

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Coming home

August 8th 2008 04:33
Courtesy of our old friend Anonymous, here is our first look at Shards of Alara.

Akrasan Squire
"Akrasan Squire"

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I have quite the conundrum on my hands. I need to visit Magic forums to stay connected to my fellow enthusiasts (well, the 15% or so of them who hang out on forums, anyway), but the forums are less and less effective at connecting me to those enthusiasts. The signal-to-noise ratio is at an all-time low.

Signal vs noise
Those numbers are way too high to describe a real forum, but you get the idea

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Seeing in(to) the dark

July 26th 2008 03:15
"When you gaze long into the abyss, the abyss gazes into you."
-- Friedrich Nietzsche, Thus Spake Zarathustra

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Don't try this at home

July 18th 2008 05:50
When people go to buy a new car, they tend to take them more or less as they are. No-one says, “Y’know, I have some ideas about the right way to make these things! I’d put a fin on the roof and lose the seat belts altogether.” Most people are able to understand that designing and building a car is a specialty field, which they are most likely not experts in, and that if they tried to do it themselves, the results would be fatal. Unfortunately, it has escaped some people’s notice that game design is also a specialty field.

Equistrike
Fail.

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Ante up, Magic: the Gathering

July 13th 2008 01:54
I just recently came back from Melbourne's Eventide pre-release. There were a lot of nice people there, but overall the atmosphere was a little more subdued than it’s been in the past. Perhaps the uncertainties of the impending changes to rarity and event structure were hanging over people’s minds. Actually, it may have something to do with the flatter prize structure Melbourne’s pre-releases have adopted: a 3-1 or 4-0 record gets you scarcely more than 2-2, and significantly more than 1-3 but only if you weren’t used to the old structure. As a result, everyone whose self-esteem depended on lucking out in sealed deck construction and riding the product to eight booster packs has dropped out of the pre-release scene. The ones whose self-esteem depended on sucking up to those people are following.

And that, for reasons that even I didn’t get my head around until later, got me thinking about ante


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Race to the bottom

July 5th 2008 01:54
If race is a hot-button unmentionable in politics, imagine how much more vehement and emotional the quarrels get in fantasy writing and gaming where nothing major is at stake. In Magic, each race that can appear as a creature type attracts venomously partisan supporters who flood message boards with every new set announcement, demanding that every creature in that set have typelines like Orc Wizard or Dwarf Soldier.

Dwarven Warriors
There were also Balrogs and a barrow wight in The Fellowship of the Ring. Does that mean they have to appear in Magic, too?

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Game design vs. Vintage

June 27th 2008 05:03
“The rules will be completely unfair!”
-- Q, in Star Trek: the Next Generation season 1

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Recent Comments

Comment by Jose
on the Rule of Nazi Analogies and Reductio Ad Hitlerum

August 23rd 2008 00:56
Hi Morgan,

Interesting post. As someone who's wasted way too much of his time on forums, I was familiar with Godwin's Law in a practical manner but not so much with its history. Sadly, it even appears in places not related to politics or current events or even history. Talking about Magic: the Gathering? Well, then anyone who doesn't like the same cards you do is like Hitler. Talking about Lego? Well, then anyone who doesn't like the Islander models is like Hitler. And you can't predict when someone's going to pull it out, either.

Comment by Jose
on Sellin' The Wife For Votes

August 7th 2008 03:19
Interesting post, Summer Minor! Another thing that's occurred to me is that Sturgis has sort of become associated with the Republican party, even though a lot of the stuff that goes on there is anathema to the party's religious right allies: the alcohol, the tattoos, the leather bikinis. I can't help but feel that people like this are potential opponents of social conservatism who the Democrats and others have overlooked simply because they're "not like us."

Comment by Jose
on TV Kids - Whose Life Would You Want?

July 11th 2008 03:57
But Peter is always doing such crazy fun stuff! Your ilfe would be a never-ending adventure (assuming Stewie didn't assassinate you for not getting his applesauce fast enough).

I always wanted to be one of the kids on Scooby-Doo. They were never in school, and they were always staying out all night solving mysteries.

Comment by Morgan Bell:
"is this some warped reaction to the feminist movement where is was a point of pride to tame a wild independent woman with your virile manly pants?"

I think there might be an element of this in it. I've heard tell of erotica aimed at (a subset of) men and even porn sites with this exact theme.

Comment by Jose
on My Buffy Will Go On

April 17th 2008 02:01
Buffy is a true TV landmark, and one of my own very favorite shows. At least Joss Whedon had one good idea - Firefly is basically impenetrable and unwatchable, even if you start at the first episode like I did.

Comment by Jose
on Top Ten Video Game enemies

April 6th 2008 07:40
Lakitu and the Goomba made your list but not Bowser? He was their master, after all!

Comment by Jose
on Like candy, but for your eyes

March 25th 2008 08:37
Hi Harry,

Thanks for the comment! Magic cards are distributed in randomized booster packs, and occasionally larger starter packs. The most common way of getting new cards is opening said packages, and once you have enough of the ones you want or like, you make a deck, find a friend who has a deck, and start playing.

Part of the appeal comes from the fact that there are so many cards and thus basically an infinite number of ways to combine them into decks. The game itself is highly strategic, and of course there's also the aesthetic appeal, as I discussed in the post.

If you'd like to learn more about Magic, a good place to start would be http://www.playmagic.com . That site is run by Wizards of the Coast for the specific purpose of introducing people to the game, so it's probably the best source for the background and basic concepts.

Thanks for reading!