Design of the Times
Several weeks ago I was reading an article where comic book writers were critiquing the classic comics of their youth. I was amazed about all the minute aspects about the comics that they recognized and were able to write about. And that's when it dawned on me. You know what's interesting? Artists examining their own art form. Perhaps this idea could work in “Making Magic”.
Meanwhile, on the other side of my brain, I was mulling over the “elegance” problem. You see, as a designer I'm a big fan of elegance. So much so that I concocted a very off-the-beaten path article to try and demonstrate certain principals. (Called “Elegance” of course.) But “Elegance” proved to be a little too “out there” for many of my readers, and I was worried that I had tainted the concept of elegance. In fact, the topic has become kind of running joke in the column threads and I knew I needed to do something to demonstrate in a much more direct and reader-friendly way the importance of elegance in Magic card design.
I'm not sure which one was the chocolate and which one was the peanut butter, but a little Reese's moment happened in my head and I realized the article I wanted to write. I wanted to take a set of classically designed elegant cards and talk about why I feel they are so well designed. I would be a Magic designer reflecting on his craft. Plus it would allow me to talk about elegance in a way that actually included Magic cards. My writer instinct said that might go over better than fifty word clips about writing.
The topic of my first column (and maybe my last but I wanted to leave the door open if this column proved popular) seemed obvious. When you're studying art, you always go to the source. How could I begin any critique on Magic design without starting with the card set that introduced Magic to the world – Alpha. Plus, as a little side bonus, none of the cards are of my design so it would give me a little distance to analyze without any emotional attachment.
Here's how it's going to work. I've chosen five cards from Alpha. Here was my criteria:
- The card's design had to be elegant – This means that the card had to accomplish its task in a succinct and well crafted manner. Note that this article isn’t solely about elegance. It’s about good card design, of which elegance is a key component.
- The card's design had to feature significant depth of play – This means the card had to create numerous types of play decisions
- The card needed to have good flavor – This means that the card needed to have a flavor that enhanced the overall sense of the card
- The card had to hit upon a design point that wasn't touched upon by the other cards I picked – This means that the card selection was highly influenced by my desire to make this column as interesting and educational as possible.
- One card from each color – It just seemed like the right thing to do.
This list is not a Top Five list. It's not some commentary about what I thought were the best cards. This column is just my tribute to some of the fine design work done by Richard Garfield. Enough of the exposition – on with the good stuff:
Wrath of God
But that isn't the genius of the card. To appreciate Richard's masterwork, you have to dig deep into the heart of Magic. There you will find that Magic is a game of resource management. Each player is trying to maximize his resources to accomplish the key objective – knocking the opponent's life total to 0. As such, Magic dwells a lot on resource acquisition. You might be more familiar with them if I call them permanents. From a simplistic viewpoint (and trust me very simplistic), you want to get more permanents in play than your opponent. Or at least have the overall power of your permanents higher than those of your opponents. Now, there are two basic ways to do this. One, just get more stuff into play than your opponent can. Or two, remove permanents of your opponents leaving you with superior numbers and/or power.
Most removal in the game is one for one. A
This means that Magic needed mass removal. That is, it wanted cards that were able to get rid of more than just one other card. But mass removal has the problem of being kind of unbalancing. On one hand that's good, the unbalancing part is the catch-up feature. But Magic is a game of skill and you don't want players feeling as if they have no control of their fate. This means that mass removal cards need to be expensive. This is where we see the Catch-22 sneaking up on us. If a card's expensive, the player who's behind might never get the chance to play it. So how do you allow players to catch up in a way that doesn't take away the skill from the game?
But
Finally, the card helps solve a flavor problem for white. White is the one color for equality. It doesn't like special treatment. It wants to make rules that everyone follows. It doesn't tend to push itself. So how do you get advantage when you're unwilling to give yourself a leg up? You find a way to turn equality into a weapon. Make it active and offensive.
Unsummon
Let's start by examining how the card plays into blue's strengths and weaknesses. Blue was created by Richard to be the color with the least removal. This was done because he had chosen to put counterspells in blue. Counterspells are so potent that Richard knew he needed to give the color a strong weakness. An inability to destroy permanents seemed apropos as it punished blue for letting spells resolve. Blue could counter anything but once it let the opportunity pass, it started having problems.
Counterspells by design were created so that a blue mage had to constantly make choices. He didn't have the luxury to counter everything so he had to pick and choose what to let through. This meant that blue mages had to have some resources to deal with permanents. Since they couldn't destroy them, Richard started exploring other options. You could steal them, shut them down, tax them, punish opponents for using them, etc. (Note that many of these items have shifted to other colors over the years as blue was a little too good at dealing with permanents.) In the end, the most interesting answer was to undo them. If a wizard used magic to summon a creature to the battlefield, couldn't a blue mage simply undo it? Just send the creature back.
The genius of
What
Traditional removal might have added card advantage to the game (the idea that the player with the access to the most cards/power wins the game). But
The final potency of
It's interesting to note that blue seems to attack very different aspects of the game than the other colors. This is one of the reasons that I believe blue has been so dominant historically. Players are ready for you to mess with their permanents. But your mana? Your time? The average player isn't able to bounce back quite as effectively. And all this for one blue mana.
Nightmare
In fact, let's start with the flavor. Often when players think about flavor they turn to the card's name, art and flavor text. What many people forget is that mechanics can also carry great flavor.
Now that we have flavor out of the way, let's talk about power. The majority of cards in Magic are static. What I mean by that is that they have the same power level every turn. When I play a Grizzly Bear, he has the same power level turn two as he does turn ten. And proportional to the available power (remember that the mana system keeps sloping the power up as turns progress) Grizzly Bear gets worse over time. But Richard understood the importance of having non-static creatures; that is, creatures whose value could fluctuate over time. Having non-static creatures does three important things.
First, it allows escalation without constant card churn. Magic is more fun if the power level escalates as the game progresses. Some of this is handled by more powerful spells being played later in the game. But non-static creatures is another piece in this puzzle. Second, non-static creatures create more interesting play choices. For example, knowing that the
As you can see, not just another pretty horse on fire.
Earthquake
This means that players are forced by the game to play a spectrum of mana costs. (Although there is a strategy where players play all cheap spells.) As such, they have little room for big spells with large effects. It was this problem that Richard tackled with the expandable spells.
Now I remember in college sitting in film class watching old films and thinking to myself how boring they were. Until my film professor explained how that convention that I had taken for granted because it's become a staple of the medium didn't exist until this film. And that's when film class got interesting. Understanding how the director (or writer or editor or cinematographer, etc.) recognized the need for this thing that didn't yet exist and how he created the item to fill the need - this is one of those moments for Magic design. The X spell might seem obvious now, but that's only because Richard understood the game's need for it.
The other interesting design aspect of the card is what I call “the dial effect”. Because the card can expand its effect, it gives the player an interesting series of decisions. How big should the
Be aware that these play decisions are not just in the present. They very much define the future. Let's say you have an
And finally, I'd be remiss if I didn't show some admiration for the beauty of the card's flavor. I feel that extra limitations on mechanics for flavor purposes have to be very carefully handled, but the “non-flying” restriction on
All in all,
Giant Growth
So what's so great about
Anyway, creatures matter quite a bit in the game. And if both players have creatures then creature combat is going to matter. But here's the fundamental problem with creature combat. It's kind of boring. Why? Because all the information is public. When I attack with my 3/3 creature, I do so knowing all of my opponent's blocking options. If any of the options is not in my favor, then I most often don't attack. But
In addition,
- Deal an additional 3 damage to my opponent (It's a
Flame Jet .) - Allow my creature to destroy a creature it couldn't (It's a
Terror .) - Save my creature from destruction due to lethal damage (It's a
Healing Salve .) - Enhance an ability or effect that cares about power (It's a… okay, there's no direct comparison for this one.)
- Enhance an ability or effect that cares about toughness (Or this one.)
Eight words! Maybe fifty links on elegance was too long. Try eight words. There's no better poster child for elegance than this card. It does so much with so little. It even has an elegant flavor. Man, this must be how sculptors feel when they travel to Florence and look at Michelangelo's David. I'm sure they sit at the back of the room looking at it saying to themselves, “How am I supposed to top that?”
That's how I feel when I look at
Design Off
Hopefully today's column will help you appreciate some of the beauty of Magic card design. When all the pieces come together, a well-designed card is like a piece of art. Think of today as a walk through the Magic Museum's earliest wing.
Join me next week when I'll be examining the sixth color that actually isn't the sixth color.
Until then, may you take a moment during a game to appreciate the card you are about to play.
Mark Rosewater
But Wait There's More
Two weeks from today is another non-theme week. That means I have to come up with a topic for it. And then it dawned on me that maybe I didn't. So here's what I'm going to do. For the rest of this week send me ideas for topics that you'd like me to talk about in that column. No topic is off limits. Is there something you'd like me to talk about? Here's your chance.
Next week comes the fun part. I'll select the top 10% of the entries that tickle my fancy and let you all vote on them. Then the following week, my column will intertwine the top two winners. Top two. You heard me. It will be my job to find a way to integrate the two topics, make it relevant to Magic design and have it be entertaining.
Why am I doing this? Why did Houdini tie himself up in a straightjacket, lock himself in a box and get tossed in the sea? You know, for kicks. I'm very eager to see what happens.
But that means all of you have to do your part. Send me topics.