Enemy Mine
Welcome to Color Hoser Week. For those unfamiliar with the term, “color hosers” are cards that punish players for playing a particular color. Examples of color hosers would be
In order to talk to you about color hoser design, I’m going to have to let you on a dirty little secret. Design has rules. Lots and lots of rules, which constantly evolve. They’re a lot like Magic rules except that there’s more of them and no one has ever bothered to write them down. So how do I know them? Well, first I have to admit that I don’t know all of them. But what I do know I learned from working in the design trenches for the last six years.
I often talk about how designers love to break the rules. That’s because there are so many of them for us to follow that it’s fun every once in a while to run around R&D laughing hysterically, screaming, “Not today, my little rule! Not today!” at the tops of our lungs.
But rules shouldn’t be broken until they’re understood, so let me start by going over the basic rules (the extended rules would take more time to write than I have available) of color hoser design. As I talk about each rule, I’ll also cover the exceptions. As an extra bonus, I’ll bring up some examples of R&D mistakes where we didn’t follow the rules.
But first, let me begin by explaining in a nutshell why color hosers exist.
WHY COLOR HOSERS EXIST
The mechanics of Magic create certain forces in the game. Mana consistency, for instance, is so important that players are rewarded by playing decks of only one color. But R&D feels Magic is a better game if players are encouraged to play multiple colors. So how do we accomplish that? In many ways, actually. We create a strict separation of color flavor to create weaknesses for each color. We create synergies between colors. We create cards that require two or more colors to play (gold cards being the best example). The list is quite long.
One of the easiest ways to punish mono-color play is to create color hosers. Every strategy in Magic should have a counter strategy, and mono-color decks are no different. In addition, color hosers have the side benefit of helping keep the metagame balanced. If black, for instance, is getting too powerful, the black hosers will help keep it in check.
That said, on with rules:
Rule #1: Color Hosers Should Penalize (Hose) Enemy Colors
This one’s pretty obvious but it’s the most basic rule. Each color has two allies and two enemies. You help your allies and hurt your enemies. Simple.
Rule #1 is broken often. First, Magic has a flavor of colors hosing themselves. For example, many of black’s creature-destruction spells don’t affect black creatures. Blue has to worry about being attacked by islandhome creatures. And forestwalk and mountainwalk are common abilities in their respective colors.
Second, white, as a defensive color, tends to have hosers against all colors including itself. The best examples of this would be the
Third, R&D occasionally makes cards that attack allies. The most recent examples of this would be
Rule #2: Color Hosers Should Be True to Their Color's Flavor
In Alpha, Richard Garfield played around with the idea that colors could tap into their opponent’s abilities to hose them. The most famous example would be the Elemental Blasts (
In modern day design, color hosers are no longer allowed to “bleed” (R&D’s term for doing something in a color not natural to that color’s theme). Colors need to punish the opponent in a manner that makes sense for the color.
A good example of where R&D messed this up in the past was the card
Rule #3: Color Hosers Should Scale In Their Effectiveness
The point of this rule is that a card that hoses a color should be more effective the more of that color the opponent is playing. As an example,
The corollary to this rule is that sweeping color hosers should also penalize the player using the spell if they are playing the appropriate color. For instance,
Rule #4: Color Hosers Should Prey on the Enemy Color’s Weakness
The best color hosers are the ones that find the enemy color’s weakness and turn the screws.
Many of R&D’s biggest failures with color hosers have been when we neglected this rule. The most famous example is probably
As an aside (as an aside to this aside; I love asides so expect a lot of asides in my column), while its fun to poke a stick at R&D’s past follies, I do feel a need to explain how
- Lifeforce (Alpha) – as “Ask Wizards” explained a few weeks ago, green isn’t about countering
- Whirling Dervish (Legends) – protection isn’t used in the basic set
- Thelon's Chant (Fallen Empires) – the basic set doesn’t mention upkeep on cards (a few exceptions were made for rare cards in Sixth); also the basic set doesn’t use counters
- Freyalise's Charm (Ice Age) – card drawing isn’t very green, plus the card was a bit complicated for the basic set
- Spectral Bears (Homelands) – the basic set doesn’t mention upkeep on non-rare cards
- Decomposition (Mirage) – cumulative upkeep isn’t used in the basic set
- Roots of Life (Mirage) – the card hoses blue as well as black.
- Elephant Grass (Visions) – cumulative upkeep isn’t used in the basic set
- Reap (Tempest) – the basic set avoided cards with multiple targets; also, this card proved a bit too complicated for the basic set
Not a single uncommon green hose black card was useable. So the team turned to common. The only card available:
Rule #5: Color Hosers Shouldn’t Automatically Win
Color hosers should be good. They shouldn’t say: “Win the game if opponent is playing Color X.” A good color hoser should punish a player for playing a certain color but there should be some room for that player to play around the disability. Some of R&D’s mistakes in the past with color hosers has been making ones that are simply too good. Examples of this would be
A Final Note
As you can see, a lot of thought goes into creating color hosers. So the next time one is beating you down, take a moment to admire the aesthetics and subtlety of the card smashing your head in.
Next week, I jump back into the fire to talk about how R&D decides which cards are rare.
Until then, may you mana curve be smooth.
Sincerely,
Mark Rosewater
Mark may be reached at makingmagic@wizards.com.