Beast of Show
Beast of the Beast
Let me start by giving you all a little history about R&D’s view of the creature type. In the beginning, Richard Garfield made Alpha. (Magic’s version of “And God said let there be light.”) In the early days, creature types were all about flavor. They were treated much like flavor text. As such, creature types were chosen by their ability to enhance the card’s flavor.
That doesn't mean creature types had no mechanical importance. Richard did put cards like
Flash forward several years. Little by little, R&D began seeing the mechanic value of the creature type. The designers started finding more and more ways to make use of it. Then in Exodus, I made a card designed to try to make race decks more competitive, a little card known as
Why Less Is More
So what does this all have to do with consolidation of creature types? Well, the shift from flavor to mechanics made R&D reevaluate how creature types should be handled. Treating them as flavor pushed us to widen the number of creature types. That practice is very noticeable in early Magic as there were creature types (such as Leper and Marid) that appeared once never to be seen again.
But treating creature types as a mechanic caused an opposite result. If you want the cards to have relevance mechanically, you need to lower their number. Why? Let’s take a moment to talk about the Birds (without the bees). Back in the day, each Bird got its own creature type.
During Homelands, the designers wanted to create a Bird lord, but there was a problem. Every Bird had its own creature type. Homelands even introduced a new type, the Albatross. Now, they toyed with the idea of creating
So R&D started examining their policy. How could we group cards together that thematically seemed tied? Well, the simplest answer was to condense the creature types. Instead of Falcon, Vulture, Whippoorwill, Erne, Albatross and a host of other bird types, why don’t we just have the creature type Bird? This mechanically would allow us to create cards that affected Birds as a group.
Ch-Ch-Changes
It’s important whenever you think of a change that you examine both what you gain as well as what you lose. The gain in this case is mechanic consistency. The designers now have a much greater ability to make cards that interact with creature types. And the cards they do make have more relevance as they interact with more cards. Take
Going strictly by the printed wordings, the above card pairs do not interact. But according to the Oracle wordings, they do. |
Now let’s take a look at the downside. First is the loss of flavor. A good example of what could be lost is the card
Second is the danger of over-condensing. In our zeal to condense creature types, we have occasionally gone too far. A good example of this is
Third is the largest issue here in R&D: condensing creature types creates a "disconnect" with the past. A good example of this is the card
Same name, same art, different type. According to the rules, they are both Soldiers. |
R&D spent a great deal of time examining the above issues. Condensing the creature types was not done without a great deal of thought. In the end, what pushed us towards condensing them was the idea that players liked mechanics that revolve around creature types. The current popularity of Onslaught only reinforces this idea. More importantly, we realized that pushing the mechanics onto more cards, increased the overall flavor of the game. Magic is more fun with goblin and elf decks running around. Thus, we sacrificed some flavor of individual cards to increase the overall flavor of the game.
Although R&D is all on the same page with condensing creature types (although the level of condensing varies from person to person), there is still one issue that has split R&D. What do we do with old cards that have not been condensed that we want to reprint? What do we do with a Falcon that isn’t a Bird, a Tiger that isn’t a Cat or a Priest that isn’t a Cleric?
R&D loves delving into Magic’s past. It’s fun to reprint an old card with its old name. Unfortunately, when we do, we create inconsistencies between the old and new versions. Some of this is pretty innocuous. New cards have modern templates that functionally have the same effect as the old cards. But other issues would cause a functional change. Creature types (especially in the age of Onslaught) are one of these things.
The reason I’m bringing this up is that R&D is truly split on this issue and whenever we run across things such as this, we like to get an opinion from the players. So today I am going to have a poll to get a sense of what you think. Be aware that I’m not asking you to decide this issue. The point of the poll is for R&D to get a sense of how all of you feel. The public response will be one of many factors we use when we decide this issue. I’m purposefully not going to tell you what side I favor because I don’t want to taint the poll.
The question is this: When we repeat an old card, should we keep the original creature type or should we change it to the creature type we would use if we were printing it today? For example, if we reprinted
Pro-Priest – Magic is already a complex game; we don’t need to have yet another card that doesn’t do what it says. Players will be forced to know text that isn’t listed on original version of the card. For this very reason, R&D has a strict errata policy that stresses that changing old cards should only be done when absolutely necessary. In addition, one of the values of reprinting cards is to let older players who have the earlier version use them. If the cards don’t sync up, using old cards will create play problems (such as the
So, what do all of you think:
That’s all I got for today. Join me next week when I explain how you – yes, you, don’t look behind you – can impact the game of Magic.
Until then, may your birds of a feather flock together.
Mark Rosewater
*:
**: That is how the story happened; a table judge ruled in favor of the