It Happened One Nights
Welcome to Arabian Nights week! This week is dedicated to the Magic game's very first expansion, designed by none other than the game's creator, Richard Garfield. I thought it would be neat to examine Arabian Nights with a designer's eye in order to see the elements that it added to the Magic world. I think many of you will be pleasantly surprised at how much ingenuity was packed into this 78-card set.
Once upon a Time
But before I jump into the design, I'd like to set the stage for what the Magic world was like before the Arabian Nights set premiered. Richard talks about Magic from Wizards of the Coast's side in today's other article, so I'm going to approach what the Arabian Nights release was like from a player's perspective.
It was December 1993. Earlier that summer, Magic was released. And all hell had broken loose. Alpha came and went in a blink. Beta repeated that feat even faster. Magic had a fervid, but small, following. Why small? Several reasons. First, Peter Adkison, former CEO and one of the founders of Wizards of the Coast, originally marketed Magic by driving up and down the Pacific Coast, stopping to demo it at every game shop along the way. As a result, most of the game's early sales were to West Coast distributors--meaning that when Magic first premiered, it was mostly a West Coast phenomenon.
Second, early Magic printings simply weren't that large. There weren't a lot of players because there weren't a lot of cards. And remember, a new player couldn't just walk into a store and buy Magic. Back then, if you wanted to play you had to wait for a shipment to come in, and purchase it that day. When Beta debuted, for example, I purchased two boxes of starters and two boxes of boosters because I wanted to have extra cards to sell to my friends, whom I was hoping to get into the game.
But back to December. I'm visiting my friend David in San Francisco. We stopped by a coffee house, where David had heard Magic was played. While I was talking to a few players, another one walked in and said, "It's here."
I was surprised to hear this because my game store back in Los Angeles had informed me that Arabian Nights wasn't shipping until January. But I wasn't about to pass up the opportunity for an early look, so my friend and I went to the game store. I bought only a few packs, as I had prepaid for two boxes back home. (This incidentally meant that I bought two times as much product as was allotted to the state of Wyoming.)
The players I knew were excited about the new set, but also a little hesitant. Most of us had just begun to explore Alpha and Beta. Every player I met would show me new cards. Back then, Wizards guarded the content of the sets very closely, and players could learn about cards only by physically seeing them (the Internet was not in common use yet). A new expansion seemed too soon. Also, the new cards had a completely different theme: Alpha and Beta were traditional fantasy; Arabian Nights was, well, 1001 Arabian Nights.
Still, seeing new cards was cool. Some struck my fancy right away. I loved--loved-- for a 5/5 creature that damaged you every turn. What kind of idiot would play that? (See
Innovate Is Enough
During college, I had the fortune to major in broadcast and film (a.k.a. television and movies). This meant I got to take classes for which I watched television and films. One class I took was on early films. The first class, we watched a film called The Great Train Robbery (1903). The heart of the film is a sequence in which a bunch of cowboys rob a train. The film cuts back and forth between them robbing the train, and the station where we know the train is heading. The film seemed very amateurish and not particularly interesting. After the film was over, our teacher asked us, "Okay, why did I just make you watch this?"
No one in the class knew. Then the teacher explained. "You know the part where the film cut back and forth between the train and the station? The part where the audience gets to see two different scenes that take place concurrently, which is communicated by cutting back and forth between them? Well, this film invented that technique."
Innovation is hard to spot because by the time you care to look back, the thing you're looking for is so commonplace that you forget that someone had to come up with it. Arabian Nights is a lot like The Great Train Robbery. Richard wasn't satisfied with inventing the trading card game genre with Alpha. He wanted to take the game to the next level. My column today will discuss the innovations that Arabian Nights added to Magic. This is not an exhaustive list but rather a few highlights. To indicate how much impact I feel each innovation had on future design, I'm grading each with from one to three stars, with three being the most impactful.
Stealing (**)
Alpha introduced the idea of stealing permanents (
Finally,
Abilities Activated by the Opponent (*)
If
Lands That Did More (***)
Beta had fifteen types of lands--the five basic lands and the ten dual lands. All fifteen simply tapped for mana. In Arabian Nights, Richard saw greater potential for lands. What if (gasp!) lands could do things other than tap for mana? They could draw cards, deal damage, or even regenerate Elephants. Lands could have the same functionality as artifacts or enchantments.
Many years later, R&D chose to pull in the reins and say that lands are defined by their mana production. This didn't mean that lands couldn't do other things. (Obviously, a look at recent sets show they still do.) It just meant that all lands should have the ability to produce mana, as that's what makes them lands (in Magic terms) in the first place.
Coin Flips (***)
Alpha came with plenty of randomness. Players started every game by shuffling their decks. But in Arabian Nights, Richard raised the bar. What if certain cards were unto themselves random? When you play
Coin flips have their lovers and their haters. Recognizing that randomness is more for casual play than for tournament play, R&D has made a conscious decision to pull back the power level of coin flip cards. The importance of cards like
Cumulative Upkeep and Cantrips (***)
There are two questions that R&D loves to argue about. What was the first card with cumulative upkeep? And what was the first cantrip card? There are three answers to the first question. The first is
The second question is a little more problematic. Obviously, Alpha had cards that allowed you to draw cards, but none used this card drawing as an added second ability.
What makes this an odd category is that Ice Age was in design at the same time as Arabian Nights, meaning that ideas flowed freely between the creators. Did
Spirit Link (**)
It's interesting that this base white ability was not only introduced in Arabian Nights but also introduced on a black creature,
-1/-1 Counters (**)
Alpha introduced two different types of creature-enhancing counters: +1/+1 (
"As CARDNAME Comes into Play" Choices (***)
Alpha taught us that instants and sorceries (and, okay, interrupts) could require input to affect what they did. For example, when playing a spell, you could pick targets or modes (an example of a mode choice would be whether you want to counter a red spell or destroy a red permanent with
Removed from Game as Limbo (***)
With cards like
The more influential card, though, was
Remove from Combat (***)
Up until
These four cards introduced concepts that would be used again and again in later expansions. |
Expansion Hosers (*)
Under the Influence
As you can see, Arabian Nights has had a huge impact on Magic design. I hope that my short tour through the set (and my list is far from complete) has illustrated how the innovations of one set can permeate the evolution of Magic. And if you ever have a chance to see The Great Train Robbery, give it a break. Your favorite film wouldn't be the same without it.
Next week, join me as I explore the wacky world of set code names. Until then, may you know the joy of playing a card with a scimitar for an expansion symbol.
Mark may be reached at makingmagic@wizards.com.