A Rivals Like No Other, Part 3
I've spent the last two weeks sharing stories about cards from Rivals of Ixalan. I didn't finish, so I've got some more stories for you. I see the end of the alphabet getting closer, so today should be the final installment.
Path of Mettle / Metzali, Tower of Triumph
The Rivals of Ixalan double-faced cards (DFCs) have an adventuring quest theme to them.
How do you top-down design the concept of speed? By referencing the evergreen keyword abilities associated with speed.
Why can my creature hit first with first strike or double strike? It's fast.
Why can my creature attack and still block with vigilance? It's fast.
Why can my creature hit my opponent right away upon being cast? It's fast.
So, when you test yourself on the
The Tower of Triumph then follows through on the flavor of destruction. It's a dangerous place that you can use to your advantage. How do we reflect that in the two colors? Red is easy, as red has direct damage. White is a little trickier, but it's able to destroy attackers (and blockers). How do we make it feel a little more chaotic and trap-like? By making the destruction random.
And that is how you get a tower full of traps and destruction.
Profane Procession / Tomb of the Dusk Rose
It seemed more fun to kill the opponent's creatures and bring them back than to kill your own. Could the spell just monitor when creatures died? It could, but that didn't feel proactive. What if you paid mana and directly killed things? That felt flavorful. Also, reanimating any creature was very powerful. Was there a way to limit what could be brought back? What if the effect exiled the creatures instead of destroying them and you were limited to reanimating just those? That felt about right. The only thing left to do was figure out how many creatures you needed to exile to transform the card.
Once the mechanics were figured out, flavor was added. What if the land was a tomb filled with dead things and the front was a dark church where parishioners were sacrificing other people? That felt pretty white-black, using the trappings of religion for something nefarious.
Rekindling Phoenix
One of the challenges of making the same game year after year is discovering ways to find mechanical variation on the same flavor. Take Phoenixes as an example. They are always red flying creatures made of fire that have the ability to be reborn (aka come back from the graveyard, most often onto the battlefield). On the surface, that seems pretty narrow, but we've actually found many different ways to do it.
The usual trick is to change up the condition under which it gets to return. If possible, we tie that condition into one of the mechanical themes of the set. (For example,
Silvergill Adept, Sadistic Skymarcher, Daring Buccaneer, and Thunderherd Migration
This is a pretty quirky cycle, not only because it's only four cards, but because three of them are creatures and one is a sorcery. So how did this come about? Ben and his design team knew they wanted to ratchet up the tribal-ness of the set. One way to do this was finding more ways to make the four tribes matter. As is often the case when we revisit a theme we've done before, Ben and his team went back to look at the previous tribal blocks (Onslaught, Lorwyn, Innistrad, and Shadows over Innistrad).
One of the things Lorwyn played around with was revealing cards in hand as a cost (caring whether or not you had a certain tribe in your hand). The most visible use of this was on an uncommon cycle (
Ben was interested in doing something similar, but the variance between having and not having the card didn't need to be as high. As there were four factions, the cycle just had four cards.
Playtesting showed that the spells couldn't all have the same discount.
Storm the Vault / Vault of Catlacan
When we first came up with the idea of having double-faced cards with lands on the back in Ixalan block, we started thinking about what cool lands we could do. That immediately made us think about famous lands from the past. One of the most famous, and possibly most broken, lands in the history of the game is
Rivals of Ixalan had a cycle of enemy color DFC lands. The blue-red one seemed like the right fit, as those are the two colors most often associated with positive artifact interactions. (White works well with Equipment and is the third color to work well with artifacts.) The backside wanted you to have a lot of artifacts, so it made sense for the front side to help get you to a place where that was true. The design team explored different ways to do this, starting by exploring various ways to interact with other artifact cards. In the end, they realized that Treasure tokens, a component of the block, were a way for the card itself to generate artifacts. They ended up making combat damage the trigger to get the Treasure tokens to encourage aggression. The final cool touch was making the
Tetzimoc, Primal Death
One of the side effects of working on Magic design for so long is that I tend to see new cards through the lens of what cards influenced their design. The first time I saw Tetzimoc, my response was "Hey,
I think I designed this card, but it might have been made by Mike Elliott. It was a simple top-down design. It's a bounty hunter. When you play it, the
This card I know I designed. It was inspired by a humorous sketch that Ron Spencer sent in for a card in a black-bordered set. Artists have to send in a sketch before doing their actual painting, and Ron was screwing around. Everyone had a great laugh and Ron sent in the real sketch a day later. When I was working on Unglued, I asked if we could have Ron paint that sketch. Ron was excited to do it.
For the design, I knew I wanted it to be the evilest of evil creatures to play against the innocence of the drawing. I think I came up with the name
Fast-forward may years later. Ben and his team are trying to come up with a splashy black Elder Dinosaur. What if it could mark things for death, but rather than as an activated ability from the battlefield like
Zacama, Primal Calamity
Why stop at just five Elder Dinosaurs? Ixalan had a three-color legendary Dinosaur in
The first decision was to make a creature that was generally useful rather than specifically Dinosaur tribal. Gishath had taken the second path, so Zacama would take a different one. Also, Gishath had a saboteur effect (it triggered when it dealt combat damage to players), so Zacama wanted an ability that didn't require attacking. The obvious choice was an activated ability. As Zacama was three colors, how about three activated abilities, one in each color?
Red's activated ability was an obvious choice, as direct damage is flavorful and useful. Green ending up using a
The enters-the-battlefield effect borrowed from a mechanic that goes all the way back to Urza's Saga, what is called the "free mechanic." It allows you to play a spell for free provided you have the mana to pay for it. This ability worked well on Zacama as it lets you activate their abilities the turn Zacama is played. Note that each ability costs three and Zacama costs nine. Activating each ability once is the same as what it costs to cast the card. You do have the ability to activate the same ability multiple times, which means that if you cast Zacama for its cost and then use the same mana to activate its abilities three times, you have the option of nine different combinations. Nine converted mana cost. Nine options upon playing the card. Why not make the Elder Dinosaur a 9/9?
Finally, Zacama got three evergreen keywords. Trample was a gimme as Zacama is a giant Dinosaur and the ability is primary in green and secondary in red. Vigilance also made a lot of sense as it's primary white and secondary green. To keep Zacama a bit different from Gishath, the team wanted a different third ability. If you were looking for abilities that overlapped in at least two of the three colors as primary or secondary abilities, you'd get defender, first strike, double strike, indestructible, and reach. As Zacama was more defensive, reach seemed the right choice. (Defender is obviously defensive, but an odd choice for a Dinosaur.)
Zetalpa, Primal Dawn
White's Elder Dinosaur is what we in R&D call a "kitchen-sink design." That's a creature that just has a lot of keywords. Many years ago, one of the most popular legendary creatures we ever made was
The trick with Zetalpa was to figure out which keywords were allowable on a mono-white creature:
- Deathtouch – This isn't a white ability, so it wasn't an option.
- Defender – White has access, but it's a drawback ability and not very flavorful on a giant Dinosaur.
- Double strike – This is primary in white and a splashy ability. It was in.
- First strike – Zetalpa has double strike, so there's no reason to include a lesser version of the ability.
- Flash – White is tertiary in flash and usually only on creatures with enters-the-battlefield effects that are reactionary (aka would go on a white instant). This was out as an option.
- Flying – White is primary in flying and the ability is very useful, so this was a shoo-in.
- Haste – Akroma famously had haste, but it's not a white ability.
- Hexproof – White is tertiary in hexproof, but as Zetalpa had indestructible, it felt repetitive.
- Indestructible – White is secondary in this ability, so it was fair game.
- Lifelink – This is probably the ability most players are surprised not to see, as it is primary in white. Zetalpa did have it for a while, but it proved to be too much in playtesting.
- Menace – This isn't something white does, so it was out.
- Prowess – This ability is tertiary in white, so it was a possibility, but seemed less appropriate than other choices.
- Reach – White is tertiary in reach, but it has flying, so nothing is gained by adding it.
- Trample – White is tertiary in trample. We don't do it often, but it's allowable on larger creatures like Zetalpa.
- Vigilance – This is primary in white and a great ability for a larger flier.
R&D saw five potential abilities, which felt like enough, so that's what they put on the card.
"We Will Always Be Rivals"
I've made it to Z, so it looks like it's time to wrap it up for today. I hope you enjoyed the stories. As always, I'm eager for any feedback, be it on the article, the cards, or Rivals of Ixalan itself. You can email me or contact me through any of my social media accounts (Twitter, Tumblr, Google+, and Instagram).
Join me next week when I'll answer your questions about the set.
Until then, may your rivals become your friends.
#502: Slivers
#502: Slivers
41:17
In this podcast, I talk all about the history of one of the most popular creature types in Magic, Slivers.
#503: Unstable Rules
#503: Unstable Rules
33:07
One of my many jobs is Un-rules manager. In this podcast, I talk about my role and about many of the weird rules of Unstable.
- Episode 501 200 and Counting (28.5 MB)
- Episode 500 100 and Counting (31.5 MB)
- Episode 499 Lessons Learned: Kaladesh (22.0 MB)