Episode Transcript
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0:00
I'm pulling away from the curb. We all know
0:02
what that means. Other than dropping my son off
0:04
to college. It's my drive to
0:07
work. So today
0:09
is part two of
0:12
every top 20 ever green
0:14
mechanics. When we left off
0:16
I got into number 10 which was trample. But now
0:18
we're up to number 9, Life Link. Okay
0:22
so the history of Life Link
0:24
goes back to the set Legends
0:26
which was the third ever Magic
0:28
Expansion. In it there's
0:30
a card called Spirit Link. It
0:32
was an aura and then if
0:35
you put it on a creature whatever damage that
0:37
creature did you would gain life.
0:39
Now I should stress you could also put it on your
0:42
opponent's creature and then you gained life with your opponent's
0:44
creature doing damage which sort of was
0:46
an answer to your opponent's creature. If
0:48
you put Spirit Link on it then you sort of, you know,
0:50
you gained all the life they dealt. So you sort of
0:53
equaled out the life. We
0:55
liked that ability. We called it the Spirit Link
0:57
ability for a while. And
1:00
we started putting on creatures. I
1:03
think, actually now that I think about
1:05
it, before Spirit Link existed
1:07
there was a card in Arabian
1:09
Nights. A black card
1:12
that I think basically had pseudo Life
1:15
Link. Anyway we generally
1:17
liked the ability. We called it Spirit Link tying
1:19
it to the Legends card. You know now that
1:21
I realize it I think Arabian Nights actually did
1:23
it first. But anyway
1:26
so what happened was this was one of
1:28
the abilities that during Future Sight, to
1:31
remind you I talked a little bit last time. When
1:33
Future Sight happened we were making a bunch of
1:35
future-shifted cards. I kind of wanted
1:37
to take more abilities and both
1:40
keyword them and push them in more
1:42
colors just to broaden out, serve our
1:44
Evergreen Suite. So in Future
1:46
Sight we managed
1:48
to keyword Life Link, Death Touch,
1:51
Reach and Shroud. We
1:53
tried a few other mechanics, but those were
1:56
the four we ended up doing. Shrobr
1:59
later turning to Hell. proof.
2:01
But anyway, Lifelink,
2:04
we ended up putting it in white and black, interestingly
2:07
the first two colors that actually did it. White
2:09
because white is king of life gain, and
2:11
then black because it kind of feels like
2:13
you're draining somebody. It felt
2:15
similar to sort of like a lifelink effect
2:17
that black does. So and we
2:21
were talking about calling it spirit link, but the
2:24
problem was we liked putting on things like vampires
2:26
in black, and spirit links just didn't sound right.
2:28
So we decided to do lifelink just to make
2:30
a little more direct. This
2:32
is a good example sometimes when we name things,
2:35
sometimes we use direct words, and then sometimes we
2:37
sort of make compound words out of it. Lifelink
2:40
is a good example where lifelink isn't
2:42
specifically a natural word, but lifelink is a word, and
2:44
links a word, and you put them together. It does
2:47
a good job sort of getting an
2:49
essence of what you're doing. The
2:51
reason we like lifelink, the reason it's a valuable
2:54
tool, why I said number nine, is usually
2:57
creature keywords do one of two things
3:00
normally. Either they
3:02
help with evasion, they help get your creature
3:04
in on attack, and help them get
3:06
through attack, or they
3:08
help protect the creature, they help keep the
3:10
creature from dying. This is the two most
3:13
common uses. There's
3:15
some like first-strike maybe that, well, it's a little bit
3:17
of asynch because you don't want to block first-breakers if
3:19
you can't kill them. It just helps them fight better.
3:22
Lifelink is interesting, and lifelink does something a
3:24
little bit different. So one of
3:26
the big things when you're talking about creature combat is
3:29
a concept known as the clock. The
3:31
idea of the clock is, let's
3:33
say I have damaged my opponent camp block,
3:36
I have a flyer, I have a three-three
3:38
flyer, my opponent's at 12 life. Well,
3:40
he's got a clock of four turns,
3:43
which means unless he interacts
3:45
with my three-three flyer, getting a
3:47
blocker, destroying it, doing something, if
3:49
I hit him every turn for three in
3:52
four turns, he'll be dead. That's the clock.
3:54
And So one of the things is you get
3:57
in more advanced play is understanding your clock is
3:59
very important. The wings or like there's
4:01
a lot of Ah Kong racing where I'm trying
4:03
to be used for you're trying to beat me
4:05
and a lot of that is making sure that
4:07
your plot is different than your opponent. Gladiator Your
4:10
clock is slow worthy opponent latter faster than one
4:12
thing of it steady that you're going to be
4:14
them for that on be you are in life.
4:16
Gain really does a good job of messing with
4:18
the cloth. That. Will likely increase
4:21
our of the alleged links cruiser.
4:23
I'm really changes a lot of
4:25
of lot of calculations and so
4:27
on. And everything of nice is
4:29
using Grant Life Links as an ability
4:32
which means that it's summer temporary like
4:34
game but tied the combat arms. It
4:36
also isn't a tad. Triggers are the
4:38
Kurds is I mean. There's. None
4:40
of that trigger it's it's it's com a damage
4:42
but I'm there's a lot of reasons one would
4:44
have the way flicker sometimes use that. that will
4:46
lead to scan. On it is you're
4:48
not careful. Life Lingers can get into
4:50
advanced stage the of Make sure. We.
4:53
Don't make a lot of like one go to
4:55
five. Like like said, careful with things a little
4:57
bit too aggressive. But.
5:01
It is a useful velvety and it
5:03
it combines in ways that are just
5:05
have a nice dynamics. Of
5:08
number a successful protecting your future is
5:10
ward so headstrong which are tied for
5:12
last time. Ah, it's a little bit
5:15
hard interact with. roses justify your spouse.
5:17
We were looking for something that had
5:19
a similar see all to protect your
5:21
creatures arm, but it was something that
5:24
you could interact with a little bit
5:26
more. Word was kind of niner after.
5:29
All and so the idea was
5:31
retry the bunch of things looking
5:33
for places for war. For
5:36
independence as I only tried
5:38
the. Cold
5:41
War. During
5:45
Tardy Me it costs more not as you
5:48
can do it. Another, there aren't answers for
5:50
the answers you know maybe tissue for you.
5:52
More terms of are you can do it
5:54
or if you do it may be picked
5:56
something else that are. Arms.
5:59
And one. Once we realized we wanted to sort
6:01
of make a keyword out of ward, we
6:03
then decided to broaden out a little bit.
6:06
Usually when we'd written down a card that had been done
6:08
with mana. But once we
6:10
realized it existed, we started looking for other
6:13
costs. The
6:15
cleanest one was, outside
6:18
was mana, but
6:20
not every color really made sense doing a lot of
6:22
mana ward. So for black and red, we
6:24
came up with the idea of a life ward, which is kind of
6:26
cool. Life is a resource you have. If you want to target me,
6:29
it's going to cost you life. That felt good. We've
6:31
done a lot of experimenting since then, trying
6:33
to find other ways, you know, what are
6:35
other ward effects. We've
6:38
had some fun experimenting. Clearly
6:41
you're prone to paying a cost, that's easy.
6:43
There's some stuff where the ward
6:45
is like, there's an action that has to be
6:47
taken. We've definitely had some
6:49
fun experimenting, and we'll continue to experiment. It's definitely
6:52
an area that is neat. Something
6:55
we get asked a lot for that is a little trickier is
6:57
the idea that my ward is
7:00
you giving me life that's a little bit harder.
7:04
You giving me life is not a cost, so it
7:06
gets trickier. But ward
7:08
is very effective. One of
7:11
the better protective things, if
7:13
anything, one of the complaints we're getting right now is we're being a
7:15
little too aggressive, meaning we're using ward too much.
7:19
I think we like ward because one
7:21
of the things we want to do is you want
7:23
to make sure you have creatures that have some presence
7:25
on the board and making them a little bit harder
7:27
to kill and to structure especially helps with that. Okay,
7:31
number seven, Death Touch. So this,
7:33
along with Lifelink and Reach and
7:35
Shroud, was one of those things
7:37
introducing future sites. So
7:39
Death Touch started, there was a
7:42
card in Alpha called Stick at Basilisk and
7:44
a second one called Cockatrice. And
7:47
here's my little personal story about it. When
7:50
I first got into Magic, I bought cards at a
7:52
convention, I bought some Alpha. Not tons though. So
7:54
when Beta came out, I bought two boxes of
7:56
boosters and two boxes of starters just because I
7:58
wanted... I wanted to be able
8:00
to access magic. I knew if I wanted to play with friends, I
8:03
would need to provide the product because it was hard
8:05
to find magic. But
8:07
anyway, one of my treats is I allowed myself
8:09
to open one booster pack a day. In
8:12
one day I opened my booster pack and I saw
8:14
a thicket basketball for the first time. And I was
8:16
blown away. There's this moment when you first
8:18
played magic where you see this card, where you can't believe
8:21
Widgen's made that card. Stick of
8:23
basketball's for me. It kills anything,
8:25
anything? So a thicket basketball, by the
8:27
way, said, I believe
8:29
if you are blocked by a
8:32
non-wall, destroy that card. It's based
8:34
on blocking. And
8:36
eventually one of the reasons we key worded
8:38
this, Death Touch, was we liked
8:41
the ability. We called it the basketball's ability to
8:43
forgot a name. But we tended to sort of
8:45
change it up. Some of them were like, if
8:47
I'm unblocked, if I'm blocked, some of them were
8:49
if I do damage. Eventually
8:51
we tied to combat damage who we just liked
8:53
the flavor better. Like, oh, I attack you. Ah,
8:56
but if you like, you know, shrink my creature or
8:59
somehow prevent the damage, oh, you know, it
9:01
has to do damage to you to kill
9:03
you. The touch is deadly, but it has
9:05
to touch you. And
9:07
then Death Touch, yeah, we thought that name did
9:09
a good job of sort of communicating the idea
9:12
that I'm so deadly that I immediately have to
9:14
touch you and I kill you. Death
9:16
Touch has proved to be a pretty valuable tool, especially
9:18
in green. It shows up in green and
9:20
black. On small creatures, it's
9:22
a nice answer to larger creatures, especially in
9:25
the limit. We like making
9:27
the one-one Death Touch feature. It's
9:30
something that can protect you. And
9:34
also it has some invasion in that people
9:36
don't really want to block the
9:38
Death Touch feature as they can help, especially if the things
9:40
that are losing are worse than what you're trading. But
9:44
usually Death Touch creatures being smaller, you
9:46
can answer them. We do
9:48
put Death Touch a little bit on bigger features some of the
9:50
time, more on black than green. In
9:52
black, we like the idea that this thing's really
9:54
dangerous and that if you have to double
9:56
block it because it's big enough that you have to double block to
9:58
kill it, then with Death Touch, it kills everything. blocks it. Assuming
10:00
it does enough damage to each of the pictures. As
10:02
to one damage to each picture. Anyway,
10:05
and it's just very useful. It's
10:08
something that, it's
10:10
sort of creature answers but in combat.
10:12
It allows smaller things to answer bigger
10:14
things. So anyway, it just does
10:16
a lot of good work. Okay,
10:19
number six is Vigilant. So
10:21
Vigilant showed up in Alpha on the card
10:23
Sarah Angel. For a
10:25
long time we called it the Sarah Ability. And
10:29
we put it a lot on, mostly it showed
10:31
up in White originally. Then
10:35
in Champions
10:37
of Kamigawa, we introduced it as
10:39
a keyword. The
10:43
one that challenges with Vigilance was when
10:47
you name abilities, there
10:49
are sort of three
10:51
levels of abilities you could name. Number
10:54
one is, it's just an intuitive name. You read
10:56
that name and you know what it does. Flying
10:58
is the perfect example of that. Like, you
11:01
know, I don't have to do a lot of
11:03
explaining what flying does because the word flying conveys
11:05
what it is. Number
11:07
two is something like Death Touch where
11:10
it kind of can piece it
11:12
together. Where it's not
11:14
like, it's not a word that you know. We made up
11:16
a word, it's a compound word we made up. But it
11:19
does a lot to help you. It
11:21
does a lot to imply things. The
11:24
third level is, look, the word
11:26
in the vacuum is never getting you there. And
11:28
one of the problems we had is, there's no
11:30
word we could come up with that sounded like,
11:33
oh, not tap to attack. It's not tap to
11:35
attack. It's not like a real world thing. It's
11:37
like a game action. So
11:40
anyway, the third category is, well,
11:43
it makes sense, once you know what it is, it
11:46
makes enough sense that you can sort of use
11:48
the word to help remind you
11:50
what it does. The fourth category, the category
11:53
we don't use, is the word just doesn't tell anything. And
11:55
even when you know what it does, it doesn't help you.
11:58
We try to avoid those. But
12:00
vigilance is definitely more of a vocabulary word in
12:02
that you're not going to know what vigilance does. I
12:05
once did a podcast where I asked my daughter, evergreen
12:09
keyboard names for her to guess what they did, just to
12:12
sort of demonstrate the phenomenon. Anyway, it was a fun,
12:14
if you haven't heard it, it was a fun podcast.
12:17
Okay, vigilance,
12:19
by the way, is useful in that
12:21
it allows you to be offensive and
12:23
defensive. We normally tend to
12:25
put it on things that have a little bit of
12:27
a, well, of a higher toughness. Sometimes we don't have
12:29
low power creatures, like a 2-5 kind of fun to
12:31
visualize, but sometimes, especially in green,
12:33
we put it on just bigger creatures to allow you
12:36
to be aggressive but still have a defensive game. Okay,
12:40
number five, Flash.
12:44
So Flash first showed
12:46
up, I think, in...alliances,
12:49
I think? The
12:51
idea of a creature that you can cast whenever.
12:55
Normally, when we're mentioned to men, alpha, there's source,
12:57
reason, and instance. Instants are nice because it's something
12:59
you can do outside of the main phase. You
13:01
can do it in combat. You can do it on your opponent's turn. And
13:05
the idea of creatures that sort of function that
13:07
way. I
13:10
think the earliest ones might
13:12
have made it to token. We
13:14
had instances that made tokens, and then we started realizing that
13:16
we have creatures that you could cast like it was an
13:18
instant. The reason
13:21
we did it at first Flash was
13:23
for surprise, right? Oh, I
13:25
can attack. I turned the map. I can attack. Haha!
13:27
You didn't expect I had a creature that you didn't
13:29
know I had. So it allows some
13:31
sort of surprise, playing the hidden information, which we like.
13:35
We then learn... There's
13:40
sometimes instances
13:42
that let the two things we don't normally do. Probably the
13:45
classic example would be enter the battlefield effects.
13:48
Let's say I wanted to enter the battlefield effects at basically
13:50
an instant. Counter target spell.
13:52
Well, that's not a normal creature. It just doesn't make any
13:54
sense. I can't put when
13:56
this enters counter target spell as a sorcery,
13:59
as a normal creature. creatures but that it would never
14:01
work but with flash on it allows
14:03
us to make that so flashes
14:06
primary in uh...
14:09
and then secondary and green blue
14:11
and black uh...
14:14
what i did primary blue green secondary black
14:16
and white we
14:19
really had even read an access to it if
14:21
read as an effective really need to doesn't do it
14:24
a lot but like it is a red about the
14:26
fact that read that we really want to be instant
14:28
we can put flash on that is
14:31
just about so uh... we had
14:33
it since pretty early on a magic week
14:35
he worded it when we in time spiral
14:37
block there was a time theme and
14:40
and we have talked about the wording and just
14:42
in the perfect opportunity to keyword it uh...
14:44
and so for the first time ever for those
14:47
that long-time listeners know that uh... effect
14:49
ago back and we do the game i would
14:51
make instant a super type and not uh... not
14:53
a car type uh... instead of having
14:56
flash i would have that's or
14:58
for instance would be instant sorcery last
15:00
creatures we instant creature at
15:03
worst or possibly to do that but what
15:05
i would do uh... flash is definitely
15:07
a useful tool it
15:09
allows us to uh... make
15:11
that just creatures we put flash on any permanent
15:14
uh... the only permanent we don't
15:16
put flash on is lands only
15:20
causes counterintuitive the rules say when you can play
15:22
a land uh... and you can't
15:24
play a land on your opponent's turn so putting flash
15:26
on land imply things that are true uh...
15:30
and there's really no reason to play land
15:32
at instant speed so all
15:35
non-land permanents have the ability to have flash
15:37
on them uh... and a lot of times the nice
15:39
thing about it is when there's something
15:41
about it that kinda acts like a
15:43
spell in some ways where there's a
15:45
moment of suspense or surprise the
15:48
important thing to having flash on it is it
15:50
has to matter when if
15:53
you play it in instant speed if
15:56
you play it as you play it
15:58
instant uh... we want some sort of gameplay
16:01
where you don't know it's coming and that matters
16:03
that you do that. But
16:05
it's a very valuable tool. We use it quite a bit. Flash
16:08
is definitely an important
16:11
tool in our arsenal. Okay,
16:14
number four is Scry and Survey.
16:16
I put them together. Scry
16:20
first showed up in Fifth Dawn, designed
16:23
by Aaron Forsythe. I
16:25
think he was trying to make something that
16:27
was a little
16:29
bit more of a mechanic
16:31
for the more serious player. It's
16:35
not that any player can't play Scry. It's
16:37
just the utility of Scry is something that takes
16:39
a while to understand how good it is. One
16:43
of the biggest issues in Magic for competitive
16:45
play is you have a randomized deck. There's
16:47
a lot of variance in the game. But
16:49
one of the things that is nice is
16:52
Scry helps reduce variance in a way that
16:54
is subtle but effective. Scry
16:59
first showed up in Fifth Dawn.
17:03
Then Eric Lauer brought it to a core
17:05
set. And
17:08
then Eric Lauer kept putting in sets. He put in the arrows
17:10
and other sets. And eventually
17:12
we realized it was such a valuable tool, we
17:14
made it evergreen. The
17:16
nice thing about Scry is A, it fixes
17:19
your mana, which is a good thing. It
17:21
helps make games get smoother. It
17:23
helps in sets where you have any sort of high
17:26
synergy or combinatorics that you're trying to make happen.
17:30
The flavor is really good. Scry means to look into the future
17:32
if those don't know what Scry means. It
17:35
just did a lot of... It
17:37
played well. It just... And not
17:39
only did it play well, it just made the games play
17:41
better. And it's a
17:43
small effect, so something you can do incrementally. We
17:46
like to have effects that you can do whenever
17:48
such and such happens. We like triggered effects. There's
17:51
some triggered effects that you just can't do big things
17:53
on. And so it's nice to have a few small
17:55
effects. And Scry 1 is nice. It's
17:57
very bite-sized in that way. I
18:00
will note by the way that Scry1
18:02
is pretty easy. As
18:05
you add numbers to Scry, it gets complicated pretty
18:07
fast. So we don't do a lot of Scry2,
18:10
and we do things above Scry2 even
18:12
more infrequently. Blue
18:14
is primary in Scry, white secondary. Black,
18:18
green, and red all get Scry, all
18:20
colors get Scry. Red gets the least
18:22
of the larger Scry numbers, I think you mostly
18:24
know Scry1. Green and
18:26
black can get Scry2, though we don't do a lot of Scry2 in
18:29
green and black. And then blue really is
18:31
the only one we tend to do like Scry3. We've
18:34
been trying to do a little bit more higher number of Scry's in white,
18:36
but we'll see how that goes. Then
18:39
surveil got made, I think in
18:41
Guilds of Ravnica. There's
18:45
no greater fan of Scry than Eric Lauer, so
18:48
he made a Scry variant called surveil. So surveil
18:50
is exactly Scry except cards go to the graveyard
18:52
rather than to the bottom of the library. The
18:54
way Scry works, I didn't describe. Scry means for
18:57
those that somehow don't know this is every mechanic.
19:00
You look at the top end card to your library, whatever
19:02
the number is, and you can put those cards on top
19:04
of your library or bottom of your library in whatever order
19:06
you wish. So
19:08
if the Scry is larger than one, Scry2
19:10
or whatever, one card will go back to
19:12
the top, one can go to the bottom. Surveil
19:14
is the same except instead of going to the bottom of your library, it
19:16
goes to the graveyard. It's just much more
19:19
synergistic with sets that have a graveyard theme.
19:22
We've since made both evergreen. The rule of
19:25
thumb is all sets,
19:27
or most sets have either Scry or
19:29
surveil. We try not to put both
19:31
in the same set just because they're
19:33
similar but slightly different. I
19:35
will say as one of the word people, it
19:39
does bug me to no end that we didn't take
19:41
one word. I would much rather
19:44
like Scry the library, Scry the graveyard, something
19:46
in which you have one word connective tissue
19:48
that, so you don't have to learn two different
19:50
vocabulary words for basically the same thing. But
19:54
other than that, super useful. It's
19:56
incremental, you can put it on spells, you can
19:59
put it on a- effects. It
20:01
is what we call a keyword mechanic. So it
20:03
goes in lots of different places. It could be
20:05
trigger ability or whatever. You can do all sorts
20:08
of things with it. It is super, super valuable.
20:11
Okay, number three is Menace.
20:14
So Menace shows up for the first time in
20:17
a goblin, a card called
20:19
Goblin Wardrums in Fallen Empires.
20:24
It was just an aura. I was going to ask
20:26
a question. Which of you make Menace? I
20:28
looked a lot of these up. I did not look
20:30
Menace up. Menace was after Future Sight. Basically
20:33
what happened was early in
20:35
Magic we had Landwalk and
20:37
then we had Fear and then
20:40
Fear became Intimidate. The problem with all
20:42
those mechanics was there wasn't a lot of
20:44
gameplay for your opponent. If I
20:46
play Forest Walk and you were Forest, what can
20:48
you do? You can't stop me. If
20:50
I have a creature with Fear and you
20:52
don't have a black creature or an artifact
20:54
creature, you can't stop me. There wasn't a
20:56
lot of answers to them. What we wanted is
20:59
we liked that the invasion has answers. We liked
21:01
that it is something my opponent can do about
21:03
it. Menace is
21:06
really nice in that it is
21:08
a cost. It is a real cost. Sometimes I
21:10
can look at the board. You have one creature.
21:12
I have Menace. I know you can't block me.
21:15
Or maybe you have two creatures but my Menace
21:17
creature is bigger than your two creatures. It
21:19
allows for an interesting dynamic where it
21:22
changes up how combat works. But in
21:24
a way that matters, that your opponent
21:26
can interact with. Menace has proven
21:28
to be a really effective, cool
21:30
keyword. It is primary in black,
21:32
secondary in red. We have
21:35
used it a little bit in green. Anyway, we
21:43
like evasive mechanics. We will
21:45
get to number one.
21:47
Number one is also evasive mechanics. Number
21:49
three is a really
21:52
interesting dynamic. One of the most
21:54
dynamic of evasive abilities. I
21:58
really like the interplay of it. was really
22:00
good. I'm so scary that
22:03
one creature is afraid to black me alone. That's
22:06
pretty cool. So it's got a lot going for it
22:08
and it is just super,
22:10
super useful. Okay, which
22:13
brings us to the number two, Haste.
22:16
So Haste means you can attack the turn you
22:19
cast it. It doesn't have summoning sickness. I
22:21
put in quotes because that's not an official game term, but
22:24
we use all the time. So
22:26
Haste first shows up in Alpha on a card
22:28
called Nether Shadow, which is a creature, a black
22:30
creature that could pop out of the graveyard and you
22:33
can attack right away. Yeah, early
22:36
on, Haste-like ability
22:38
showed up in black on things that popped out of
22:40
the graveyard. We eventually
22:42
started doing it in red. And
22:45
then in sixth edition,
22:47
I believe Haste is the first
22:50
evergreen keyword that
22:53
wasn't in Alpha that
22:56
we keywarded. One
22:58
of the things that happened early on is there were
23:00
a lot of abilities existed. Some in Alpha, some showed
23:02
up in other places, but like, oh, this is a
23:04
pretty useful thing. And then we started using it a
23:06
lot. And there was just for a while, there's a
23:08
list of mechanics we use, mostly every set, but we
23:10
didn't name them. And
23:14
we really, part of the, one of the pushes,
23:16
I was part of this push is saying, you
23:18
know what, we really just, it's easy. You
23:21
don't want too much vocabulary, but you want
23:23
a little bit of vocabulary. And just when
23:26
you name something, it allows people to talk about
23:28
it. It saves you a little bit of word
23:30
space, although there's reminder texts. But on higher rarities
23:32
where you don't have space for reminder texts, you
23:34
can drop it. It just allows us to do
23:36
some, and even with reminder texts, most people learn
23:38
that like the evergreen keywords are nice. Because once
23:41
you learn them, you understand what they are. There's
23:43
a high barrier to becoming an evergreen mechanic. You
23:47
really have to be something that you just, such
23:49
utility, we want to use you almost
23:51
every set. And Haste is a
23:53
great example of that. It really, it changes what we
23:55
call it. I mean, I talked about the
23:57
clock earlier, change of the clock, you know, if you don't
24:00
anticipate I have a Haste creature, I'm doing damage at
24:02
a time you didn't expect that. Also
24:04
sometimes if I attack and I go well, you
24:06
can't attack me next turn or I'm not worried
24:08
next turn, Haste creatures can be a surprise. I
24:12
know for Constructed play that Haste is a
24:14
really valuable tool. You want your creatures
24:16
to have impact. One of the things about Constructed is in order
24:18
for a creature to be worth it, like it's
24:21
not doing anything for the first turn it's in play. It's
24:24
a big barrier. So Haste is nice that
24:26
it immediately does damage and presents something right
24:28
away. But Haste is
24:30
primary red, secondary green and black.
24:34
We've done it a little bit in blue on things
24:36
that are mostly capabilities. We messed with that in future
24:38
site, we haven't done too much of that. Oh,
24:43
so the other fun thing was, so it
24:47
didn't have a name. For a while we in
24:49
R&D called it Celerity, which is a fancy word
24:51
for fast that comes I think from Vampire
24:54
the Eternal Struggle. Especially
24:57
when we named it in 6th edition we were looking for synonyms
24:59
for speed. Speed or
25:01
speed you have some issues because sometimes
25:03
you talk about the speed of the game and stuff.
25:05
So we end up calling it Haste with a synonym.
25:09
Haste is super valuable. We
25:13
use it a lot. In fact, it's one
25:15
of those mechanics after
25:17
flying, so I'll get you in a second. We
25:19
use Haste quite a bit. Haste and Flash are both super
25:22
useful and go to a lot of different places. Like
25:26
I said, it is
25:28
a nice, easy, impactful thing. You know why you get
25:31
excited when you see it for the first time and
25:33
it just leaves a nice interplay in the game. Okay,
25:36
which leads us to our number one category,
25:38
or number one in the category of Top
25:40
20, which is flying. If
25:44
I had done Top 20 mechanics of all
25:46
time and I didn't exclude Evergreen, there's a
25:48
good chance flying would have been number one.
25:52
Everything is just so... There
25:54
are not a lot of mechanics that have been in every
25:57
set we've ever made. I
26:00
don't think trample's been in every set, but I think for
26:02
a while we were leaving trample out of Core sets because we
26:05
thought it was a little confusing. First
26:08
strike might have shown up, first strike's the other
26:10
one that might have shown up in every set,
26:12
but there's not a lot of mechanics. Flying is
26:14
one of those. Although there was a set, Fallen
26:16
Empires, the East Coast playtesters who made Fallen Empires,
26:19
Scaphalyze, Jimlin, Gabe Petty, Chris Page,
26:22
they were not big fans of flying. So
26:24
I believe there was one activated flyer and
26:26
one enchantment that grants flying but kills the
26:28
creature that gives it to it in Fallen
26:31
Empires, and that's it for flying. Ice
26:33
Age also was kind
26:35
of famously, did
26:37
not have a lot of flyers. There's also lone
26:39
creatures in general, but there's not a
26:41
lot of evasion in Ice Age. And so if you
26:44
ever played Ice Age Sealed, which was not recommended,
26:46
a lot of winning
26:48
was knowing how valuable your
26:50
evasive creatures were. Anyway,
26:53
flying is
26:55
a tricky mechanic in that you kind of have to
26:57
commit to flying. You can't just do flying a little
26:59
bit. If you're going to do flying, you really got
27:02
to do flying. And the reason
27:04
flying is so valuable is one of
27:06
the things is you want people to play creatures. Creatures
27:09
are really fun, but at some point you can get
27:11
to a board stall where it's just
27:13
not advantageous for either side to attack. And
27:15
you need to make sure the game ends.
27:17
I talked about inertia in my Top 20
27:19
podcast. It's important
27:21
that the game designer makes decisions such
27:23
that the game will end. That's
27:26
why evasion is so important as
27:28
an Evergreen Keyword. A
27:31
lot of the keywords that are Evergreen are
27:33
about helping you make damage happen, helping you
27:35
make the game end. And
27:38
flying is really, really good at that. The neat thing
27:40
about flying is it sort of
27:42
takes all the complicated board and narrows it
27:44
down to a smaller thing to evaluate. Sometimes
27:48
only 1% of the flyer, sometimes multiple people have
27:50
a flyer, but usually less often you
27:52
get stalemates in the air. It happens, but it happens
27:54
a little less often. And it
27:56
also sort of gives you some pinpoint for your removal. It's
27:58
like, oh, they have a big flyer. If I remove their
28:00
big flies, my medium size flies can get through. And
28:03
once again, the clock's in my favor. Flying
28:07
is interesting, and that's the only mechanic that was
28:09
so foundational on
28:11
how we have to build around it that
28:13
we made a whole other mechanic, Reach, I
28:16
talked about last time. Like Reach's only existence
28:18
is to deal with flying. That's what potent
28:20
flying is. That there's a whole, another mechanic
28:22
that's just like, I just deal with flying,
28:24
because flying's important. But
28:27
anyway, flying, oh, the other thing about flying, I
28:30
mentioned this a little bit, but just to reinforce
28:32
this, is flying is the most intuitive
28:34
mechanic we have. The
28:37
amazing thing about flying is when I'm teaching a beginner
28:39
and I say flying, it's
28:42
almost as if I explain the rules to
28:44
flying and the person's just like, well of course, that's
28:46
what flying is. You know, flying is, like if I
28:48
said to somebody, what do you think flying does? And
28:50
I've done this experiment. People just guess. It is just
28:52
so, you're like, I have a creature that doesn't fly.
28:54
You have a creature that flies. Can my creature that
28:56
doesn't fly block your flying creature? And they go, no,
28:59
no it cannot. And so there's,
29:02
that's another thing about flying, is that it's
29:04
flavorful to the point of, like, one
29:06
of the things you look for in names and
29:08
is that when your flavor
29:11
can define your mechanic in a way
29:13
that the player knows what it does
29:15
and that can figure out what it does,
29:18
that's super powerful. That is much, much easier
29:20
to teach something that is already intuitively known,
29:22
if you will. So flying is
29:24
one of the absolute easiest things to teach people.
29:26
And it's one of the reasons, like whenever we've
29:29
made beginner games, whenever we did Portal or Starter
29:31
or all of the things, we did a lot
29:33
of things where we, or even the Arc System,
29:35
a lot of things where we did a simpler
29:38
version of Magic, we
29:40
often would remove most keywords, but we
29:42
never removed flying. Flying was
29:44
so easy and so important that every version
29:46
always had flying. Flying was just a thing
29:48
we did because of how important was it
29:51
for the gameplay and how easy it is
29:53
to understand. But anyway, for
29:55
all those reasons, that is why that
29:58
was number one. to
30:00
read this one more time for a wrap-up for today. 20
30:03
was hexproof, 19 first-strike, 18 defender,
30:06
17 roots, 16 male, 16 in the stretch ball, 14
30:09
fight, 13 equip, 12 crew, 11
30:11
double strike, 10 trample, 9 lifelink, 8
30:13
ward, 7 deadsudge, 6 vigilance, 5 flash,
30:16
4 scryer surveil, 3 menace, 2
30:18
haste, and 1 flying. Those are,
30:20
in my order, at least as
30:23
of today, my ranking on the top
30:25
20 evergreen mechanic. So I hope this two-part series
30:27
was interesting to you. Maybe,
30:29
if you guys like this, I've done some top 10, usually
30:32
I do top 10, not top 20, but maybe I'll do some
30:35
more top something lists in the future.
30:37
Anyway, guys, I'm now at work, so I don't know what
30:40
that means. It's the end of my drive to work. Instead
30:42
of talking to magic, it's time for me to make some
30:44
magic. I'll see you guys next time. Bye-bye.
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