Murder by Allen Williams |
As I was clickity-clackity-ing a response to Trevor Murdock’s guest post on fellow Magic: The Gathering design blog Goblin
Artisans, I found that what I had to say would require a number of words resulting
in a far greater size of a reply than would be usual for a blog post comment. Then
it hit me that I’ve found my next blog post topic. Thanks, Trevor, for writing
about Murder and pondering about the possibilities of “The Perfect Cycle.”
At What Cost?
First of all, you saw that Cancel and Murder both
cost 1CC and sought the possible three other cards in the cycle of 1CC “perfect
spells.” I appreciate this endeavor as it only serves to strengthen us as
designers. However, I don’t consider anything a pattern until I have three
instances of such a pattern. In my case, I would chalk up Cancel and Murder’s
similar mana cost to coincidence.
Additionally, Cancel used to be Counterspell, and
the “perfect” effect of “Counter target spell” had already been created at UU.
If Cancel was never introduced to fix the power level of Counterspell, we would
have just a single card left, Murder, in a supposed perfect 1CC cycle.
What I do pay attention to, though, is the wording
of the effect and the name of the spell that produces such effect. I consider
both Murder and “Destroy target creature.” to be such a perfect marriage of
flavor and elegance. The same goes for Cancel and “Counter target spell.” Why
is this? Because every part of the card makes sense, the effect is boiled down
to its simplest form, and the card couldn’t be designed any other way. As an
example, Time Stop’s “End the turn.” is a beautiful design. You can’t use fewer
words to produce Time Stop’s effect. And it does feel like you’re stopping
time. The turn is a progression of time, and you just ended it.
Yet, Time Stop costs 4UU – six mana. That’s just a
result of how powerful the effect is in terms of gameplay. The same goes for
Cancel and Murder.
Painted By Numbers
I’ve noticed something when I’m trying to
think of the most basic form of other effects: Spells with effects that have
numbers in them often fail at being those perfectly elegant designs. Cards like
Lightning Bolt and Giant Growth are fantastic staple cards of Magic: The
Gathering. But there’s just one teeny-weeny thing that probably couldn’t be
helped that stop them from entering the same realm as Cancel and Murder: A
Lightning Bolt dealing three damage is arbitrary. A Giant Growth growing your
creature three sizes larger is the same way. But they’re perfect gameplay-wise.
…Just not in regards to flavor.
Divination by Howard Lyon |
An example of an attempt to make sense of cards
that use arbitrary numbers in the effect to go with the name is Divination. I
love that “Draw two cards.” is just three words, but it actually doesn’t make
sense to me why Divination is just two cards. Why not one card or three? As
somewhat proof that there is something there to worry about in terms of the
numbers used in the effect, consider the Magic 2013 art of Divination: There
are two keys depicted. Ah, you see? Two keys in the art make the drawing of two
cards make a bit more sense for Divination, right guys?
Ah, but you might say that, by this logic, all
cards that require a numerical value in the effect are doomed to be “imperfect”
and never be able to be considered as highly as Cancel and Murder. This is
where I point out Hex. Hex destroys six target creatures specifically, yet, the
name itself doesn’t just mean that something negative is happening to the
targets – it also means “six.” Perfect.
So when we’re
designing cards that use numbers, if we seek to boil down an effect of say, “CARDNAME
deals 5 damage to target creature or player,” we should look for why the
effect is dealing five damage specifically and name the spell accordingly. For
this effect, I would say that something involving a hand or foot, which have
five fingers and toes respectively, would serve this purpose. The fact that we
have two eyes can help serve to craft an effect that involves the number two,
for example. Foresee was almost a perfect card if it weren’t for the pesky “then
draw two cards” within the effect. Seeing into the future is what Scry is
doing, and the play on words with “fore” and “four” means “Scry 4” makes sense.
And, yes, the art is also doing what Divination’s art is doing in that it’s helping
the spell make more sense to the player.
Creature from the 2/2 Black Lizard Horror Lagoon
When it comes to card types, I don’t worry about
that too much for the same reason I don’t with the mana cost. These things just
serve the gameplay and are not as important as the name and the effect.
However, when it comes to creatures, I believe it gets a bit trickier to
achieve “perfection.”
First of all, in most cases, a creature’s name can’t
be as elegant as sorceries and instants due to the fact that, for example,
Goblins come in all sorts of shapes and sizes across the planes. But Murder is
always about killing. You can’t just design a card called Goblin (or Angel or
Vampire). What kind of Goblin is it? Naturally, to help create “perfect
creatures,” just like with cards like Cancel and Murder, you’d have to use
names that aren’t specific to a certain plane. So, a name like Raging Goblin is
perfect. While Goblins vary across the planes, there will always be rage.
Thoughtweft Trio by Wayne Reynolds |
So, we’d need to leverage the name to make sense
for the rest of the card. The rest of a creature card to keep in mind is the creature
type(s), abilities, and power/toughness. I’d say that the power/toughness is
the most difficult to just make “perfect sense” of all (I don’t believe it’s
impossible. I don’t have an example in mind, but I bet a word like “trio” in
the name of a creature card could help the use of “3” in the power/toughness).
For creature types, consider the type “Giant.”
Giant is a race. But, taking a page from “Hex,” it has a double meaning in that
it could also mean large. So, if we have, say, a Giant Warrior as a name for a
card, those words could be the creature types, too. Cat Warriors exist, and it’s
of type “Cat” and “Warrior,” and its 2/2 does a decent job at portraying that
there is more than one of them. Not
perfect, of course, but a decent job.
If a creature has “Mountainwalk,” perhaps it is
card called “Mountain Walker.” Of course, this example leads to an arbitrary
power/toughness and creature types that don’t make the best of sense. But, you
catch my drift. Let all the components of a creature card work perfectly
together to create that card that couldn’t have existed any other way.
Here’s another attempt: Flying Warrior as a name,
creature type “Insect” “Warrior,” and it has the flying ability. The art
depicts a fly holding a sword. A flying warrior! That leaves the
power/toughness not tying in perfectly with the name, types, and ability. Ah,
well. Also, perhaps the word pun of “flying” with “fly” was too much of a
stretch.
Lastly, I’ll leave you with a card that tries to
be perfect in regards to the power/toughness (by employing the power of homonym puns), but must be silver-bordered, and
doesn’t quite make sense flavorwise for the creature type used and how large the
power and toughness is as well as what makes this Warrior of the Tutu variety (besides depicting it within the art):
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