facebook

CoolStuffInc.com

Turn your cards and minis into cash! Maximize your value with our 25% store credit bonus!
   Sign In
Create Account

Past in Flames

Reddit

Tolarian Academy
I have this theory.

Stay with me for a minute.

I have this theory, this theory that the design and development blunders committed during the Urza’s Saga and Mercadian Masques blocks may have been the impetus for not only modern block design, but an entire revamping of R&D within Magic.

Mark Rosewater, the mad genius who currently holds the title of head designer for Magic, has a running podcast called “Drive to Work,” in which he spends his half-hour commute to work talking about different aspects of Magic, sometimes even discussing sets he helped design in the pasts. Subjects discussed include planeswalkers, the expansion set Tempest, the expansion set Unglued, and player psychographics, to name a few. The logic behind it is, “Hey, I have all this free time on my commute—why not use that time constructively?”

What a master.

On his “Time Spiral” (the expansion, not the card) episode, Rosewater stresses that we learn more from our mistakes than from our successes.

People think of mistakes as being a bad thing, and what I try to say is, “Mistakes are your teachers.” Successes do not teach. In fact, successes lead to bad habits, because what happens when you’re successful is you go, “Oh, this worked; I should do that again,” and it doesn’t really cause you to stretch. It just kinda makes you repeat what you’ve done. In fact, being successful can be very dangerous, because you have to be willing to take risks, and what happens with mistakes is you are forced to take risks. You are forced to try new things. You are forced to say, “Oh, well, let’s examine what I did and figure out what I did incorrectly.” And the problem with successes are that any success has good and bad parts about it, but when things go well, people want to assume that everything about it was good. And the reality is, usually there’s something good—that’s why it was a success—but not everything was good. And that’s hard to learn from because you are not kind of motivated to find the things that were a problem. Meanwhile, mistakes, they motivate you.

Unyaro Bees
Time Spiral and Coldsnap were released in the same calendar year, and they represent two of the biggest blunders in modern Magic in both set design and development. Time Spiral is so polarizing now because, as an expansion the flavor of which focuses so much on nostalgia, it is intrinsically exclusive to those who are in on the joke, which leaves a considerably larger percentage of players scratching their heads at all the cards. If you don’t know that Killer Bees plus Unyaro Bee Sting equals Unyaro Bees, Unyaro Bees, a green flyer with green firebreathing is not going to make a whole lot of sense to you. As it turns out, feeling left out of the loop sucks. Coldsnap was doomed from the start, but it ultimately turned out to have legitimate faults, the most glaring of which was a lame-duck Limited format.

Okay, Jon. Let’s get to the frigging point already. What do Time Spiral and Coldsnap have to do with Urza’s Saga and Mercadian Masques?

I’m glad you asked!

First, let’s be clear that when I said “Urza’s Saga” and “Mercadian Masques” up at the top, I was referring to their respective blocks, not the individual expansions. It’s an important distinction, I swear.

The reason I bring up the one-two punch that is Coldsnap and Time Spiral is that while they were mistakes, they represent a ceiling on the repercussions that a string of mistakes can have on the state of Magic. While people may not have liked the two sets, they didn’t drive people away from the game in droves. The Standard metagame actually proved to be quite healthy despite the increased card pool.

In 1998, when Urza’s Saga was released, there was no ceiling on what a flawed set could do to Magic.

Urza’s Saga was first showcased at Pro Tour: Rome, an Extended tournament. This was the winning deck, piloted by Tommi Hovi:

Any aficionado of Eternal Magic reading this will notice that this decklist bears more than a passing resemblance to the current Legacy banned list. As it turns out, being able to play four copies of restricted cards in your deck is pretty good.

Looking at a decklist can only give you so much information about a deck. I know that I personally have trouble look at a decklist and seeing how it plays right away. Let’s see how that Academy deck plays out, shall we?

Mana Vault
Starting hand: Ancient Tomb, Ancient Tomb, Voltaic Key, Voltaic Key, Mana Vault, Lotus Petal, Stroke of Genius. It’s a little slow, but we’ll keep it.

Our turn one: Ancient Tomb, tap Ancient Tomb (18 life), cast Mana Vault, tap Mana Vault, cast two Voltaic Keys, use the 2 colorless mana floating to untap Mana Vault with one Voltaic Key, then untap the tapped Voltaic Key with the untapped Voltaic Key

Our opponent’s turn one: Mountain, Jackal Pup

Our turn two: Draw Ancient Tomb, play Ancient Tomb, cast Lotus Petal. We’re gearing up for a big Stroke of Genius here (pun unintended, but I’ll allow it).

Our opponent’s turn two: Mountain, Giant Strength targeting his Jackal Pup, attack us for 4 (14). On his end step, we tap both our Ancient Tombs (4 colorless floating), crack the Lotus Petal for u (4u floating), and follow that up by tapping Mana Vault (7u), untapping Mana Vault with a Voltaic Key, (6u), tapping the Mana Vault again (9u), untapping the Mana Vault with the other Voltaic Key (8u) and then tapping the Mana Vault one last time. We now have 11u in our mana pool, and we use that to cast a Stroke of Genius (X equals 9), targeting ourselves. We’re now at 10 life. We draw Intuition, Intuition, Intuition, City of Brass, Abeyance, Tolarian Academy, Mox Diamond, Volcanic Island, Tundra, Lotus Petal.

Mind Over Matter
Our turn three: We draw Mox Diamond for our draw step, go to 9 life, thanks to our Mana Vault’s upkeep trigger, and play Tolarian Academy. We then cast our Lotus Petal and two Mox Diamonds, pitching Ancient Tomb and City of Brass to them, respectively. It should be pretty clear at this point that we’re going to win this game, but let’s just go through the motions for fun: Tap Tolarian Academy (uuuuuu) and cast Intuition (uuu floating), searching our library for three copies of Mind Over Matter. Our opponent gives us a Mind Over Matter off the Intuition, and we tap an Ancient Tomb in order to cast said enchantment. We pitch an Abeyance to Mind Over Matter to untap our Tolarian Academy, only to tap it again (uuuuuuu) to cast another Intuition (uuuu now floating). We search for three Time Spirals with this Intuition, and then tap the other Ancient Tomb in order to cast our Time Spiral. We untap the two Ancient Tombs and the Tolarian Academy upon Time Spiral’s resolution.

We’re at 5 life, thanks to our Ancient Tombs. We can’t take any more damage, lest we want to lose to a Fireblast. Off the Time Spiral, we draw Time Spiral, Time Spiral, Tolarian Academy, Windfall, Volcanic Island, Mana Vault, and Scroll Rack. We could do a number of things at this point, but I like just making a jillion mana and casting a Time Spiral. How we do this:

At the point when we have one card left—the Time Spiral—we should have 42 blue mana in our mana pool. Now we cast Time Spiral, leaving 36 blue mana floating and untapping our Tolarian Academy.

Off our second Time Spiral of the game, we draw Abeyance, Windfall, Mind Over Matter, Volcanic Island, Stroke of Genius, Ancient Tomb, and Mana Vault. From here, we discard everything but the Stroke of Genius to keep making mana with our Tolarian Academy, and we target our opponent with a Stroke of Genius, where X is somewhere in the seventies.

Force of Will
I didn’t play that game perfectly, but I just want to convey how easy it was for me to win as soon as turn three with the powerful cards available in this deck. Your opponent’s only hope is really Force of Will, which you have Abeyance for. Now, I realize that that was an Extended deck, but still—a consistent turn-three kill with intermittent kills on turns two and one (really!) does not a healthy constructed format make. Urza’s Legacy and Urza’s Destiny only exacerbated the problems with the combo decks, resulting in the first and only emergency ban ever and a grand total of seven cards now banned in Legacy: Frantic Search, Memory Jar, Tinker, Tolarian Academy, Windfall, Yawgmoth's Bargain, and Yawgmoth's Will.

When I was a kid just getting into Magic, I used to read this gaming magazine, published by Wizards of the Coast, called TopDeck. TopDeck was ultimately short-lived, but some of the articles in the magazine were very good. The one I’m thinking of is one written by Jamie Wakefield during Pro Tour: Chicago 2000, a Standard Pro Tour, which would ultimately be won by Kai Budde, piloting Rebels.

In an article titled “Wake-Up Call,” Wakefield and his friend Alan Webster have dinner with none other than Mark Rosewater, and they discuss the turbulent state of constructed Magic in 2000:

“So Mark,” I began. “How is it possible that the last year has produced so many powerful combo decks? How is it that R&D didn’t realize how broken the Urza block was?”

“You have to understand how we work,” he responded. “We work on one set at a time, and we only have so many play-testers. We didn’t quite realize how the free spells, fast mana, and card drawing would all combine to make such abusive decks. You have to see that it was the introduction of three separate things that combined to make those decks not only possible, but unfair.”

Here, Rosewater more or less throws the set developers under the bus. Which isn’t totally uncalled for; it should be abundantly clear that the combination of free spells, fast mana, and card-drawing would result in degenerate combo decks. It’s also worth noting that here, we get an idea of how the old playtest process worked: one set at a time, with a limited number of playtesters. I shudder to think how few playtesters you’d have to have to fail to realize how completely busted Urza’s block is.

“Well, that might be true, and I might have to let that slide,” I conceded. “But how do such powerful abusive cards like Time Spiral even see print? Even without any combo involved, surely you could see how undercosted it was?”

“I had nothing to do with Time Spiral,” Mark said defensively. Then he backed off a bit. “Well, almost nothing. I invented the free mechanic, someone else invented the revised Time Twister known as Time Spiral, and the development team decided that the free mechanic would be a neat effect to tack onto that card.”

Time Spiral
That second paragraph is a bit alarming. The development team “decided” that the “free mechanic” would be “neat” to tack onto a Timetwister.

I should take this time to acknowledge that hindsight is 20/20. I used to think I would’ve loved to develop Magic, and then I read this TopDeck article and decided the stakes were just too high.

Have you ever played Dominion? It’s a deck-building game, with multiple expansions. Of the games I’ve played—and I may be wrong here—it’s basically about exploiting your opponents, be it what they’re overvaluing or what they’re undervaluing and subsequently using that information with the cards available to beat them.

I am very bad at Dominion.

My mind just doesn’t work like that, I guess. Most brilliant minds do. My mind, however, is decidedly unbrilliant. I mention this because being able to identify and exploit all those little idiosyncrasies within a set, or even a block, is what makes a developer worth being on the payroll. I’d like to think I would’ve been able to identify that a free Timetwister is bad for the game, but honestly, I don’t know.

“Masticore.”

Mark dropped his eyes and started to pick at his food. “We didn’t think Masticore would dominate the game as much as it does.”

“Then, why wasn’t it banned?” I countered. “And today, I died to a second-turn Hatred. I don’t play Magic to die on the second turn. How come these cards aren’t banned once you know they’re mistakes?”

“Well, we try to ban as few cards as possible—” Mark began.

“But don’t you understand?” I interrupted. “By not banning some cards, you’re banning hundreds of other cards that aren’t as good. Cards that might see play but never will because of the inclusion of other cards. Cards that are just far better because of their low cost.”

“We try to ban as few cards as possible,” Mark repeated. “We really want people to be able to play with the cards they buy. The Banned List isn’t followed by just tournament players. There are a lot of casual players who never hit a tournament but keep track of that list. And if a card is banned, they don’t play it anymore. We’d be hurting them, too, so we try to ban as few cards as possible.”

“That may have been true in the past,” Alan joined in, “but I play with a lot of casual players, and they don’t have fun with the cards you don’t ban. I play a lot of blue, and a lot of the decks I make are very frustrating for the casual player.”

We’re pretty much forced to take Rosewater’s word for it here—that there’s a sect of players who don’t play in tournaments but who pay attention to the Banned & Restricted list—but it’s important to note that this fraction of Magic players (who may or may not be fictional) also have to deal with the cards that aren’t banned, whether they play in tournaments or not.

“How do you feel about that? About the decks you make?” Mark asked.

Alan was ready with his answer. “Well, I know enough that I’ll play them with a deck that I’m working on to the point where I see they’re frustrated, and then I switch decks. But there are cards out there that need to be banned that won’t have any effect on casual play. You know what I think? I think you need to think about the starter-level game. That’s just what casual players like, and there’s no way—no way at all—to move people from there to what Magic has become today. They bear no resemblance to each other. There’s no stepping stone at all from Portal Second Age to Hatred and Rec-Sur. Starter-level players would be aghast at moving to that type of deck.”

“You may not believe it, but our goal really is to get the game focused on big creature combat,” Mark responded. “Lots of fatties and the combat stage actually meaning something.”

“Well, you can tell with the Mercadian Masques cards,” Alan said. “That’s a much slower set.”

The Masques set is the result of people complaining about the Urza block,” Mark explained. “We thought people wanted faster games and better cards, so we gave it to them. Now they say that they want slower games and attack phases, so we’re giving that to them. Eventually, as we learn from our mistakes, the game will be what people want.”

Rising Waters
If you already realized that mistakes are better teachers than successes, you could’ve probably skipped large parts of this article entirely. What I’m trying to get at, in a sort of long-winded way, is that the blocks Urza’s and Masques had an equal hand in necessitating changes within Magic R&D.

That last paragraph details how the slower Masques block was actually a reaction to the powerful cards in Urza’s block. So, did players rejoice when Mercadian Masques was released, hailing a return to sanity and reason?

No! Players quit en masse! The same flawed cards were still in Standard, just now, they had a bunch of non-intuitive Mercadian Masques cards to back them up, including two of the most un-fun cards to ever see print: Rising Waters and Rishadan Port. They both eventually found a home in this prison-style mono-blue deck that would win Pro Tour: New York in 2000:

Prophecy, one of the hands-down worst expansions in recent memory, would add more cards to this deck, such as Chimeric Idol, Withdraw, Foil, and Spiketail Hatchling.

Rishadan Port
One block was the evil twin of the other: both universally disliked, but for different reasons. Where the cards from Urza’s block brought explosive wins that a fair-playing opponent was hard-pressed to deal with, so did Masques decks, only they won around turn two or so. Where you were restricted on which decks you could play within Urza’s block—if you can’t stop a turn-three kill, you might as well not bother showing up—so it went with the Masques decks: If you weren’t Rebels, you were Rising Waters, and those were virtually your two choices. It probably didn’t help that Rishadan Port was a $20 card, as a result of being able to go in any deck and also being the most powerful card in the set by a country mile.

I know I keep coming back to this article a lot, but one of the things I keep coming back to is how, in Magic, people don’t often know what’s best for them. They call for bannings, even when it’s not clear what the latent results of those bannings will actually be. They say they want less broken cards, and then when you give them Champions of Kamigawa, they throw their food all over the floor and go pick up poker—or something.

Randy Buehler was hired as part of the development team for Invasion, the first expansion released after the Masques block. Aaron Forsythe was hired shortly after. I don’t think this is a coincidence. Mark Rosewater and other certainly realized, in the wake of Combo Winter, that Magic had become too big to skimp on playtesters and developers. Ultimately, I’m grateful for those two blocks, not because of the cards in them, but because of the cards that they made possible in the future.

Jon Corpora

Pronounced Ca-pora

@feb31st

Works Cited

  • Rosewater, Mark. "Drive to Work #10 - Time Spiral." Audio blog post. Www.magicthegathering.com. Wizards of the Coast, 30 Nov. 2012. Web. 5 Jan. 2013. .
  • Wakefield, Jamie. "Wake-Up Call." TopDeck Apr. 2000: 12-13. Print

Sell your cards and minis 25% credit bonus