Last week, we began to assemble a design skeleton for Life (the first set of the hypothetical sea-based block Life, The Universe, And Everything) and I received an interesting response when I asked you about the pace of assembling the initial skeleton. If you look at it now, you’ll see that the majority of the respondents were fine with the pacing, and approximately equal numbers fell to either side.
That’s not how it was at the start. I didn’t post anything about last week’s article on social media outlets until almost twenty-hours after it went up, and the initial response to the poll (with an admittedly small sample size) indicated that I’d glazed over the skeleton building. I suspect the shift has to do with the initial readership consisting of more people casually browsing GatheringMagic and the latter consisting of diehard design enthusiasts, but why don’t we find out for sure?
[poll id=150]
With that, I’m going to let things sit as they are, but I’ll once again point to Mark Rosewater’s article on the subject for anybody looking for a more involved look at picking creature sizes and mechanics.
The Heart of the Matter
We left off with a discussion of a returning mechanic and a common design skeleton that looked like this:
CW01 – creature, small, team pump
CW02 – creature, small, flying, enchantment removal
CW03 – creature, medium, flying
CW04 – creature, small, first strike
CW05 – creature, small, vigilance
CW06 – creature, small, flying
CW07 – creature, medium, lifelink
CW08 – creature, medium
CW09 – creature, small, flash
CW10 – creature, small, flying
CW11 – creature, small
CW12 – sorcery, token making
CW13 – instant, tapping
CW14 – instant, protection granting
CW15 – sorcery, enchantment removal
CW16 – instant, life-gain
CW17 – sorcery, pump, flying granting
CW18 – enchantment, Aura, creature removal
CW19 – enchantment, Aura, boon
CU01 – creature, small, flying
CU02 – creature, small, mills
CU03 – creature, medium, flying
CU04 – creature, large
CU05 – creature, small, hexproof
CU06 – creature, small, flying
CU07 – creature, small, bounces
CU08 – creature, medium
CU09 – creature, small
CU10 – sorcery, card-drawing
CU11 – instant, bounce
CU12 – instant, counterspell (hard)
CU13 – instant, counterspell (soft)
CU14 – sorcery, mill
CU15 – sorcery, card drawing
CU16 – instant, −X/−0
CU17 – sorcery
CU18 – enchantment, Aura, creature removal
CU19 – enchantment, Aura, boon
CB01 – creature, small, intimidate
CB02 – creature, small, deathtouch
CB03 – creature, small, lifelink, haste
CB04 – creature, small, flying
CB05 – creature, small, enters-the-battlefield (ETB) discard
CB06 – creature, small
CB07 – creature, medium, intimidate
CB08 – creature, medium, creature revival
CB09 – creature, medium
CB10 – creature, medium
CB11 – sorcery, creature kill
CB12 – instant, −X/−X
CB13 – instant, +X/+0
CB14 – sorcery, discard
CB15 – sorcery, draw cards and lose life
CB16 – sorcery, edict (target player sacrifices a creature)
CB17 – sorcery, drain player
CB18 – sorcery, creature revival
CB19 – enchantment, Aura, boon
CR01 – creature, small, haste
CR02 – creature, small, first strike
CR03 – creature, small, firebreathing
CR04 – creature, small, damage player
CR05 – creature, small
CR06 – creature, medium, haste
CR07 – creature, medium, intimidate
CR08 – creature, medium, trample
CR09 – creature, large
CR10 – instant, +X/+0, trample
CR11 – instant, damage creature or player
CR12 – sorcery, damage player
CR13 – instant, artifact destruction
CR14 – sorcery, panic effect (“can’t block”)
CR15 – sorcery, damage creature or player
CR16 – instant, damage creature
CR17 – sorcery, threaten effect (gain control of creature until end of turn)
CR18 – instant, first strike granting
CR19 – enchantment, Aura, boon
CG01 – creature, small, deathtouch
CG02 – creature, small, reach
CG03 – creature, small, mana producing
CG04 – creature, small
CG05 – creature, medium, flash
CG06 – creature, medium, reach
CG07 – creature, medium, vigilance
CG08 – creature, medium
CG09 – creature, medium
CG10 – creature, large
CG11 – creature, large, trample
CG12 – instant, +X/+X
CG13 – sorcery, life-gain
CG14 – instant, hexproof granting
CG15 – sorcery, land searching
CG16 – instant, artifact/enchantment removal
CG17 – instant, fog effect (prevent all combat damage)
CG18 – sorcery, flyer removal
CG19 – enchantment, Aura, boon
CA01 – equipment, power/toughness boost
CA02 – Equipment, evasion granting
CA03 – mana related
CA04 – sac effect
CL01 – color fixing
CL02 – ETB untap a creature
Before we pick between adding scry, cascade, or morph to the file, we’d do well to figure out what else is going on here mechanically. I’m inclined not to make any sort of swimming ability and leave the dichotomy of being above or below the surface in the capable hands (wings?) or flying, most notably the skyships that this world’s Pirates sail about on.
What better place to start, then, than defining said Pirates mechanically? The Pirate life has a lot of aspects to explore: plundering ships, digging for buried treasure, mutiny, curses, and perhaps most importantly, being part of a crew. All great captains in history have had ships full of sailors behind them, and making sure that Pirates work well in groups will do a lot to make them play like the scurvy dogs they are.
Shanghaied
A lots of tribes play well in numbers—that’s the point of Goblin Chieftain and friends—but in my mind, one people really stands out from the rest: Lorwyn’s Merfolk. There’s more at work here than just cards that benefit your finned friends; the Merfolk in Lorwyn fit together to form intricate machines far more powerful than the sum of their parts.
I’m not sure that Pirates need to reach quite that level of Johnny ecstasy, but this train of thought certainly got me wondering about what could replace the taps/becomes-tapped model. The major constraint is that the interlocking abilities need to work and feel natural alone. To start, I went back to that list of Pirate hobbies I made; what has a nice, straightforward mechanical implementation? Looting, which now conveniently fits in red.
This option is perfectly plausible, but it would be great to represent the ships, too. I wanted the crew to be aboard, but trying to have multiple creatures acting as a single ship quickly started to slip into banding territory, and I decided to look for a new approach. What if the captain had control of the ship, and the crew just helped him out?
Yo, dawg, I heard you like keywords, so I put a keyword in your keyword so you can read reminder text while you read reminder text.
Okay, maybe that’s a bit ambitious. What if we took a hint from the saying that, “A captain goes down with his ship?”
With this approach, a lot of Pirates would need enters-the-battlefield abilities, which is less flavorful than the saboteur triggers that the first option allows. Between that, the fact that this approach doesn’t really scale with more ships to board, and the difference in comprehension complexity, I’d rather take the first approach.
Restructuring
With that decided, it’s time to start molding the design skeleton around this set’s needs. We can change one of blue’s draw spells into some sort of Sift variant, make one of black’s discard effects hit every player, and add more looting to red. But beyond that, the fact that Pirates want to play in three colors means that we want to make this Limited environment more multicolored-friendly than the norm, and the best ways to do that are adding more color fixing and slowing down the environment. Let’s specify CA03 a bit further as a color fixer, leaving us with the changes in bold:
CW01 – creature, small, team pump
CW02 – creature, small, flying, enchantment removal
CW03 – creature, medium, flying
CW04 – creature, small, first strike
CW05 – creature, small, vigilance
CW06 – creature, small, flying
CW07 – creature, medium, lifelink
CW08 – creature, medium
CW09 – creature, small, flash
CW10 – creature, small, flying
CW11 – creature, small
CW12 – sorcery, token making
CW13 – instant, tapping
CW14 – instant, protection granting
CW15 – sorcery, enchantment removal
CW16 – instant, life-gain
CW17 – sorcery, pump, flying granting
CW18 – enchantment, Aura, creature removal
CW19 – enchantment, Aura, boon
CU01 – creature, small
CU02 – creature, small, mills
CU03 – creature, medium, flying
CU04 – creature, large
CU05 – creature, small, hexproof
CU06 – creature, small, flying, loots
CU07 – creature, small, bounces
CU08 – creature, medium, grants flying
CU09 – creature, small
CU10 – sorcery, card-drawing
CU11 – instant, bounce
CU12 – instant, counterspell (hard)
CU13 – instant, counterspell (soft)
CU14 – sorcery, mill
CU15 – sorcery, card drawing (Sift-style)
CU16 – instant, −X/−0
CU17 – sorcery
CU18 – enchantment, Aura, creature removal
CU19 – enchantment, Aura, boon
CB01 – creature, small, intimidate
CB02 – creature, small, deathtouch
CB03 – creature, small, lifelink, haste
CB04 – creature, small, flying
CB05 – creature, small, triggered discard
CB06 – creature, small
CB07 – creature, medium, intimidate
CB08 – creature, medium, creature revival
CB09 – creature, medium
CB10 – creature, medium
CB11 – sorcery, creature kill
CB12 – instant, −X/−X
CB13 – instant, +X/+0
CB14 – sorcery, each player discards
CB15 – sorcery, draw cards and lose life
CB16 – sorcery, edict (target player sacrifices a creature)
CB17 – sorcery, drain player
CB18 – sorcery, creature revival
CB19 – enchantment, Aura, boon
CR01 – creature, small, haste
CR02 – creature, small, first strike
CR03 – creature, small, firebreathing
CR04 – creature, small, damage player
CR05 – creature, small, loots
CR06 – creature, medium, haste
CR07 – creature, medium, intimidate
CR08 – creature, medium, trample
CR09 – creature, large
CR10 – instant, +X/+0, trample
CR11 – instant, damage creature or player
CR12 – sorcery, loots
CR13 – instant, artifact destruction
CR14 – sorcery, panic effect (“can’t block”)
CR15 – sorcery, damage creature or player
CR16 – instant, damage creature
CR17 – sorcery, threaten effect (gain control of creature until end of turn)
CR18 – instant, first strike granting
CR19 – enchantment, Aura, boon
CG01 – creature, small, deathtouch
CG02 – creature, small, reach
CG03 – creature, small, mana producing
CG04 – creature, small
CG05 – creature, medium, flash
CG06 – creature, medium, reach
CG07 – creature, medium, vigilance
CG08 – creature, medium
CG09 – creature, medium
CG10 – creature, large
CG11 – creature, large, trample
CG12 – instant, +X/+X
CG13 – sorcery, life-gain
CG14 – instant, hexproof granting
CG15 – sorcery, land searching
CG16 – instant, artifact/enchantment removal
CG17 – instant, fog effect (prevent all combat damage)
CG18 – sorcery, flyer removal
CG19 – enchantment, Aura, boon
CA01 – equipment, power/toughness boost
CA02 – Equipment, evasion granting
CA03 – color fixing
CA04 – sac effect
CL01 – color fixing
CL02 – colorless producing, sac to draw
Of course, Pirates aren’t all there is to the world, and Life is going to need at least one more new mechanic. In an effort to evoke the high seas, we’ll want players to feel that they’re exploring and uncovering the mysteries that lie below. We need green and white to take part in a theme for the sake of Limited, and they aren’t exactly the colors of mystery, so we’ll leave that theme for the returning mechanic and look toward adventure.
Charting Progress
The theme of exploration has historically been tied to lands. That is . . . the theme of Exploration has historically been tied to lands. That’s fine if it works, and it fits well in white and green, but playing Exploration doesn’t feel like you’re exploring. That gameplay demands an element of the unknown. These themes together immediately made me think of hideaway. I experimented with a bunch of alternatives, but in the end, I decided that cascade is a good enough fit for exploration that it’s not worth trying to shoehorn morph into the set, and unfortunately, scry does more to remove mystery than anything else.
Cascade will work better at a low density, so I’m restricting it to Naya colors (R/G/W), and that means we need a mystery-evoking mechanic that’s not in red. Moreover, these themes occupy similar space, and we need to make sure to keep them mechanically distinct so the set doesn’t feel monotonic.
Dredging Up Ideas
While thinking about sunken ships, it occurred to me that the graveyard could serve our purposes, but run-of-the-mill Disentomb effects certainly don’t feel mysterious. The issue is that normal recursion doesn’t play like drawing a card—it plays like a Demonic Tutor from (what is usually) a much smaller library. Recurring random cards will let a dredge variant fulfill its original purpose of drawing cards from graveyards without changing Magic into something unrecognizable.
Bulking Up
With our mechanics in place, we’re free to finish a preliminary sketch of Life’s commons. Interestingly, blue end up with the least to do, but that’s probably for the best—it will naturally have more tropes to play up than the other colors.
CW01 – creature, small, team pump
CW02 – creature, small, flying, enchantment removal
CW03 – creature, medium, flying
CW04 – creature, small, first strike
CW05 – creature, small, vigilance
CW06 – creature, small, flying
CW07 – creature, medium, lifelink
CW08 – creature, medium
CW09 – creature, small, flash
CW10 – creature, small, flying, trawl
CW11 – creature, small
CW12 – sorcery, token making, cascade
CW13 – instant, tapping
CW14 – instant, protection granting, trawl
CW15 – sorcery, enchantment removal
CW16 – instant, life-gain
CW17 – sorcery, pump, flying granting
CW18 – enchantment, Aura, creature removal
CW19 – enchantment, Aura, boon
CU01 – creature, small
CU02 – creature, small, mills
CU03 – creature, medium, flying
CU04 – creature, large
CU05 – creature, small, hexproof
CU06 – creature, small, flying, loots
CU07 – creature, small, bounces
CU08 – creature, medium, grants flying
CU09 – creature, small
CU10 – sorcery, card-drawing
CU11 – instant, bounce
CU12 – instant, counterspell (hard)
CU13 – instant, counterspell (soft)
CU14 – sorcery, mill
CU15 – sorcery, card drawing (Sift style)
CU16 – instant, −X/−0
CU17 – sorcery, reorder top cards
CU18 – enchantment, Aura, creature removal
CU19 – enchantment, Aura, boon
CB01 – creature, small, intimidate
CB02 – creature, small, deathtouch
CB03 – creature, small, lifelink, haste
CB04 – creature, small, flying
CB05 – creature, small, triggered discard
CB06 – creature, small
CB07 – creature, medium, intimidate
CB08 – creature, medium, creature revival
CB09 – creature, medium
CB10 – creature, medium, trawl
CB11 – sorcery, creature kill
CB12 – instant, −X/−X
CB13 – instant, +X/+0
CB14 – sorcery, each player discards
CB15 – sorcery, draw cards and lose life
CB16 – sorcery, edict (target player sacrifices a creature), trawl
CB17 – sorcery, drain player, trawl
CB18 – sorcery, creature revival
CB19 – enchantment, Aura, boon
CR01 – creature, small, haste
CR02 – creature, small, first strike
CR03 – creature, small, firebreathing
CR04 – creature, small, damage player
CR05 – creature, small, loots
CR06 – creature, medium, haste
CR07 – creature, medium, intimidate
CR08 – creature, medium, trample
CR09 – creature, large
CR10 – instant, +X/+0, trample
CR11 – instant, damage creature or player
CR12 – sorcery, loots
CR13 – instant, artifact destruction
CR14 – sorcery, panic effect (“can’t block”)
CR15 – sorcery, damage creature or player
CR16 – instant, damage creature
CR17 – sorcery, threaten effect (gain control of creature until end of turn), cascade
CR18 – instant, first strike granting
CR19 – enchantment, Aura, boon
CG01 – creature, small, deathtouch
CG02 – creature, small, reach
CG03 – creature, small, mana producing, trawl
CG04 – creature, small
CG05 – creature, medium, flash
CG06 – creature, medium, reach
CG07 – creature, medium, vigilance
CG08 – creature, medium
CG09 – creature, medium
CG10 – creature, large, trawl
CG11 – creature, large, trample
CG12 – instant, +X/+X, trawl
CG13 – sorcery, life gain
CG14 – instant, hexproof granting
CG15 – sorcery, land searching
CG16 – instant, artifact/enchantment removal
CG17 – instant, fog effect (prevent all combat damage), cascade
CG18 – sorcery, flyer removal
CG19 – enchantment, Aura, boon
CA01 – equipment, power/toughness boost
CA02 – Equipment, evasion granting
CA03 – color fixing
CA04 – sac effect
CL01 – color fixing
CL02 – colorless producing, Sac to draw
Putting It to the Test
From here, the next step is designing a bunch of commons to playtest with. So, for next week, I want to see your WHITE common designs for Life. You can post them in the comments, tweet them to me @JulesRobins, or e-mail them to me (julesdrobins at gmail dot com). I’ll try to adapt everything to fit together, and I’ll fill any remaining holes.
Just remember that the skeleton merely outlines requirements we need to fill; don’t throw out a good design just because it doesn’t fit a prescribed slot; things can always be reworked. I hope by this time next week, we’ll be able to move on through the other colors. I’ll see you then!