Hello, and welcome to this edition of Sullivan’s Satchel. I’m writing this in the aftermath of a comprehensive set of bans to a variety of formats. This was the first internal conversation about banning updates where I weighed in heavily and I had a few specific horses in the race. I don’t want to unpack everything here, but I felt (and feel) very strongly that the worst-case scenario was banning a bunch of stuff, only to have the new best thing get built around something that was close to getting banned and had probably outstayed its welcome in its specific format.
I think all the cards in question were some combination of massive rate outliers, low-opportunity-cost ways to win long games that crowded out other options, cards that facilitated fast combo kills, and/or were cards that would be impossible to balance the format around in the long-term. I think the bannings are efficient in that they effectively unban a bunch of stuff that had been powered out of their format, and hopefully the increased possibility space plus healthier play patterns more than compensate for people losing their cards, especially over a long horizon. It was and is painful in some respects, but I’m confident things will be better long-term for it.
With that, the questions. As always, you can send in yours to [email protected] or DM on Twitter @BasicMountain. One question will win Question of the Week and receive $25 in store credit, on top of receiving my blessing.
Eric Wong asks:
I have a lot of fondness for the weird types in Fallen Empires. For as much as that set gets dumped on for being low-powered and a bit boring, as a kid I thought the tone was pretty incredible — a more localized Dungeons & Dragons experience in contrast to the broad, sweeping execution of Alpha, like being transported from reading the Monsters Manual to being put in the middle of a campaign. Even the non-Human and adjacent creature types felt like they had to buy in, so the creatures weren’t ambient parts of the environment, but active agents in conflict.
I still love the execution of Thallids and Homarids. Thallids were extremely popular in spite of being very weak, and in some respects they serve as a precursor to tokens-matter, graft, moving things around, and other mechanics and concepts that still inspire designs today. Homarids get better or worse depending on where they are in alternating turns, and that’s not the most different thing from Day/Night. Very few people remember this stuff because the power level was so low that they barely got played at the time, much less today, but a reboot of those types, with more power and some tweaks, would make me very happy (to be clear, I think this is extremely unlikely).
Pulling from something a bit more recent, I love Wizards. I think doing “spells matter” on a bunch of creatures is a good way to get the “spells matter” experience without creating games lacking interaction points. The incentive structure of “I want a mix of spells, and a mix of creatures that pay me off for playing with spells” naturally creates some cool deckbuilding incentives and puzzles as well. I don’t know how much more material support Wizards can absorb — it’s already one of the better creature types in Pioneer and even shows up in Modern every now and again — but I think Wizards are very fun, novel, materially different from other tribes, and gives a home to certain types of cards that are otherwise out of place in a creature type-focused experience.
From Chance:
The short answer: it’s much harder to balance Standard (or any other Constructed format) than Limited. Some examples/reasons:
All this adds up to a reality in which it’s easier to get Limited most of the way right with some “paint by numbers” methodology that in no way applies to balancing Standard. I think Play Design takes Limited very seriously and spends the time taking it from “good” to “great,” but they aren’t remotely comparable challenges.
From Turkey Time:
I think all of them might suck? Maybe that’s an exaggeration, but I remember playing a ton of Magic twenty years ago with play patterns that aren’t even close to acceptable by current sensibilities — all counters, all land destruction, Turn 2 Yawgmoth’s Bargain kills — and the thing I remember most fondly was how much “variety” there was. This is obviously total crap. To the extent there was variety it was subsidized by people playing awful decks (is that what I remember fondly? winning a lot?) and among people who “knew” what was going on the terms of engagement were extremely limited. You either had to win extremely quickly or prevent your opponent from resolving a game action. It simply would not hold up today.
I’d guess Invasion/Odyssey Standard would hold up the best. Plenty of stuff to do, games were slow, mana wasn’t embarrassing by modern standards. Very low confidence that it would be any good in absolute term — the amount of games and distribution of information now compared to even people preparing for the Pro Tour is worlds apart. In a competitive sense it isn’t even really the same game.
Lastly, the Question of the Week, from Joseph Schuster:
There are a lot of mechanics that play in this space — cycling, scry, even kicker are ways of introducing modality and protection from the worst parts of Magic’s variance (someone doesn’t get off the ground) without dampening the replayability too much. With Best-of-One a more supported format, giving people maindeckable ways to interact with fringe card types (say, Dissenter’s Deliverance) is a priority as well.
These mechanics can appear similar, but I think the modal DFCs are a vast improvement over cycling. I’m cooler on cycling than the average designer, so take that with a grain of salt, but in terms of getting the upside without the downside it isn’t close. Compare Jwari Disruption to Censor, about as close of a comparison as you can get.
Jwari Disruption is way more reliable in terms of alleviating screw and preventing mulligans. It’s actually a land when you want it to be, whereas Censor gives you a shot at one if you spend mana. Not being on the hook for mana (to say nothing of it requiring blue, which your opening hand may not have) and knowing for sure that you have a land instead of a redraw lets you keep hands more often and with more confidence.
In spite of that, Jwari Disruption isn’t stripping all the variance out of the game, because you actually have to make do with either half of the card, and there are plenty of spots where neither a blue land that enters the battlefield tapped nor a two-mana Force Spike is a card you want in your hand.
That’s the contrast with Censor, and why Censor is a much riskier and more insidious design. The opportunity cost of drawing it isn’t especially high outside of your opening hand (and even then we aren’t talking much), and you’re never on the hook to make lemonade out of lemons. Part of this is a rate issue (Censor is just much more powerful), but even if you controlled for that, Censor introduces a heap of issues that Jwari Disruption doesn’t.
All these mechanics play in the same sandbox and share some goals, but as a rule I’m a big fan of modal designs that force you to make do with something on the text box instead of bailing on the text box altogether when the text box isn’t desirable. I think there’s room for all of it, but I think the modal DFCs are a huge step forward for helping alleviate the worst parts of Magic’s variance and hope to see more mechanics like it.
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