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Magic: The Gathering Drive to Work Podcast

#1093: Fixed Mechanics

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

Duels Of The Planeswalkers, Games, Magic The Gathering, Leisure, Game Design, Mtg, Ccg, Mark Rosewater

4.8743 Ratings

🗓️ 8 December 2023

⏱️ 31 minutes

🧾️ Download transcript

Summary

Sometimes we make a mechanic and realize later that we could have done it better. This podcast talks about how we make new mechanics that are fixed versions of older ones.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm pulling on my driveway. We all know what that means. It's time for the drive to work.

0:06.0

Okay, so today is a topic I got from my blog. I'm going to talk about fixed cards.

0:13.0

And what I mean by that is sometimes we'll make a mechanic and we'll later realize that we could have done it better, that we could have done it differently.

0:23.5

And so we make a new mechanic with a new name that is similar to the old mechanic, but slightly different in some way.

0:31.2

That's what I'm talking about today.

0:33.5

Now, before I get into that, I should stress that oftentimes we will change how mechanics work.

0:40.2

Sometimes, for example, we will change them, but we won't change the name. We'll just retroactively

0:45.0

change them. A classic example will be Echo. Echo first appeared in Urza Saga. When you play an

0:51.9

Echo Creature, on the second turn it was in play, you had to cast it again.

0:57.1

You had to pay what's called the echo cost, which was equal to the mana cost.

1:02.3

When we brought Echo back in Time Spiral Block, we changed it.

1:06.9

So the cost you had to pay was ridden out.

1:10.3

In original, like in Urzosauga, it was always tied to the mana cost of the card.

1:15.7

So when we brought it back, we just eroded the old cards to have the mana cost as the echo cost.

1:24.7

So, I mean, the cards essentially played exactly how they did before.

1:29.2

It more expanded how we could use in the future. It didn't really change how any of the old cards worked.

1:34.5

Other examples, convoke or hideaway. You know, we've definitely taken things where we want to

1:41.1

change them a little bit, but we feel it's not so much that we need to change the name.

1:46.4

And then there are stuff like companion, I guess, which we realized we had done something wrong,

1:50.8

and right in the moment we sort of eroded it to fix it because it was broken.

1:54.8

That's an abnormality. We don't do that kind of thing very often.

1:58.5

Companion might be the only time that I can think about having done that.

...

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