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Magic: The Gathering Drive to Work Podcast

Drive to Work #231 - Dark Ascension, Part 3

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

🗓️ 29 May 2015

⏱️ 35 minutes

🧾️ Download transcript

Summary

Mark continues with Part 3 of his 4-part series on the design of Dark Ascension.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm part of my driveway. We all know what that means. It's time for another drive to work.

0:05.0

Okay, so it's the third part of me looking at Dark Ascension, the design of Dark Ascension.

0:12.0

And so when last we left, I think I got up through F. So today we're starting with G.

0:17.0

And the first card is Gather the Townsfolk, which is a sorcery that costs one in a white, so two mana.

0:24.9

You make two one-one human creature tokens, but it has the fateful hour ability.

0:30.1

So the fateful hour ability says if you are at five or less life, instead of getting two tokens, you get five tokens.

0:37.8

So the design of the fateful Hour stuff, probably the design name, something like desperation

0:44.2

or something.

0:45.0

The idea was, in times of great desperation, you know, when you're closest to loss, when

0:52.1

you really got to buckle down that you're able to sort of do things to help you.

0:56.8

And the design of Fateful Hour, the idea was we want to give effects that would help you

1:02.5

when you're on the verge of losing, not lose.

1:05.6

And so token making is a good example.

1:07.1

Like, okay, I'm losing.

1:08.6

Well, getting a bunch of tokens might help me.

1:10.7

So on the Fateful Hour, it's like, well,

1:12.6

one W get two tokens, that's fine.

1:14.8

I mean, that's something we do all the time.

1:17.3

And the idea is, okay, and in special circumstances,

1:19.6

you can up it.

1:20.5

So, you know, early in the game,

1:22.3

getting two tokens for two men is fair.

...

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