Round 2 of the Great Designer Search 2 was a fifty-question multiple-choice quiz. The top ~100 people in the quiz will move on to submit actual world and card designs, which will then be narrowed down to a final 8! Partly to share and partly to think through my own answers, I wrote my thoughts and reasons for answering the way I did on each question. I don’t have time to format this to show the question and my answer, so for maximum functionality I recommend opening up the quiz page in a separate window.
Some were easy, some put me through an absolute wringer. Here we go…
1) C: Black is the only color with both haste and lifelink.
2) A: Blackcleave Goblin says black can have haste + one other keyword ability at common, and in fact it doesn’t get haste at higher rarity often, and when it does it's never as a double scoop of French vanilla only, it always has something more complex going on.
3) C: Lifelink is only on white and black, shroud only on green and blue. The other four options all have a color that can do both.
4) B: Flash, redirection, and low power/high toughness are heavily blue, and redirection is also red, leaving blue-red as the best option here. Green has more flash, but red has flash as well, and in this case it's needed for the effect.
5) E: Discard is the only ability here that is mono-colored by current pie standards (and one of the reasons I opted to give red a sliver of discard in the essay portion).
6) E: While they absolutely have given "giant growth" to flash ETB creatures, it is the only one that could still have a use on a non-flash creature. All other cards would outright not work or be frustratingly terrible without flash.
7) A: White has an established corner of the bounce pie where it can bounce its own stuff.
8) A: Common. Simple bounce spells like this would be out of place at higher rarities. See Glint Hawk, Kor Skyfisher, and Narrow Escape. This is an interesting, not-broken ability for white to have in Limited too, another reason for common status.
9) E: The rules never allow a card you don't own to be in your hand, library, or graveyard, and returning to "controller's hand" would break this rule.
10) D: Red and white have first strike but not regeneration, so it could not be this combo.
11) E: Abilities that tend to render each other moot on the same creature are a design no-no that has been discussed in columns by Maro over the years. Also the other answers are just not even close to this one.
12) E: While green does have vigilance in limited quantities, blue doesn't, and that would leave the card with absolutely nothing blue about it. A, C and D *could* be monogreen cards, but at least those abilities are blue enough that it would feel fine to be blue-green.
13) C: A demon that forces discard is pure blackness. As stated above, black is the only color with discard.
14) C: Unless R&D costed to the point of unplayability, this creature would warp Limited at uncommon, but there's nothing particularly "mythic" about it.
15) C: The key is "as a demon." Demons historically have some controller-punishing drawback as part of the flavor of being a demon.
16) B: Interesting question, because there are ZERO pure vanilla "bears" in red, blue, or black. That would make all three inappropriate, but blue is the most inappropriate because it has the fewest 2/2 for 1U of *any* kind at common (three in regular sets, one "un"), and this is clearly a common card.
17) B: It would be an insult to development to suggest that design creates vanillas to "ease the burden" on dev.
18) A: Springjack Knight is the only common creature in Magic history that grants double strike in any way. The others have all appeared at common many times.
19) E: I answered this one before even reading the question. When I read the card, I thought, "Why isn't this an instant or sorcery? Being an enchantment does nothing for the card, and if a set wants more enchantments, then tweak this to have a reason it might actually stick on the creature for a bit."
20) B: You can't equip opposing creatures, making this one terrible spell in equipment form.
21) C: Lands are the only other permanent type that black has the ability to destroy without help from other colors, and there are several "destroy creature or land" cards in black's history.
22) A: Tumble Magnet at common in Scars of Mirrodin suggests that's where this would be, too. Large sets have common mill cards of a Tome Scour/Jace's Erasure level of impact, and that's where this card falls in terms of how much it would mill without shenanigans.
23) B: There are no artifact creatures in all of Mirrodin block or Scars of Mirrodin that care about having charge counters on them.
24) C: The other reasons are definitely "positive effects this rule has on the game," but preventing a neverending game with a stalled board and empty libraries is the one that is why it has to be there. We hate draws!
25) E: All other answers are contradicted by exiting PWs. Jace 2.0 (A), Gideon (B), Sarkhan the Mad (C), any planeswalker with two versions (Jace, Sarkhan, Chandra, Elspeth, Ajani) (D)
26) B: Urza's Saga has a definite "enchantments matter" sub-theme throughout, certainly far more than any of the other blocks listed.
27) D: There are a couple of common white bears that sacrifice to destroy an enchantment, and white has a history of common creatures that destroy enchants when ETB (Aven Cloudchaser, Absolver Thrull, Cloudchaser Eagle) etc.
28) D: Modular mechanics do not necessitate the inclusion of other cards containing the mechanic. Infect is the only mechanic here that says to the deckbuilder, "You'd better include lots of this if you're going to run any."
29) E: This is the first question of the bunch that really had me going...wha?! They are all fairly odd cards, but all similarly so, such that it was tough to figure out which one had the “worst design.” So much so, I figured there was something I was missing. Then I think I found it. "Landfall" is not a keyword, it's an ability word. Per the rules:
"An ability word appears in italics at the beginning of some abilities on cards. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules."
It seems bad to have a card that gives a creature a bonus based on a word that doesn’t technically have any meaning on the comprehensive rules, so I’m pretty sure this is E. Maro said they weren't doing "trick questions" so maybe I'm wrong, but does having four keywords and one ability word constitute a trick, or is it an "on-board trick?"
30) D: Flavor-based decks like this are very Vorthos.
31) C: Agonizing question number 2! This is borderline unfair in the sense that there is not a clear answer you can point to with overwhelming examples from card history like you can with most questions in this quiz—particularly if you consider each of these abilities as literally stated below. I’ll consider each one by one.
A) "Ping" abilities feel more uncommon than common now (Prodigal Pyromancer (twice), Cunning Sparkmage, and Brimstone Mage), although Vithian Stinger and Viashino Fangtail are recent exceptions. Even though there are recent examples at common, the four pingers that have seen print since Vithian Stinger have all been uncommon. I think generally pingers should be uncommon to keep them from rendering one-toughness creatures so fragile in Limited, and I expect common pingers in the future only when it doesn't warp Limited.
B) This feels like the "trick" answer. While 1 point of damage prevention feels very common, there has actually never been a creature that prevents 1 to creatures and NOT to players, too. Ever. I don't think they would print this without printing the player clause along with it.
C) Only Ballynock Trapper and Minister of Impediments have had this at common without an activation cost, but it's worth noting that this ability has NEVER appeared on a card outside of common, and there are two commons that have had it in the last ~5 years.
D) This has never been done without a mana cost at common and is right out.
E) Only Ghost Warden has had this at common without a limitation or mana cost. Infantry Veteran gets it with attack clause. It feels like this is a definite possibility. The creature exists at common in tenth edition, which was the same era as the trapper example above. Leonin Battlemage had this ability at uncommon, for what it’s worth.
So this is a sick spot. I dismissed the trick answer B, leaving C and E, and narrowly went with C because there are a couple of recent examples of tapping a creature without a mana cost at common, and only one that pumps for +1/+1. I will be quite angry if the answer is B, because that specific ability literally does not exist on any card in the game, and annoyed if it's E, because it's a close call but recent history is still on the side of tapping. Still, this feels like it comes down to what Maro thinks, and I'm honestly not sure.
32) C: Last Gasp is the only one where scaling up the number doesn't have a dramatic impact on the card’s effect on the game. If you made the number "20" on all cards, Last Gasp is the one that's still just a one-for-one removal spell.
33) A: In http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr57 "harmony" is stated at white's goal, and white likes “order” which is reflected in the “pattern” comment.
34) A: Golgari is about black and green crossing over in graveyard-as-a-resource space, and flashback is the only mechanic here that does that.
35) E: This comes down pretty quickly to life gain and token making, but in the end, there are a similar number of instants and sorceries with lifegain, while token-making is heavily sorcery, as it is often a pseudo-creature card, and thus happens more often at sorcery speed.
36) E: That Spike does not need to be designed for is one of the classic misunderstandings about the psychographic. Magic is heavily designed for Spike, including any card you would think of as “just for Limited.”
37) A: Color and managing abilities relative to the pie is at the heart of design. As for the others, "Creature Type" is more creative, mana cost is development, P/T is development, and rarity is in second place, but is also more development, who tune the Limited play experience. Design does care about rarity, but not like design cares about color. They are the caretakers of the color pie.
38) B: Boils immediately down to Vigilance vs. Can't Be Blocked, with a nod to "as though it weren't blocked" because it's a rarely-seen ability, although fully green. There are more recent examples of green vigilance than green "two or more" (that don't need mountains). Also, green recently getting intimidate suggests that intimidate is the version of green evasion we will be seeing like this, and the two-or-more mechanic is so distinctly red I don't see why they would put it on a green creature.
39) D: Pretty straightforward. While they make "chase cards" at rare to help move new sets, the notion of moving a card to uncommon because it is a tournament-level card is silly.
40) E: Lots of great reasons for variance of the draw are listed here, but design is most concerned with design space, and without the variance of the draw, a huge class of cards--library manipulation--would be lost. For the game itself, I'd say the answer is C, but for design, it's E, having more design space.
41) E: Back to Nature says "Destroy all enchantments" is an uncommon thing now. Sorry Tranquility.
42) B: Cycling is the least parasitic, it does not force you into other cards in any way. You can decide to play a cycling card entirely on its own merits, it doesn't dictate any other card inclusions.
43) D: As Maro mentions in the article linked in the previous question, Kamigawa was very parasitic. Soulshift working only with spirit creatures and splice working only with arcane creatures made the set very parasitic. There were few older cards that worked with newer cards.
44) A: This one was the other ass-kicker in my opinion. I will be surprised if it is not one of these two, though:
A) Flanking not working against other flankers wasn't intuitive to many players and thus was often played incorrectly.
B) Flanking only worked on attacking and not on blocking, limiting the number of interactions it created.
Both of these are things bushido "fixed," so I feel it is one of the two. There are good arguments for each:
A) "Player intuition" has been a hot-button issue for the game, to the point that it led to many of the M10 rules changes. If people intuitively want to play your mechanic differently than it is designed, the problem is with the design, not the players. That being said, was this really a problem? Were people misplaying the mechanic? I don't know, I don’t think I did. If this was a legitimate thing that happened and not just a red herring, it's probably this.
C) This is another legit issue addressed with bushido. Creating more interactions is a good thing for a combat mechanic like this.
However, I found this Rosewater quote that has me leaning a bit. It is in reference to keywords vs. ability words, but it compares flanking to bushido:
http://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/daily/mr342n
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Bushido (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
Can you see the important difference between them? Bushido works on defense, but that’s not the relevant part. The important part shows up in flanking. It’s the “creature without flanking” section. You see, flanking is self-referential. Flankers don’t flank other flankers. What this means is that the mechanic cannot work without a keyword. Without a keyword to reference, there is no way for the cards to know what they can’t “flank” against. Bushido, on the other hand, could work just fine written out on every card. The flanking mechanics of the world have to be keyworded, while the bushido mechanics are keyworded on a case by case basis.
I think calling this out demonstrates that the self-referential part might have caused some confusion, and he certainly dismisses the “on defense” part quickly. Keep in mind, though, this was not an aside on what was wrong with flanking per se.
If A is true, then I believe it’s a more significant problem for the mechanic than the “no defense” aspect, as there are many mechanics that are only relevant when the creature is attacking.
In fact, I think I’ve talked myself into more confidence on this one. There are plenty of mechanics that are only relevant when attacking, so can that really be considered the “big drawback” of flanking? If it ran against intuition, then it’s trouble, though, and none of the other options offered seem like big enough design problems to warrant an answer on the GDS2 quiz, while the issue of player intuition is a major big-picture issue for R&D that does warrant an answer.
45) A: White. Note that the one missing here is the one we had to identify above. I think Maro wrote one for each color, then split it off and turned it into two questions.
Black: "Morality? There's no such thing as morality. It's a construct of the weak to justify their actions."
Red: "What value is there in thinking about tomorrow? Who knows if we'll even be alive tomorrow?"
Green: "Everybody is trying so hard to change everything that they sometimes miss that things don't need to be changed."
Blue: "Any problem that is understood can be solved."
46) B: Devastating Summons edges out Clone. Clone isn't *super* Johnny like the other ones are, but copying a creature can certainly be part of wacky shenanigans more so than decimating your mana base for two vanilla creatures can Devastating Summons is more Spike.
47) A: Permanents that create creature tokens upon creature death basically always have the "nontoken" clause to avoid an easy infinite cycles with any cost-free sacrifice outlet. While vamp over zombie, the tap clause, etc. are all odd choices, the thing that needs to change for this not to be potentially broken is the lack of the nontoken clause.
48) C: Six!
• Æther Adept
total vanilla after first turn in play
• Ambassador Oak
total vanilla after first turn in play
• Gravedigger
total vanilla after first turn in play
• King Cheetah
total vanilla after first turn in play
• Rotting Legion
total vanilla after first turn in play
• Vulshok Berserker
total vanilla after first turn in play
• Bog Raiders
NOT vanilla
• Canyon Minotaur
Vanilla from first turn in play, not virtual, it is vanilla
• Riptide Crab
Not vanilla ever
• Squadron Hawk
Sneaky! French vanilla after first turn in play, but that ain’t vanilla!
49) C: The Heralds are mythic-fetchers in Shards of Alara, invokers are “8: do something” cards at common in ROE, Rest for the Weary is part of a cycle of landfall spells at common in WWK, and Steppe Lynx part of a cycle of +2/+2 landfall creatures in ZEN. Martial Coup by process of elimination as much as anything.
50) D: Mark Rosewater has raised his concern about the finite nature of Magic design space before, and the ongoing challenge it presents to R&D.
So all in all, I’d say there are two that if I miss—31 and 44—I won’t be totally surprised, because it felt like you had to be in Mark Rosewater’s head after narrowing it down to a couple options. (Although if there is a concrete declaration somewhere that I missed, by all means, share!)
There are about five where I felt super solid about my reasoning, but recognize that it’s just gray enough that I could be surprised with a wrong answer. If any of those turn out to be wrong, I will roll my eyes and demand an explanation, though.
Then there are about 43 that, if I got wrong, I will have to do some M:TG soul searching because I was pretty damn sure of them.
I look forward to seeing the answers and Maro’s explanations!