Absorb

Insights on Absorb Mechanic Designs

New 06 Jul 2024 Asked by mytheralmin 28 Comments

Hello, I heard something interesting about MH3 where you retried EVERY mechanic to see what would work with a new context or be interesting. You (WoTC) revisited many of my favorite mechanics like grandeur but didn't for probably my favorite. That mechanic is absorb, and while it has only been keyworded on one card "Lymph Sliver" it did see a continuation on my favorite card of all "Valkmira, Protector's Shield" alongside what would only a few sets later become ward. I wanted to know if you could share any insights on the designs taken with absorb or any other of your favorite mechanics? Thank you very much for your time.


I designed Lymph Sliver and absorb. If I remember correctly, I was riffing off of a shield mechanic from the Star Wars TCG. (It was a trading card game design lead by Richard Garfield that I was on the initial design team for.)

New Players' Attraction

New 06 Mar 2024 Asked by mysterybunni 71 Comments

It's maybe a bit late to add my two cents on this topic, but I want to challenge the seeming consensus that the Brother's War set failed to appeal to new players in the pursuit of hitting the nostalgia of older players. I got into Magic when BRO was the latest set, knowing nothing about Magic story except the few tidbits I would absorb from my Vorthos friend, but all I needed to hear was "it's the heroes of the modern day traveling back in time to an ancient war from the early years of the game" to think "Woah. That's cool." It was a strong hook that gave me something cool to chew on, and I think it was a uniquely good jumping-on point to this last multi-year storyline. That's just my perspective as a completely new player, so I'd imagine players who's started a few sets earlier might have found it a bit jarring to jump focus from the modern characters they were starting to get attached to into a wildly different time and status quo, but I'd nonetheless challenge the wisdom that referencing Magic's history inherently turns off new, unfranchised players. Players are already intimidating by the massive size and scope of MtG across its 30-year history, but an invitation to understand and experience some of the big events they missed does a lot more to bring people in than to shut them out.


The set didn’t do quite as well as we’d hoped, but there is much debate as to why.

Toxic Keyword Justification

New 18 Jan 2023 Asked by myheartgoesoontz 63 Comments

For anyone complaining about Poisonous being dropped for Toxic: Poisonous means specifically chemically harmful to swallow, breathe, absorb or otherwise ingest, while Venomous refers to animals that have a chemically harmful bite, barb, or sting. Toxic is a broader word that covers both kinds of harmful chemical delivery. As most Phyrexians are more venomous than poisonous, the broader term seems more appropriate.


FYI

Addressing Product Fatigue

New 02 Jan 2023 Asked by ricardolongo 122 Comments

Hey, Mark! You recently wrote "We put out more products, but at the same level of quality, if not more, than we always have", and I want to say I do agree! However, it seems likely to me that product fatigue from too many releases is a real thing, no matter how good the products are. Anecdotally, I will say that I barely even register / get interested in supplemental products anymore, when once upon a time I'd be all over stuff like Planechase. Just some hopefully constructive feedback.


I said in an ask a few days ago that we’re at another flex point. Let me explain a little more what that means. A flex point is a moment in the life cycle of a product where how the product is used goes through a transition. Flex points are usually the result of a product evolving to match the needs of its audience and/or the technology of making it.For many years, we made Magic trying to get the audience to act a certain way. We would put focus on certain ways to play to influence the audience to play that way. Magic is about Standard. We’ll make Standard-level sets, and make sanction play be Standard, and shine a light on competitive play using Standard. Eventually, we realized Magic did better if we reflected what the audience wanted rather than tried to influence how people played. You tell us how you want to play and we’ll make Magic that lets you do that. So we shifted how we made Magic and started making our offerings more broad. Not just in what sets we made, but how we made them. We experimented with kinds of boosters, kinds of frames/layouts, kinds of premium cards, kinds of art, etc. In addition, we started making more releases as it allowed us to go even broader. The result was a huge success. More people found things that excited them and Magic had it’s best years in its history. Now we get to the flex point. While how we make Magic has changed, how the audience, at least the enfranchised audience, absorbs it hasn’t yet. There’s a lag between new technology and new behavior. You seem to think your inability to focus on everything is a bug, rather than a feature. You can’t absorb it all, so you’re choosing what you care more about and are just focusing on that. Great! That’s where this process is going. Magic is better as a product if it’s not limited by being at a scope that players can absorb in its entirety. Magic at its heart has always been about exploration. It’s a game bigger than its box. Now let’s take that up the next step. It’s a game bigger than a singular focus. It’s a game that as you play it you can discover new things about it. You can run into cards you didn’t know existed. That was Richard’s original concept. The problem was the internet was exploding at the time and there wasn’t a means to withhold the information. Plus, the game just wasn’t that big yet, so players could literally know every card. Richard’s vision was great. It just wasn’t viable at the time. But now Magic turns thirty. There are over 25,000 unique cards. We’re past the point where one person can absorb all the information. So why build our product lineup around that concept? Magic’s complexity has always been a big part of its success. Players can dive deep because the game’s too big for any one person to master it. That’s what I mean by we’re at a flex point. How we make Magic is changing, which means how the audience absorbs it will ultimately change as well. I get it’s disorienting, but as with all flex points, this will come to feel normal once you’re used to it. Anyway, that’s what I was talking about.

Split Second's Storm Scale

New 26 Jul 2022 Asked by j-waffles 73 Comments

Split second has an EIGHT on the storm scale! WHY IS IT AN EIGHT?!? Is it a power level issue? Surely not! Things that high on the scale for power concerns are mechanics like DELVE AND AFFINITY!! Does it lead to unfun gameplay? Maybe for the blue player, but either way, it’s not close to as bad as fateseal or buyback, which are ALSO both eights! Is it too convoluted? Opalescence effects are famously confusing even for entrenched players, AND ANIMATING ENCHANTMENTS IS ONLY AT SEVEN!!!! Is it too bland or niche? Maybe it’s rather unassuming, but is it really as boring as ABSORB? Is it really as useless as FATEFUL HOUR?!? Honestly there’s a lot of storm scale ratings that seem strange to me, but split second holds a special place in my heart, which is why I’m asking about this mechanic specifically.


The mechanic has baggage that might not be apparent to you. For example, it confused a lot of players and had some play design issues. I do think we’ll see split second again, but more likely in a supplemental set than a premier set (and that’s what the Storm Scale measures).

DFCs in Preconstructed or Reprint

New 05 Jun 2022 Asked by vedalkensamurai 41 Comments

Which do you think is more likely: a preconstructed deck product with DFCs, or a Masters-style reprint draft set with DFCs?


The latter is more likely. Randomized boosters have much more ability to absorb production costs.

Favorite Mechanics or Cards

New 23 May 2020 Asked by glintfang-nezumi 136 Comments

I feel like a lot of people who say you’ve only done bad for the game don’t realize you’re probably behind some of their favorite mechanics or cards too. For a change of pace, can you list some beloved mechanics or cards you’re responsible for?


Here are the Magic mechanics I’ve had a hand in creating: Absorb, Addendum, Affinity, Aftermath, Aura Swap, Battle Cry, Bolster, Champion, Changeling, Cipher, Companion, Contraptions, Crew (Vehicles), Dash, Deathtouch, Delve, Dredge, Embalm, Energy, Entwine, Evoke, Exert, Exploit, Fabricate, Fateful Hour, Fateseal, Ferocious, Flashback, Flip, Forecast, Fortify, Frenzy, Gotcha, Graft, Gravestorm, Heroic, Hexproof, Host/Augment, Hybrid Mana, Imprint, Infect, Intimidate, Kicker, Landfall, Lifelink, Living Weapon, Madness, Manifest, Mentor, Modular, Monstrosity, Morbid, Morph, Multikicker, Mutate, Ninjitsu, Phyrexian Mana, Poisonous, Populate, Proliferate, Prowl, Raid, Rally, Reach, Recover, Reinforce, Retrace, Ripple, Shroud, Soulbond, Splice, Split Cards, Split Second, Suspend, Transfigure, Transform, Typecycling, Undying, Unearth, Vanishing and Wither.

Hypothetical Nonexistent Color

New 02 May 2020 Asked by tzarkael 63 Comments

Let's pretend for a moment that a color had never existed. Which one you think it would be?


I think the world could get along fine without chartreuse. As for Magic colors, I’ve previously said green would be the easiest to absorb mechanically into other colors.

Variance and the Companion Mechanic

New 30 Apr 2020 Asked by lgosvse 132 Comments

The most important part of Magic the Gathering, from a gameplay perspective, is the variance from one game to the next. Companion has undermined that. I get that you were inspired by Commander, but there's a difference: Commander is held together by unwritten social rules that prevent it from being turned into an un-fun game for your playgroup. Competitive formats are not. When there are people in your community calling for a ban in Vintage of all things, you messed up. Please understand this.


People called for us to get rid of Standard when it was introduced (called Type 2 at the time). People wanted Sixth Edition Rules removed when we introduced them. I got letters saying double-faced cards were the death of the game. Players historically react strongly to new and different things. What history has shown us is to give new things some time to breathe and let the world adjust to their existence. Players tend to overcompensate at first as everyone’s focused on the new thing. If, after the dust settles (and remember the vast majority of Magic players haven’t even played with the cards yet), things are problematic in certain formats, we have tools to adjust those formats to correct issues. The game has lived through Necro Summer, Combo Winter, affinity, storm, dredge, etc. it can and will adapt when necessary. But for everything on that list, there were other things that at first seemed problematic, but eventually the players figured out ways to adapt to it and it didn’t end up needing intervention. I agree that companion has potential to be something we will need to adapt to. i’m just asking to follow the lessons of history and give the system and the audience time to absorb it first.

Trolls' Abilities

New 22 Mar 2019 Asked by hgch32 24 Comments

With regenerate gone away, trolls are missing their characteristic ability of them being hard to kill. Would something like Absorb 1 (unkeyworded, of course) work as a replacement?


Absorb has a bunch of play design issues.

Old School Reprints

New 09 Jan 2019 Asked by abzan-adherent-deactivated20200 42 Comments

I love the oddball reprints from old school Magic such as Absorb and Scrabbling Claws. I'm not sure design does that, but could you please pass along the message to keep that up?


Vision design will put reprints in the set, but those will often change along the way. I believe Absorb was first suggested during vision design.

Holiday Preview Choices

New 27 Dec 2018 Asked by dvoraen 27 Comments

I saw the question elsewhere and I had to ask: why did you guys not preview a red-green card on Christmas Day?!


The issue was what day to preview Absorb, not what to preview on Christmas Day.

Keyword Volume Concerns

New 10 Nov 2018 Asked by aeonlilith 20 Comments

Looking back at some Lymph Sliver, I noticed that Shield of the Realm basically says: Equipped creature gets Absorb 2. Looking back, since the keyword was introduced, a few other cards could have made use of it including Shield of the Avatar, Hedron-Field Purists, and Djeru, With Eyes Open. I know you said previously its a hard ability to design around, yet the ability itself has shown up from time to time. So why not the keyword?


It’s not something we ever want to do in volume, so it doesn’t make sense to keyword.

Absorb Mechanic Perspective

New 10 Mar 2018 Asked by spadesslick 37 Comments

In November, you said that Absorb is too defensive. Did you mean that it was too powerful to be printed in large quantities? Because Shield of the Realms gives Absorb 2 for a very low cost.


One card is very different from a whole mechanic.

Monstrosity Keyword Parameters

New 18 Nov 2017 Asked by luminous-umbra 17 Comments

Does Modular Monstrosity count granted keywords on creature cards? Like Absorb 1 from Lymph Sliver?


Yes. It just has to be a keyword printed on a creature.

Modular Monstrosity Mechanics

New 18 Nov 2017 Asked by isachar190 20 Comments

How does Modular Monstrosity work with keywords that have a corresponding number such as Frenzy (nice returning mechanic by the way), Absorb, Bushido, etc. does the controller provide a number? Does it default to 1 or 0?


You have to choose the number at it has to be something actually printed.

Absorb Mechanic Future

New 05 Nov 2017 Asked by jordanvogler 17 Comments

is "absorb" completely bygone? preventing damage in any increment seems to have been decreasing over the years, i hardly see it at all anymore. was it that unpopular? will clerics get something new, if they ever come back?


We’ve playtested with it. It’s too defensive.

Concern Over Complexity

New 22 Jul 2016 Asked by arbiterofknollridge 72 Comments

"Let’s say you see a 2/2 with a counter in it. Is it a 1/1 or is it a 3/3? In limited, where we never mix the counters in limited, you’ll always know." How do you know it isn't an age counter? Same argument. I believe, it's thinking your audience is dumb. It's one thing that players don't know all rules, then adapting the game to that. But it's another to accept and embrace the stupidity that some players are too lazy to catalogue or just simply remember which creature has a certain counter.


It’s not about thinking our audience is dumb. It’s about understanding the complexity in the game and taken steps to not be needlessly complex. As I’ve often said, the thing most likely to kill Magic is complexity. It would be very easy to forget how intimidating Magic can be and just cater to the 1% that can absorb and understand all (okay, most) of that information. #WotCStaff

Keywords as Cards

New 24 Jun 2016 Asked by mattrose-blog1 15 Comments

As for keywords as cards: There are also Flash, Dredge, Absorb, Fortify, Gravestorm and Battle Cry.


FYI

Library Lookup Mechanics

New 30 May 2016 Asked by hhdduu 24 Comments

Is it posible for your opponent too look at your library and not be aloud to change to order and not shuffle it. Say, as a downside for a spell? It seems interesting that your opponent could know the order of your library


The rules allow it but the game play is poor. It forces the players to have to absorb a huge amount of information which later makes them feel bad when they forget. Also, hidden information is important.


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