Aetherworks Marvel

Game Development Critique

New 20 Oct 2021 Asked by nothingbutland-blog 54 Comments

Any thought on that the lack of land destruction means expensive cards that would in past formats be unplayable become staples due to their more powerful effects and by default makes ramp (even temporary like treasures) the key to leveraging these powerful effects and land with useful abilities? Formats with decks built around cards like Aetherworks marvel, Fires of Invention, Wilderness Reclamation, Field of the Dead which can leverage more powerful expensive spells earlier seem to show a gap in development understanding of unintended consequences, any thoughts on that?


There’s an alternate world where decks that keep players from ever playing cards exist and Magic is way lower on net fun. Also, when asking questions of the people that make a game, why not assume that they might know things you don’t rather than presume they’re making mistakes?

Design Controversies

New 02 Sep 2019 Asked by nedistro 41 Comments

Hey Mark - I'm genuinely curious how that lot of the items mentioned in your "Patience" article are also some of the most controversial, even winding up on the banned/restricted list (Treasure Cruise, Mindslaver, Aetherworks Marvel). Not to mention Poison. Doesn't this go against your design rule of not doing things just because you can?


Treasure Cruise (and Delve in general), Mindslaver and poison were all fine in Standard. It’s larger formats that have issues with them and we don’t not print cards in Standard because of larger formats. That’s what ban lists are for. Energy’s issue was we were a bit aggressive with a new mechanic. In general, players prefer when we’re more aggressive. Energy can be costed correctly (especially now that we have some experience with it).All in all, I don’t think any of the things you listed were mistakes at the level that we should never have printed the card/mechanics.

Artifacts Not To Blame

New 30 Jun 2019 Asked by gophilipbowles 62 Comments

I still find the artifact = problem correlation weak, at least as it relates to their colourlessness. Aetherworks Marvel used a mechanic that tied it to a colour combination; it would still have been problematic if it were a UG coloured artifact, and it became a problem with the printing of Rogue Refiner, a nonartifact. Smuggler's Copter was such an obvious error every commentator it raised it as a concern on sight. Artifacts are a scapegoat for Kaladesh's flawed design, not the cause.


Artifacts aren’t to blame for Kaladesh. Or Scars of Mirrodin. Or Mirrodin. Or Antiquities. It’s the individual design of each of those sets and not the mechanical connection that binds them all together. And it’s a complete coincidence that the one set with an artifact theme that was woven into colors (Shards of Alara) is the only one not to break. : )

Artifacts Ban Discussion

New 28 Jun 2019 Asked by kggkkggk 33 Comments

It seems like very few generically useful artifacts have been banned (Smuggler's Copter? Jitte in Modern?). Most banned artifacts are combo pieces (Krark-Clan Ironworks, Aetherworks Marvel, Memory Jar, etc) or go in heavy artifact decks (affinity cards). Which artifacts are you thinking of?


Most of what you list as combo pieces comboed with “other good cards in Magic”. Yes, the best deck with them might have been a combo deck, but if you banned other pieces in that combo, they just would have comboed with different cards. During original Mirrodin, for example, we had to ban eight artifacts, because banning any less than that didn’t stop the problem.

Spike's Ability Limits

New 12 May 2018 Asked by neotrup 25 Comments

I assumed Spike was a wish (the text sure looks like one) so couldn't grab cards banned in the format your playing, but could grab cards banned in other formats. Like in Un-Standard could grab Baral (banned in Brawl) and in Kerfuffle could grab Aetherworks Marvel (banned in standard), is she supposed to actually grab things banned in format? How does this work if your format uses a sideboard?


Spike gets banned cards, so it makes sense Spike could get cards banned in the format you’re playing.

Energy Mechanic Cost

New 06 Nov 2017 Asked by btwofftopic 24 Comments

I've seen many complaints over Energy during this Pro Tour Ixalan. Do you think (regardless of Aetherworks Marvel) that the mechanic is in itself excessively strong? (I don't, btw)


The issue is the costing not the mechanic. The mechanic can be costed to be weaker.

Library Search Mechanics

New 26 Jan 2017 Asked by mrpyromania-deactivated20210823 42 Comments

When looking at the top n cards of your library, why do some cards allow you to put them on the bottom in any order (like Collected Company), while others specify a random order (like Aetherworks Marvel)?


If it’s just a few cards, we let you order them but if it’s more than that we make it random to avoid making players spend brain energy on it.

Mechanic E Revealed

New 02 Sep 2016 Asked by geeko-sapiens 53 Comments

So, we've seen three preview cards with new mechanics - Aetherworks Marvel with energy counters, Propeller Pioneer with Fabricate, and Ovalchase Dragster with Crew. Can you confirm which of these is Mechanic E?


Energy is Mechanic E. We used E as the symbol to represent energy costs in design.


Portions of Marodigest are unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. The literal and graphical information presented on this site about Magic: The Gathering, including card images and mana symbols, is copyright Wizards of the Coast, LLC. Marodigest is not produced by or endorsed by Wizards of the Coast. All other content © 2024 Webscape Internet Engineers. All rights reserved.