Ascend

Creature Powercreep

New 28 Mar 2024 Asked by big-golyat 40 Comments

You mentioned that you think of powercreep in Magic as a matter of newer sets being more powerful than older sets. When I think of powercreep in Magic, I tend to think of individual cards being more powerful than older cards.For example, when Savannah Lions was first printed, it was a rare, since having a vanilla 2/1 for 1 mana value with no downside was considered good (I assume). Nowadays, there are seven 2/1s for 1 mana in standard alone, most of them are uncommons, and they all have abilities that aren't downsides. (That list is: Ascendant Packleader, Cheeky House-Mouse, Cult Conscript, Embereth Veteran, Falkenrath Pit Fighter, Hotshot Mechanic, and Recruitment Officer.) Furthermore, Savannah Lion's recent reprint in Dominaria Remastered puts it at a common, meaning that its relative power over Magic's lifetime has seemingly decreased.Is this idea of powercreep something that comes up during your design process, and if so, how does it get addressed?


The power level of creatures in Alpha was pretty weak. There is not, for example, a single Alpha creature we couldn’t reprint today for power level reasons. In contrast, there are a lot of noncreature cards we couldn’t reprint today for power level reasons.We have made a lot of creature cards. Many of them are below the top tier of what we can print. Making a card better than an existing card is not power creep. Making creatures above the top line of what’s acceptable is.

Game Mechanics Evolution

New 05 Mar 2024 Asked by honor-basquiat 92 Comments

"I talk a lot about how different players enjoy different aspects of the game. What I talk far less about is different players struggle with different aspects. Some can’t handle excessive processing; some have issues with sequencing; some don’t understand the nuances of the rules; some aren’t good with memory..."

Hi Mark,

I wanted to say I sincerely appreciate the thoughtful, high effort and detailed response to my question and feedback. It really means a lot and sometimes I can't believe I'm talking to the head designer of my favorite game of all time about the specific questions and issues I have with the game. You don't have to do this and it's so amazing that you do, so thank you.

I think you make an interesting and probably valid point about my proclivity to value memorizing aspects of the game and mechanics and I understand other people don't have that problem or don't care about that as much.

But I think overall, in summary my larger point is for more than 25 years, typically the rule of thumb when it came to Magic the Gathering cards was the adage “Reading the card explains the card” and in just the past few years, that is no longer the case because of the need to have extremely wordy mechanics that need helper/reminder cards to function.

People (myself included) often can't remember how these mechanics function, but because they are so complicated, they are constantly referring to the double sided helper token in addition the the card with oracle text and this can slow down game play and feel awkward at times.

I want the Magic the Gathering cards to also be the game pieces. With every new set you continue to prove this is possible in the form of brand new mechanics but Magic still insists on making more and more of these mechanics that deviate from that adage. But I acknowledge and respect that everyone doesn't agree with me on that.

Part of it is about memory and mental bandwidth, but a larger part of it is about tracking and the logistics of needing game pieces that aren't Magic cards in order to play Magic. This was also a big part of my aversion to cards that require stickers, 12 sided dice, keyword counters, helper tokens, etc.

I do look forward to someday seeing some more outside of the game helper token style mechanics that are more simple like Ascend or Monarch, so I will be crossing my fingers for those.

Anyways, thanks again for all you do for the community and keep up the great work!


Thank you for the dialogue. One of the interesting things about doing this job so long is that I get some perspective on larger shifts of the game. The conversation you and I are having matches a conversation I had with another player fifteen or so years ago. Magic was starting to dip its toe much more into counters and tokens. The player felt like the core of Magic was the cards, and that a reliance on counters and tokens was pulling away from the essence of what they thought was the core of Magic.Cut back another fifteen or so years before that. I had just joined Wizards and I was talking to a player at a convention. They were concerned that we’d been going up in named keywords. They felt the core of the game was based on the individual cards and that leaning on named mechanics was adding an element that distracted from the pure essence of the game. Magic, by its nature, constantly adapts. The designers are always looking for new venues to explore, but there are always players who appreciate the game for what it has been. That’s the balance that we’re always trying to strike. How do we keep exploring and innovating while at the same time keep true to what the game means to people? It’s challenging as those two forces can pull in very different directions. I do hear what you’re saying, and we’re always on the look for elegance and brevity where we can find it. Sometimes though that journey requires us to explore a bit into the weeds to learn things that with time and experience we can streamline. Again, thanks for the dialogue. I enjoy having chats like this with players.

Mechanic Complexity Feedback

New 04 Mar 2024 Asked by honor-basquiat 81 Comments

"It varies mechanic to mechanic, but they don’t score any lower as a group against other mechanics. Some, like Monarch, are quite popular."People are criticizing the helper card mechanics because they are very complex, require specific varied tracking and they are virtually impossible to play with unless you constantly refer to helper card (compared to most cards that you can understand by simply reading its oracle text or reminder text).The Monarch doesn't have any of those issues. It's an elegant and masterfully designed mechanic.

The Monarch is very simple and straightforward, so much so that the oracle text from The Monarch token could fit as reminder text on several monarch cards. That can't be said about Day/Night, The Initiative, Venture in the Dungeon, Rad counters or Tempted by the Ring.

I've probably looked at the double sided Tempted by the Ring helper token over 100 times and I can't confidently tell someone exactly how the mechanic works if I don't have the helper token to read from. It's an extremely complex and multifaceted mechanic. I would say more complicated and wordy than 98% of other Magic mechanics. Can you please make more "outside of the game" helper card style mechanics that are easy to comprehend and intuitive?The Monarch and Ascend are examples of mechanics like this. More of that please!

The more complex mechanics that create outside of the game elements are intimidating (i.e. Venture into the Dungeon, Tempted by the Ring, The Initiative, Day/Night) and in my experience, they slow down the game because players can't understand them easily.Lastly, I'm offering this feedback as a major Magic enthusiast and long time veteran player who also plays with experienced players regularly. I can't even begin to imagine how daunting these types of mechanics must feel for novice players!


I talk a lot about how different players enjoy different aspects of the game. What I talk far less about is different players struggle with different aspects. Some can’t handle excessive processing; some have issues with sequencing; some don’t understand the nuances of the rules; some aren’t good with memory. My best guess with you is you internalize (aka work from memory) card abilities most of the time, so cards which exceed your ability to memorize cause you issues.Because players see the game through the lens of their own experience, the feedback they tend to give is “stop doing thing X” because thing X is the element that they personally struggle with. The challenge is there are players that don’t struggle with that element of the game and thus enjoy thing X. For example, my biggest note on this blog about dungeons isn’t they’re too hard to process, but there aren’t enough of them. So, it’s a balance. We need to understand the ways in which people struggle and help accordingly where we can. I agree that we need to be cautious how complex and wordy we are on elements off the card. And we have to be careful how often we use that tool. Now there is a threshold where enough players struggle, that we have to question if a particular aspect is worth it. I don’t think we’re there yet with external game pieces, but I do loudly hear the note that we have to be better with as-fan of the helper cards showing up. The note that we need to auto-include more helper cards in the prerelease kits is also a strong one.So yes, I’m aware that outside game pieces come at a real cost for a certain type of player, and it is something we have to keep in mind when designing them. I personally think we could have simplified Tempted by the Ring a bit, for example, but I do think it was right to include in the product. Thanks for your feedback.

Ascend vs Descend

New 04 Mar 2024 Asked by aalgot 40 Comments

Why are the mechanics “ascend” and “descend” not opposites?


I think they are. Ascend cares about permanents on the battlefield, and descend cares about permanent cards in your graveyard.

Ascending Mechanics Discussed

New 26 Oct 2023 Asked by radjanspiritmonger 78 Comments

So now you ascend by geting permanents on the battlefield and descend when those permanents leave the battlefield. Interesting play on mechanics and language there.


: )

Ascend Mechanic Reception

New 24 May 2023 Asked by thetitan555 21 Comments

How was Ascend received?


I believe it was slightly below average in our market research.

Challenges in Reprinting

New 05 Sep 2022 Asked by ultimatealphawalker 44 Comments

Are there any older creatures whose updated creature type is too long for those cards to be reprinted off of The List (Such as Ascendant Evincar now being a "Legendary Creature- Phyrexian Vampire Noble", for example)?


I assume there are. If we want to reprint them, we’ll have to get creative. EDIT: The question is referencing The List. Those reprints are straight pick-ups (meaning we just use the exact last printed version), so this isn’t an issue there.

Serra Ascendant Wording Issue

New 21 Apr 2022 Asked by mugifi 54 Comments

Do you feel a card like "Serra Ascendant" should be changed to say "As long as you have at least 10 more life than your starting life total" instead of what's actually written on it ?


That’s what it would say if we made it today.

Appreciation for Art Team

New 13 Apr 2022 Asked by calituco-blog 44 Comments

May you give the Art team a huge hige five? Just saw Riveteers Ascendancy, and it is my favorite card art of New Cappena so far!


Will do!

Perception on Set Similarities

New 12 Mar 2022 Asked by questionm4ster 100 Comments

In response to the person who said "many of the same creatures types on capenna as alara" will make the worlds feel too similar, what creature types are you referring to? Brokers Ascendancy shows a human, a rhox, an avian and a cat person (and we know there are demons in the set). As far as I can tell, there is not much info yet about what is or isn't isn't in the set. I'd like to remind people of the assumptions that they had about NEO before. Let's see the cards first before judging the set.


But judging before you have the information is a time-tested Magic tradition. : )

SNC Set Tone Confusion

New 08 Mar 2022 Asked by prosperity-post 44 Comments

Hi Mark,Seeing the art for Brokers Ascendancy, I was wondering is SNC supposed to be a light-hearted set or a more serious set? I wasn't expecting creatures like were seen in Alara sets (Aven, Cats, and Rhinos but in 'modern' dress).


The set has animal “people” in it, but it’s not meant to keep it from being serious. As with any Magic set, there is a range of tones, but the set is not intended to be overall light-hearted (like say Unfinity is).

Consideration: Evergreen Surveil

New 06 Jan 2022 Asked by j-waffles 28 Comments

If surveil was made evergreen, would you change things like consider or sultai ascendancy to say surveil?


Hypothetically, we’d consider it.

Killer Cosplay and Banned Cards

New 01 Dec 2021 Asked by badatcommander 32 Comments

How does Killer Cosplay work with banned cards? In a game of Un-Commander can I dress Stuffy Doll up as Golos, or animate a Sultai Ascendancy and dress it up as Leovold?


As long as it is an official Magic card that’s a creature, Killer Cosplay can copy it, provided another creature exists with the same mana cost. Remember the card is acorn, so it’s only in decks in most formats where everyone is on board with it being used.

Future of Keyword Counters

New 22 Jan 2021 Asked by make-mrd-pure-again 45 Comments

Hi Mark! I was excited to see Ascendant Spirit gets a Flying Counter. Are Keyword Counters now just another tool in R&D's toolbox? Should we expect to see these in sets going forward?


It’s us testing the waters, but yes, it’s leaning in that direction.

Status of Ability Counters

New 14 Jan 2021 Asked by corporalotherbear 71 Comments

with the recently spoiled Ascendant Spirit, are Ability Counters deciduous?


They’re slowly moving in that direction.

Evergreen Keywords Distribution

New 12 May 2020 Asked by suerterec 23 Comments

Hi Mark ! We know that evergreen keywords are distributed between the different colors, but is it the case for non-evergreen keywords (e.g. Improvise, Ascend) ? Or does it depend on the set where the mechanic appears ?


Set mechanics can be divided up by color.

Return of Storm Scale Articles

New 01 May 2020 Asked by thelyca 36 Comments

What ever happened to the Storm Scale articles on the wizards website? Will they ever return? (The last one was about Kaladesh and Amonkhet) They were very intriguing and insightful. Can we get storm scalings at least for Ixalan and beyond? Namely Explore, Enrage, Ascend, Mentor, Surveil, Jump-start, Undergrowth, Adapt, Addendum, Afterlife, Riot, Spectacle, Amass, Escape, Keyword Counters, Mutate, and Companion.


I’ll do other Storm Scale articles.

Monarch Mechanic

New 30 Aug 2019 Asked by ilgreven 33 Comments

"An “edge” mechanic in general (what Monarch is based on) is more likely than Monarch itself." Isn't city's blessing/ascend close enough to that?


No, an “edge” mechanic is a thing that only one player can control which grants them an in-game ability and can be taken by another player.

Ascend Mechanic Origins

New 23 Jan 2019 Asked by creature-humanteacher 49 Comments

I recall you describing a test design for a Hercules card for Theros which pretty much had ascend. Was that card a direct inspiration for the ascend mechanic?


I think it was parallel design, meaning they created the mechanic unaware of Hercules’ existence. Nonetheless, when I first saw it, I did say, “You guys turned Hercules into a mechanic.” : )

Simic Ascendancy Cycle?

New 22 Jan 2019 Asked by ericspymasteroftrest 63 Comments

Did Simic Ascendancy start as part of a cycle? Coming off of a complete cycle of clan Ascendancy cards in KTK, it seems weird to have only one out of the ten in RNA.


It was not meant to be the start of a cycle. It was just us using a word. Words are already our most limited resource. Making words off limit once two or more cards use it to link mechanically, would make a hard task near impossible.


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