Evoke

Alternative Costs for Colorless Spells

New 21 Jun 2024 Asked by rowanalpha 4 Comments

If there had been colorless spells in the Force of … cycle or the Evoke elemental cycle, do you know think their alternate costs would have been to exile any colorless card, or would they have limited the alternate costs to non-land colorless cards?


My gut is discarding non-land colorless cards (and it would have to be non-land) would be a bit too restrictive, especially in the age of colored artifacts.

Evoke and Channel Mechanics Difference

New 04 Jun 2024 Asked by gevth 19 Comments

Evoke, channel, sorceries and instants with kicker that make tokens and some MDFC are all mechanics that allow you to play a “sorcery” with a chance of making a creature if you have the mana. What are the factors between choosing one over the others?I’m specially intrigued on the reason for creating evoke when channel already existed.


Channel was probably a mistake in that it’s listing something we do all the time, something that doesn’t want an ability word. The only reason we brought it back in Neon Dynasty is we wanted returning mechanics and our choices were slim.We like having different tools available, which allows us to customize use to match the needs of the set.

Creatures as Sorceries

New 04 Jun 2024 Asked by little-lion-girl 26 Comments

Grist is able to be a creature while not on the battlefield. Would the same technology allow creatures to be sorceries while not on the battlefield, to achieve something close to what you wanted with Evoke?


I don’t think that works, but not my area of expertise.

Possibility of Non-Elemental Evoke

New 04 Jun 2024 Asked by duskguard 16 Comments

Could we ever see non-elementals with Evoke? I like the mechanic a lot and I'd like to see it more


In the right set, sure.

Evoke Creatures in Design Skeleton

New 04 Jun 2024 Asked by andalon-historian 18 Comments

Does your article from today mean that evoke creatures count as instants and sorceries in the design skeleton?


The fact that they can be creatures means you count them as creatures from a design skeleton standpoint.

Evoke's Elemental Exclusive Choice

New 03 Jun 2024 Asked by jimharbor 13 Comments

If evoke was designed as a way to make instant and sorcery style effects work better in a typal set, why did you only make elementals with evoke and not for the other supported creature types. Thanks for answering our questions sir.


Flavor.

Creature Type Choices

New 20 Mar 2024 Asked by deoxys314 25 Comments

Is there an internal reference somewhere with what you're "going for" with creature types? I'm thinking of a designer asking "should this be a Warrior or Soldier token?" When neither type has specific mechanical relevancy in that product. Even without a mechanical throughline, different creature types can evoke different things about the setting or about the action depicted by the card.


Creature types, when not mechanically relevant, are determined by the creative team and are driven by what the creature is flavorfully.

Clash Mechanic Consideration

New 07 Mar 2024 Asked by thescalesoflybra-blog 31 Comments

Was Clash on the table for Thunder Junction? Or perhaps some "Fixed" version of Clash? Seems a flavor slam dunk to evoke quickdraw duels to me


Clash just wasn’t that well received by the players.

Ravnica Aesthetic Concerns

New 20 Jan 2024 Asked by thatdude2 115 Comments

I have to echo those that feel like the set is a bit off. Ravnica has an established high fantasy aestethic, and all these cards featuring people with clothes so close to being contemporary feels... off. Like they don't belong in the setting and were just hammered in. It's worsened when we have Ravnica Remastered so close to make a comparison. The fedoras on weirds and gargoyles dont make this any better. I get the idea you wanted to evoke, and that resonance is an important part of top down sets, but in this case it feels like it's coming at the cost of Ravnica's overall feel.


I can pass the note along. Howe do others feel about it?

Card Reprint Frequency

New 04 Jan 2024 Asked by izzipurrito 43 Comments

I just want to say that I don't mind the high amount of products released each year.My main gripe is the fact that cards don't get reprinted often. The evoke elementals from MH2 were released over 2 years ago and have yet to recieve any reprint.The ally fetchlands are in desperate need of a reprint.These cards see use in a similar degree as Sol Ring in Commander, but don't get the dame reprint treatment.


We work two years ahead, so it takes time for us to reprint recently printed things.

Battle Commander Flavor

New 21 Dec 2023 Asked by honor-basquiat 49 Comments

"If. What’s the flavor?" (Regarding a Battle card as a commander)Hi Mark,As a game designer, I think your one of your most important goals should be to create designs that play well mechanically speaking that players enjoy playing with. Someone who wants to play with a Battle as a commander likely wants to do so for mechanical game play reasons, not flavor reasons.Similarly, more 4 color commanders being hard to justify with flavor shouldn't be the primary reason they are very seldom created even though there is immense demand for them.There's no flavor justification for Cycling or Kicker but they are deciduous mechanics that play very well and are extremely popular. They are examples of good game design even though one could dismiss them by saying "What's the flavor?" A hardcore Vorthros player might dismiss or dislike mechanics like Cycling and Kicker for that reason but that definitely shouldn't stop you from making designs mechanics.If you have this mentality with things like "mill", "kicker", and "cycling" and it is successful, I don't understand why you can't do other things that would lead to interesting gameplay even if it isn't a perfect flavor homerun?

Thoughts?


Intuition is a key part of good game design. You want things to play as the audience expects them to play. Flavor is an important part of that. If the flavor contradicts the card’s function, it will make players play it wrong. Some mechanics are light on flavor, so you can get away with lots of hand-waving. What does kicker represent? It doesn’t really matter. It doesn’t evoke flavor in a way that will create false expectations. Commanders, by definition, are very flavorful. We can do weird things with them, but because they are so steeped in flavor, we have to be conscious of what the flavor will be, so we can design it such that players will assume the right things about its mechanical function. In short, flavor matters in some places mechanically more than others.One last thing, the reason we don’t do lots of four-color cards is all about design and play balance, and very little about flavor.

Evoke and Descent

New 05 Nov 2023 Asked by doopboopdoop 16 Comments

Was evoke ever considered for caverns it feels like it would synergize well with descent


Not that I’m aware of.

Hydra Discussion

New 07 Oct 2023 Asked by djunknown0 40 Comments

You’re correct, the Iconic/Characteristic races podcast is going to lead to more discussion. I don’t have too much of a preference on green’s iconic, as I’ve always leaned more into black. However, I think it would help if there were a few more legendary and/or sapient hydras. Dragons, demons, and angels all evoke visceral emotions, and having a few more characters for green fans to connect to would be beneficial. There are only 10 legendary hydras, and already 23 legendary dinosaurs thanks to some cycles. We also see some smaller Angels, Demons, & Dragons at lower rarities, which I think helps too. A few more hydras here and there to remind people.


I agree that we could have a few more legendary Hydras. I’m not convinced they need to be sapient, but it is a hotly debated topic.

Food Artifact Feedback

New 10 Sep 2023 Asked by gridnack 65 Comments

Re: The Food/artifact choiceI personally think Food is unique enough that it deserves its own card type like Battles. Food cards make me excited and hungry. They feel special. “Artifact - Food” doesn’t evoke the same excitement. I keep wanting to pair it with robots. It just doesn’t resonate with me personally, even if artifacts were the logical choice. My second choice would be enchantments because I think of my favorite fantasy stories were magic conjures food like in Hook, or in religious references of splitting fish, turning water into wine, etc. Artifacts weren’t on my radar / resonate with me. Sorry if that comes across as criticizing. I do like the concept.


People can disagree with our choices. To me, and R&D, there’s a high bar for a new card type, and tangible objects make the most sense to us as artifacts. Enchantments, by our definition, are made of magic and are mostly ephemeral.

Creature Design Query

New 18 Apr 2023 Asked by vedalkensamurai 60 Comments

Could we ever have a creature that has convoke, evoke, and provoke?


Would it be broke? : )

Evoke Mechanic Expansion

New 12 Apr 2023 Asked by elderdragonmaster55 34 Comments

Re: on evoke mechanicJust a little follow up on evoke I always wondered if evoke can go outside elemental creatures for that ability.


Mechanically, sure.

Evoke Mechanic Popularity

New 11 Apr 2023 Asked by arkouchie-blog 50 Comments

I know Evoke as a keyword isn't a beloved mechanic in R&D, but how likely are we to see creatures printed with an unkeyworded and/or fixed version of evoke, like Azorius Herald from OG Ravnica?


Evoke was pretty popular. It’s one of the few Lorwyn block mechanics that scored well. I hope to see evoke return one day.

Appreciation for Legendary Enchantments

New 20 Jun 2022 Asked by metamagix 41 Comments

Re: Legendary enchantments
I like them because they tend to evoke key moments in a characters story that is represented mechanically as a unique effect on a permanent I also want there to be more enchantment support aswell as legendary support as I really like it flavorfully


Thanks for answering.

Insight on Negative-Kicker Mechanics

New 16 Apr 2022 Asked by sonnettwentynine 22 Comments

“Like evoke?” You’ve used it different ways, but I guess I meant from a game design psychology perspective. Kicker type mechanics says “pay more and you get a better effect!” Negative-kicker types say “pay less and you get a lesser effect, or the same effect plus a drawback.” Even though they can actually be exactly the same mechanically (just reverse what’s base cost and what’s alternate) they feel different to the player. What are your thoughts/ideas for when/why to use what?


In general, we want you to feel like I can pay more to upgrade, so we can do what’s being asked, but we’d template it as more upside than downside. The normal spell has a down side, but you can pay to get rid of it.

Thoughts on Powerful Effects Cost

New 16 Apr 2022 Asked by sonnettwentynine 16 Comments

What are your design thoughts/preferences on what feels like “negative kicker,” where the regular cost is a powerful effect, or you can pay a reduced alternate cost for a drawback (like Baleful Mastery)?


Like evoke?


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