Frogs

Understanding Enchantment Aura Mechanics

New 25 Jul 2024 Asked by mangofisher74 6 Comments

Hi Mark - please settle a question. My opponent has a 1/3 with an enchantment aura giving it 2/2 and flying for a 3/5 flier. On a later turn I make it a 1/1 frog losing all abilities. Is it now a 1/1 without flying or a 3/3 without flying. Thanks for your help, we couldn't find a good internet amswer!


It depends on how the card is making it a 1/1. If it’s changing the base stats, the aura boost would still apply.

Creature Type Expectations

New 23 Jul 2024 Asked by sjk9000 7 Comments

Do you worry that Bloomburrow archetypes might create player expectations for a specific mechanical identity for each creature type? For example, players might be dissapointed that future frogs don't play into bouncing/flickering, or that future mice don't synergize with valiant.


That’s not how other creature types work, even ones that have had dedicated typal themes.

Choosing Frogs Over Turtles

New 23 Jul 2024 Asked by skagerrakgodofdarkness 3 Comments

Are there design reasons why frog won out over turtle?


We chose Frogs before designing mechanics for them.

Absence of Turtlefolks in Bloomburrow

New 23 Jul 2024 Asked by zerofourdefender 12 Comments

Despite being Archelos' home plane, I noticed a distinct lack of Turtlefolks on Bloomburrow- even including the commander set they did not even get a one-off card. Additionally, not a single art in the set depict one, and the closest we got was a Frogfolk wearing a turtle shell (in my opinion looks a little morbid to be honest). Which leads me to ask, did something happen to them?


Frogs and Turtles were the two front runners for green/blue and Frogs won out. Bloomburrow does have one Turtle.

Animal Communication in Bloomburrow

New 23 Jul 2024 Asked by cheesedurian2 8 Comments

How do Bloomburrow animals talk to each other? Do they all understand when a frog croaks or a rabbit squeaks?


My gut is they have a shared language.

Simic archetype inspiration

New 19 Jul 2024 Asked by j-waffles 13 Comments

Omg mark I just realized that the reason the simic archetype for bloomburrow is bounce is because it’s FROGS AND THEY JUMP!!! THATS SO SICK!!! As much as I love turtles, they probably would have been focused on +1/+1 counters, and I’d much rather have this archetype that’s radically different from the “standard issue” simic theme. Plus frogs are also cool as heck. High fives all around!


High fives to be delivered.

Balancing Creature Types in Bloomburrow

New 16 Jul 2024 Asked by okayexperiment 5 Comments

Hi there Mark!I know previews for Bloomburrow aren't quite over just yet, but one thing that I've noticed that I'm a bit sad about is how some of the creature types seem to be more favored than others in terms of number and rarity. This seems especially apparent when you look at Frogs vs. Bats.I was REALLY into the aesthetics and world building given to the bats of Bloomburrow, but looking at the spoilers so far, Bats have 50% fewer spoiled cards than Frogs (10 vs. 15), as well as only 2 rare bats revealed thus far compared to Frogs having 5 rares and 2 mythic rares.


The ten main animals are not exact in number, but they are in the ballpark of one another.

Cut Animals in Bloomburrow

New 14 Jul 2024 Asked by jirachibi2550 3 Comments

When you do articles/DTWs on Bloomburrow: Can you list some more animals that you guys considered for the set but got cut and if you had any planned colors/mechanics for them? We know about Badgers and such, but would love to hear if there were more :)


The two that existed as two-color archetypes was Weasels in black/red and Badgers in red/green. In early vision design, for a short moment, we had fifteen animals as we gave one to each monocolor. It became clear quickly it was just too many animals. There were many ones we talked about that never made the cut. Turtles and Frogs, for example, were fighting for the green/blue slot.

Number of Animals in Bloomburrow

New 13 Jul 2024 Asked by imogenbits 12 Comments

I really love animals and how many different species there are. When you started talking about Bloomburrow's mechanics not being directly typal, I was hoping that there'd be a lot of one-off animals. But almost all of the cards revealed so far are one of the main 10 animals, with the main exceptions being the calamity beasts.Was there ever a point in development where the focus was more on showcasing a lot of different animal species rather than selecting a smaller number that act as draft archetype groups?


I talked about this in my first Bloomburrow preview column. Here’s a snippet:“Once it was on the schedule, I did a little advance work on the genre to familiarize myself with it. I realized that there were two ways it’s traditionally done.Take #1 – Animals represent groups of people. These people are mice, those people are badgers, and these people are otters. Each animal type has qualities that are consistent among that group, usually things that feel resonant with the real-world animal. In this version, the setting is usually a biome, and all the animals in it are ones who would live in that biome. The animals are roughly proportional to what they would be in the real world.Take #2 – Animals represent individual people. This person’s jumpy, so she’s a frog. That person’s sneaky, so he’s a fox. This other person rushes into things, so they’re a rhino. Each animal is used to represent personality qualities. In this version, the setting is usually something more human in structure, often a city, and the variety of animals is much larger. The animal selection here is not limited by biome, so you can have animals living together that normally would never see each other in the real world. The animals are loosely related in size (a racoon is smaller than an elephant), but the scope of scale is compressed.Take number one is easier for worldbuilding. There are less unique types of animals, and they’re organized by creature type. Because animals are used to express groups of people, they tend to act more similarly to traditional species creature types, like Elves, Goblins, or Merfolk. This pushes us more toward a factioned typal theme.Take number two is easier for design because the designers have access to a lot more animals and can make more individually cool designs. The twelfth Mouse card, for instance, is a lot harder to make different than the first Giraffe. This approach pushes us more toward mechanics that tie into a larger animal theme. It’s more likely we’d create an environment that was about a lot of different animals working together, putting the focus more on individual top-down card design.Aaron was more interested in doing take number one, while I was more interested in doing take number two. So, we did a bunch of market research. It came back exactly even. Half the people we polled preferred take one, and half preferred take two. In a tie, Aaron’s original vision won out, so we did take one. (Also, I believe more people internally wanted to do take one.) I do want to stress that both takes would have allowed us to make a cool set. They just head down different paths and would have ended up in very different places, mechanically and creatively.”

Critique of Flavor Words

New 11 Jul 2024 Asked by jdrawer01 6 Comments

Hey, Mark, I'm not to make another UB-related request. This isn't coming from an anti-UB place, and it's just one Goose's opinion, but I'm sure there are others who feel this way.Can we get rid of flavor words, please? I haven't seen a single upside to them presented, just downsides:

  • For decades, one of MtG's biggest strengths was capturing the ludonarrative. Having to spell it out makes it seem like you all have lost confidence in your ability to make card design that makes sense with the captured flavor.
  • If a design is intended to be funny (the Street Fighter cards come to mind), it feels like you're pointing at the "joke" and saying "See? Please laugh." As a person who has a comedy background, I'm sure you understand why killing the frog is bad.
  • Death of the epithet: The most minor of the criticisms, but I really think "Ian Chester, Science Teacher" reads better than "Ian Chester" and then calling his ability "science teacher." (I may be mixing up the WHO teachers, but this applies to both, luckily.) Epithets also make it easier to depict multiple "moments" of a character without giving a card up as the "definitive" version of that character.
  • It feels like you don't trust players to get why the card text is what it is. Telling your audience you don't expect them to be smart (or rather, literate) enough to "get" it doesn't really help. I've seen people say they add flavor to the cards, but the flavor isn't diminished by removing the flavor words (flavor is when things are fleshed out and living, not when things are spelled out). If it's for fans of the IP, then they already get it (Oh, the activated ability that grants flying is referencing this character's rocket propulsion). Non-fans of the IP aren't benefited either, as they will sus out said character has rocket propulsion or be left completely in the dark (see Cult of Skaro: These words do nothing to tell me about the ability. If you were to leave them out, I'd still be able to sus out that each ability corresponds to one of the four Daleks depicted).
  • Lastly, they make cards harder to read. When trying to grok a card, there should be as few words as possible I'm supposed to ignore.
I understand some people will go "I recognize the thing" and a bulb in their brain will light up, but something being easy like this doesn't mean it's better or that we actually like it more.I guess there's the potential upside that you could slot in numerals to power up my Baron von Count deck, but I don't see any real tangible upside to them. Obviously I'm missing something. Can you say what it is?
(Also, even if you don't answer it,thank you for taking the time to answer this book of an ask. These are feelings I've been sitting on since AFR and keeping an open mind on in case I changed how I felt from my initial reaction.)


Flavor words can do some things that we can’t replicate elsewhere. I agree they can be overused, and are not always used optimally, but I don’t think we want to throw out the baby with the bathwater.

Rules Distinction in Gift

New 11 Jul 2024 Asked by gridnack 7 Comments

First of all, LOVE Bloomburrow! Especially the otters, frogs, and rabbits. Re: Gift a tapped fishGift is like Haunt in that the instant/sorcery version and permanent version do different things. The spell gifts the fish before other effects. The permanent gifts when it enters. I see this having similar challenges with Haunt. Also the rules text doesn’t specify a 1/1 blue fish. Reminder text isn’t technically part of the rules. Can I gift my opponent other kinds of fish? I see the “gift a tapped fish” as being potentially “rules-challenging”.


Rules text has meaning beyond what’s on the card. Reminder text is telling you relevant information. That is real information that has rules weight. Reminder text just isn’t written in technical Magic templating.

Bloomburrow Animals' Strength

New 11 Jul 2024 Asked by bhogal83 8 Comments

Do the animals on Bloomburrow have super-strength? Like, many of them are small mice/frogs/etc, yet they have power/toughness higher than humans from other planes.


Making all creatures have fractional power and toughness wasn’t on the table. : )

Classification of Animal Species

New 10 Jul 2024 Asked by storyofawerewolf 9 Comments

Hey Mark, so have a question for you from an ecologists perspective here. Why is it that some classes of animals within magic, such as mammals, amphibians, reptiles are broken down into family classes as archetypes (rabbit, wolf, frog, lizard, snake etc) but birds are just birds and not broken down any further? Just an odd one I've noticed for a while haha


We wanted to make bird lords rather than hawk lords.

Artifact-Related Issues in Bloomburrow

New 10 Jul 2024 Asked by polluxr 27 Comments

I was checking out the previews for Bloomburrow and people were raising concerns about Ygra turning every creature into an artifact creature (since Foods are inherently artifacts). Someone raised the point that those tokens (Clues, Treasure, Food, Maps, Blood Junk, etc) could have been given a unique type to avoid unwanted artifact-related issues. Was that ever considered/discussed?(loving the cards so far and I already love "Hop/bounce" as a mechanic for frogs and foraging for squirrels! Also looking forward to the pay/gain life for bats since Orzhov is my favorite pair. My compliments to the chefs! Great cooking!)


We consider artifact synergy a feature, not a bug.

Frogs' Hopping Mechanic Colors

New 09 Jul 2024 Asked by sjk9000 26 Comments

Frogs hopping is very flavorful, but bouncing/flickering seems a lot more blue than green. Do you think the cards in this archtype are going to adequetly represent both colors?


The archetype needs both move cards to different zones and cards that care about being moved. Blue can do a little more of the former and green the latter.

Frog Card Design Choices

New 09 Jul 2024 Asked by lordpringle 28 Comments

The Frogs bouncing is a big flavor win! But my friends were wondering if you made frogs and then decided they should bounce or if you decided on bounce and then made the bouncers frogs?


We chose green/blue to be Frogs before we made the jumping theme.


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