Kicker

Balancing Unique versus Popular Mechanics

New 30 Jun 2024 Asked by andalon-historian 13 Comments

How do you navigate the tension between uniqueness value (this beloved mechanic shows up once every ten years, so its appearance is an exciting event!) versus giving players what they like (cycling and kicker falling in popularity as they become mundane). With something like Mistform Ultimus --> Changelings, the answer is obvious: It ceases to be unique when a set comes along that needs it. With the decision to make landfall (and now convoke) deciduous, it seems a lot less clear. How do you weigh the demand for popular mechanics against them inevitably becoming less popular?


Mechanics have a splash value and a practical value. The splash value starts high and declines with time. The practical value grows as we better understand its uses from a design perspective. We try to milk the splash value as best we can, but once that is mostly used up, we focus on practical value.Long-term, the practical value is more important than the splash value as it’s what we be impactful for the larger portion of the mechanic’s life.

Comparing Mechanics to Kicker

New 12 Jun 2024 Asked by jirachibi2550 32 Comments

So we all know the running joke of "Everything is kicker", but is there a mechanic you admit is indeed just kicker with a different name in retrospect? Personally I think Cleave is one of the ones that does feel like just a slightly more complicated Kicker.


Many mechanics could be done (a few with a little tweaking) with kicker.

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.

Volver Kicker Memory Aid

New 04 Jun 2024 Asked by mrpopogod 31 Comments

I never realized the two Volver kickers giving different +1/+1 counter amounts was a memory aid. I always assumed it was just "this is the color that makes it strongest".


I always enjoy filling people in on design decisions they might not have realized.

Untapped Mechanic Potential

New 11 May 2024 Asked by paregmenonparadigm 30 Comments

What mechanic do you think has the most untapped design space? For me I think it's cleave.


I’ll say kicker. : )

Spree Mechanic Praise

New 20 Apr 2024 Asked by roborabbitart 42 Comments

Also I want to say, props to the team for the Spree mechanic! I really hope it makes a return. Even if it's "just kicker again", it's far and away the coolest kicker to date. Cards with options are always fun to use, and Spree offers so many in a very clear way. Being able to use the various modes multiple times as needed is the cherry on top.


The mechanic was known as mission in vision design. The original printed name for it was bonanza, but we changed it to spree specifically to give it a more general name so we could more easily use it in other sets, as we too saw the potential in it.

Expanding Spree

New 16 Apr 2024 Asked by nite0304 50 Comments

Hey Mark! Spree is probably one of my favorite mechanics ever, but I feel it was a bit unexploited.Can we expect to see variations on spree, such as a permanent with spree, a spree cost of a different color than the original spell, a spree cost that's not mana at all, or a spree spell with flashback or kicker?


I am optimistic we will make more spree cards.

Symbol for Additional Costs

New 30 Mar 2024 Asked by corporalotherbear 29 Comments

Is the plus symbol spree-exclusive, or is it going to be on other additional cost mechanics ie. kicker going forward?


It implies an additional cost must be paid, so it doesn’t go on normal kicker, but if another mechanic had that as a component, we’d consider it.

Rules Complexity

New 28 Mar 2024 Asked by blazinjsin 18 Comments

Is it possible in the current rules for a card to care about "whenever you pay an additional cost" to catch things like kicker, spree, Fling, and commander tax?


Maybe, I’m not sure.

Spree Versus Kicker

New 27 Mar 2024 Asked by blazinjsin 26 Comments

"As for spree. A lot of mechanics are “sort of kicker”. Technically kicker can’t do what spree does, at least not in a way that could actually fit on a card." We definitely already have a bunch of cards with multiple kickers and different effects based on which kickers you pay


Yes, some of the spree cards with two modes could fit. Most of the ones with three could not.

Spree Mechanic Nature

New 26 Mar 2024 Asked by pashu111-blog 23 Comments

Hi Mark, I'm hoping you can help settle this now that spoilers have started. Is spree considered a kicker variant, or a split card (with fuse) variant?


Spree is more like a three-card split card with fuse.

Mechanic Similarities

New 26 Mar 2024 Asked by spyrohawk 39 Comments

From the new mechanics shown so far, Plot feels very similar to Foretell and Spree seems identical to kicker, but neither will trigger effects that care about that specific mechanic ("whenever you cast a kicked spell...", "... for each foretold card you own..."). Other than "changing the name to fit the set theme", what's the design philosophy behind "new mechanic that's almost identical to old one but doesn't synergize with effects that care about that mechanic"?


Plot overlaps with foretell only if it’s a two-drop with foretell 0. (And even then, it’s facedown if foretell.) The two actually play very differently. Looking similar is not the same as playing similar.As for spree. A lot of mechanics are “sort of kicker”. Technically kicker can’t do what spree does, at least not in a way that could actually fit on a card. Maximizing synergy with cards that care about a specific mechanic is much lower than making a cohesive exciting new set. Yes, backwards compatibility is important, but more in making sure larger themes have old cards that work with them that strengthening specific old cards.

Mechanics Across Sets

New 15 Mar 2024 Asked by mitch1238 22 Comments

How often were named mechanics actually used in more than one set in a block? After looking back at some popular blocks, it appears as though it was the exception rather than the norm. Kicker being in all three Invasion sets seems like the best example, but then Kicker can literally go in any set. Spirit/Arcane were so parasitic that they probably couldn't have functioned without appearing in consecutive sets, but good examples of this seem rare given how often people cite it.


Most of the time. Sometimes if we ran into trouble play designwise, the third set just had one or two.

Cost Mechanics Insight

New 10 Mar 2024 Asked by dude1818 43 Comments

Collect evidence isn't anything like other mechanics. The phrase gets embedded inside other phrases and sentences, but it still needs reminder text, which gets shunted to elsewhere in the text box. If it was just a normal kicker ability, there would be a single line at the top of the text box that said "collect evidence N (as an additional cost, etc)". It should just be kicker, and you can't use kicker in activated abilities


Discard, life payments, colorless mana, Phyrexian mana, snow mana - there are plenty of costs that work both in mana costs and activation costs. The fact that some “cost” mechanics like convoke only work in mana costs and not activation costs is a bug, not a feature. As we design new things, we are finding ways to fix that bug.

Mechanic Family Tree

New 02 Mar 2024 Asked by doopboopdoop 27 Comments

Has there ever been an attempt at making a mechanic family tree? Like how a bunch of mechanics descend from kicker or how devotion came from chroma etc


Not that I know of. I’ve seen mechanics broken down by the type/style.

Set Mechanics Dream

New 29 Feb 2024 Asked by unastrenoir 21 Comments

If or When : a set with only Kicker, Cycling, Transform, Landfall and Flashback? 😇


If. We tend to like to do new things, especially in premier sets, but it would be easy to execute on.

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.

Discard Cost Keyword

New 28 Nov 2023 Asked by sjk9000 27 Comments

If you guys made a set where a bunch of cards had the ability to discard a card as you paid the cost for a bonus, would you template it as "Kicker --- Discard a card" or would you invent a new keyword for it?


It depends on many factors. If it’s one of the main mechanics, and 100% of them require you to discard a card and no other additional cost cards work the same way, odds are we give it a new name.

Bargain vs. Kicker

New 10 Sep 2023 Asked by bloodprism 65 Comments

is there a reason beyond flavor that bargain isn't just a form of kicker?


I don’t believe 100% of the execution can be replicated with kicker. Nonetheless, many mechanics could be kicker. Kicker’s too broad of a mechanic, as regular Question Marks know.

Bargain vs. Kicker

New 19 Aug 2023 Asked by yunasjet 40 Comments

Is there a reason that Bargain is an additional cost rather than having "Kicker - Sacrifice an X permanent" (where X is some word used like Historic to mean artifact, enchantment or token)?


Not a rules person, but bargain is not exactly kicker.


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