Level Up

Isolation of 'Level up' Keyword

New 17 Jul 2024 Asked by oooblyjooblies 3 Comments

Is it possible to use the 'Level up' keyword in isolation, without the Leveler card frame and its associated baggage? I.e. A creature with Level up that, in its rules text, attains bonuses referring to the number of Level counters it has.


I’ll say it would be unlikely.

Class vs Level Up Cards

New 17 Jul 2024 Asked by heathjj 9 Comments

As a huge fan of the Level Up mechanic, I naturally love Class cards too. But, I recall you mentioning that Level Up was too problematic to be re-used much. If I'm remembering correctly, what are the differences between the two that make the Class mechanic more valuable?


Creatures which had to change power and toughness as it evolved was much more complicated to track and made the layout less appealing and more confusing.

Experience Counters as Resources

New 28 Dec 2023 Asked by crimsonandrose-blog 37 Comments

If/when legendary creature/s that utilizes experience counters as a expendable resource. being bring back level up but instead of mana you need to spend experience counters


If, for exactly experience counters, but probably when for some kind of resource counter.

Complexity and Mental Load

New 28 Jan 2023 Asked by honor-basquiat 116 Comments

Hi Mark, Happy Friday!

I enjoyed listening to your Logistics Drive to Work podcast today.

It's a very important subject related to Magic for me and logistics, particularly related to tracking and mental load issues, are one few things I feel are getting significantly worse in recent years.

Even if you make it easier to get specific additional game pieces required to track to play Magic (i.e. tokens, keyword counters, stickers in booster packs) keeping track of them in paper Magic significantly contributes to the mental load.

Do you really think it's worth it? Yes, sometimes you have a slam dunk mechanic like double faced cards, but I question if mechanics like the Initiative and Day/Night are worth the logistical tracking hurdles for paper Magic.

For 25 years, Magic had a relatively low tracking logistics issue. Sure, you had +1/+1 counters, level up counters, loyal counters and simple creature tokens, but it was always very easy to track any of these mechanics with a standard six sided die.

So why did things have to change? Magic continues to introduce several new and interesting mechanics each year that don't rely on outside game pieces and complex logistical tracking so it doesn't feel like Magic is running out of design space.

Day/Night, stickers, keyword counters, die rolling, Venture and Initiative and extremely complicated creature tokens are all relatively new to Magic (within the past 4 years or so).

I feel in recent years design isn't being conservative enough about weighing the logistical consequences for introducing more tracking logistical issues and extra game pieces aside from the cards. Does anyone else at WotC feel this way or not really?

Are more mechanics like this the new normal or is this just an example of the pendulum swinging in one direction for now?

I'm asking about this because all of these new logistical tracking issues make the game feel burdensome (even though the mechanics are fun), they fundamentally exacerbate the mental load, especially in eternal formats like Commander, and they cause me and my friends to make far more misplays and errors which creates a "feels bad" effect.

Thanks for everything you do Mark. Keep up the good work. I hope this isn't coming off as too critical or negative. I'm a mega fan of Magic and enjoy numerous things about the game including the upcoming ONE set but this logistics issue is a big deal to me.


You touch upon the companion issue, mental load, which is another podcast I have coming up. The data was telling us we’d been a bit under what the players wanted/could handle, so we dialed it up a bit. Did we dial it up too much? That’s a good question, and something we’re monitoring. Whether it’s a new normal or just the pendulum swinging will have a lot to do with the data we get.Which means this is a fine question for all of you. How are you feeling about current Magic when it comes to the overall complexity, including logistics and mental load?

Punch Out Benefit

New 27 Nov 2022 Asked by markusleben 37 Comments

I’ve seen people use the prototype punch out to cover up the power/toughness of the non-prototype version of the card. Do punch outs make more complicated frames like Level Up easier to return to?


They help.

Running Kaito Brawl Tactics

New 12 Feb 2022 Asked by popcornbunni 28 Comments

Just from the play on Arena (Running Kaito Brawl), huge thumbs up for the Ninjas with "only once" Ninjutsu payoffs. While it seems like an unfortunate drawback, it allows for a "level up moment" when you ninjutsu one back to hand, then use it's own Ninjutsu again to get the once-only trigger.


: )

AFR and Leveling Experiences

New 10 Aug 2021 Asked by themartiangeek 25 Comments

Why didn't AFR have level up or experience counters?


Class Enchantments are playing in that space.

Class Enchantments and Level Up

New 11 Jul 2021 Asked by road-kill-cafe 40 Comments

Just curious, why wasn’t level up used for the class enchantments?


Because you don’t change power and toughness. Plus, changing it allowed some improved mechanical tweaks.

Level Up Mechanic Usage

New 10 Jul 2021 Asked by shining-dawn 50 Comments

Was Level Up ever considered for Adventures in Forgotten Realms?


Yes. It’s what led to the design of class enchantments.

Issues with Level Up Frame

New 03 Jul 2021 Asked by lettuce-from-the-salad-bar 28 Comments

If I remember correctly, the main issue with level up was that the frame could be confusing, so if we saw level up again would it use a frame more like the new class frame?


The class frame doesn’t solve the evolving stats issue.

D&D Set and Level-up Mechanic

New 03 Jul 2021 Asked by nutella-chan69 32 Comments

Following the party ask, this is why i'm so excited for a D&D set because there is so much history and content there can be some many things done with it. ie, how cool would it be to have a gods focused set because there is so many in forgotten realms alone.Anyways i was wondering if level up was considered as a mechanic to show back up again. It cetainly would fit well.


Level-up was considered and basically morphed into the class enchantments.

Contemplating the Level Up Feature

New 02 Jul 2021 Asked by chazashley175 45 Comments

Was there ever any consideration of Level Up being in AFR? I know it wasn't too popular, but was hoping it'd come back to a set that would match it flavorwise!


It was talked about.

DFC's and UB Comparison

New 18 Apr 2021 Asked by ninthsword 38 Comments

May I respectfully make two arguments for why DFC's and UB are akin but different in scale. First, DFC's were precidented with split cards, level up cards, and flip cards, which traced back through years of Magic's history. UB is barely precidented, and most of what precident that does exist was ultimately roled into continuity (Arabian Nights and Portal 3 Kingdoms). Second, DFC's affect the logistics of one card, while UB cards affect the storyline of the entire game they are in.


The issue you care about will warp what matters to you. If you don’t play in sleeves, for instance, double-faced-ness might be a much larger issue than flavor congruity. I’m not saying what you care about doesn’t matter. It does very much. But you have to understand that to other players, different issues matter to them just as strongly.

Revival of Level Up

New 19 Mar 2021 Asked by lettuce-from-the-salad-bar 41 Comments

If level up was brought back would it use something like the saga frame?


It’s original frame was not super popular.

Future of Level Up Mechanic

New 04 Jan 2021 Asked by rossfenlon 41 Comments

Hey Mark! What are the chances that Level Up will return in a future set? Thanks!


Chances are low in its current form in a Standard-legal set.

Level Up in D&D Crossover

New 11 Oct 2020 Asked by chazashley175 44 Comments

Hey Mark, know its super early but could I get a maybe for level up showing up for the dnd crossover next year??


Maybe. : )

Designing Leveller Cards

New 22 Oct 2019 Asked by leoboon 26 Comments

Were leveller cards hard to design? I had to design a bunch recently and there are so many numbers (mana cost, level up, three different p/t, levels) that it felt hard to gauge a card's power without testing it.


Having a lot of knobs (numbers you can tweak) can be quite tricky.

Planeswalker Loyalty Abilities

New 29 Sep 2019 Asked by drunkenfromdelusion-deactivated 64 Comments

Hi Mark, would it be possible for a Planeswalker's static ability to reference the number of loyalty counters on it, e.g. “As long as [NAME] has four or less loyalty counters on it, it has hexproof“ or “As long as [NAME] has five or more loyalty counters on it, attacking creatures you control have trample“, or would that be to similar to Level up?


I believe that works within the rules.

Level Up Complexity

New 21 Sep 2019 Asked by dismembered-dreams 38 Comments

Why is level up so high on the storm scale? It seems like a fun mechanic, but I didn't play when it was a thing.


It was complex, had a frame that confused players and wasn’t super popular. Admittedly, the later had a lot to do with the first two things.

Level Up Flavor

New 21 Sep 2019 Asked by evscfa1 33 Comments

For flavor reasons Level Up really should have occurred when the creature with it kills another creature through combat damage.


As Sengir Vampire demonstrates, that doesn’t happen a lot.


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