Mercenary

Concerns about Commander and Freerunning

New 21 Jun 2024 Asked by tybonel13 2 Comments

As someone who primarily plays commander I really dislike how it's been stapled on to Freerunning. Cards don't need to work in every deck. In fact, it feels much more rewarding when you stumble across cards that only work in the deck you're trying to build. Freerunning as an assassin's only thing would've been great. Cool mechanic, cool flavor, fits the IP. Including commander makes it feel forced and too direct. I get commander is the most popular format and you want to cater to it, but this is the absolute worst way to do that in my opinion. Just make cool cards with niche abilities and have them be legendary from time to time.


Assassin typal is pretty narrow. Note how Outlaws of Thunder Junction had to also attach Rogue and Mercenary and Pirates and Warlock to make it mechanically relevant. (There were only 87 Assassins in the game - not counting Changelings - before Assassin’s Creed released.)It just isn’t good game design to make a mechanic (the only new one, no less) one that can only be played in under .1% of decks. But it’s Assassin’s Creed, Assassin’s in the title. It’s the core role of the game. So Corey (the lead design of the set) decided to find additional mechanical space to broaden it. Commander traditionally has trouble with aggression (aka not a lot of Commanders attack regularly) so Corey found a way to make the mechanic relevant in Commander.Even though every Commander deck has a Commander, free running doesn’t push in a way that makes every deck want or need it. I hear the message that some people don’t want us to design cards for Commander, but it’s a 800-pound gorilla that dominates tabletop play. If you go to many game stores, it’s the only pick-up game you can find. So to make our new mechanic (again, the only new mechanic in the whole set) something unplayable in our most popular format isn’t very viable. There is a truism in game design. “You design for the game being played.” You have to understand how your cards will be used by the players and lean into it. There are so many formats you can play that we (mostly) don’t design for, if that’s important to you. Magic is great in that you the player have so much agency in how you play. But we’re going to design for the format that dominates tabletop play.

Outlaws Mechanic Trivia

New 17 May 2024 Asked by zendikon-sage 63 Comments

Hi Mark,It’s my birthday and me and my friends are going to play some OTJ sealed today. In honor of this, can I get some trivia on Outlaws, my favorite mechanic to come out of the set?


We made a list for Outlaw of any creature type that might make sense:
  • Assassin
  • Barbarian
  • Berserker
  • Minion
  • Mercenary
  • Ninja
  • Pirate
  • Rebel
  • Rogue
  • Warlock
Assassin and Rogue felt like automatic includes. We added Mercenary because we wanted the “henchperson” token to be a Mercenary. The creative team asked us to add Warlock because we needed to have an outlaw spellcaster to hit all the card concepts. That’s what we handed over to set design.When making a batch, we do between two and five, with three being optimal. Four seemed in a good spot and allowed set design to add something if they had to. They added Pirate because of all the Pirate cards in The Lost Caverns of Ixalan. We did talk through many of the others. We considered bringing Minion back instead of doing Mercenary (we stopped doing it a while ago). We talked a lot about Ninja. In the end though, we felt this collection best served the mechanic.Happy Birthday!

Warlock Inclusion Reasoning

New 09 May 2024 Asked by barrinmw 57 Comments

Not a question, but a comment. It would have been nice if you left warlock out of outlaws or did something different so the classes would have made a good acronym. Like, without warlocks it could have been RAMP for outlaws.


The reason we included Warlock was we have a lot of spellcasters in sets (being the game is at it’s core about magic), and we needed ways to do them and be outlaws. Choosing elements of a batch have a lot of factors to weigh, and making a good acronym is just pretty low. By the way, if we were prioritizing making acronyms, I would have swapped Mercenary for Ninja to make PRAWN. : )

Token Availability Feedback

New 05 May 2024 Asked by justletmereadmyoldblog 27 Comments

To put a fine point on the feedback about tokens in OTJ, I think it would've gone a long way to improving availability of tokens for limited if tokens only for cards on the BIG sheet were not in the packs. It feels like half the packs I've opened for draft have had a Blood token in them, which is only used by one card from BIG. I think one person at every tenth table needing to track down a Blood would've been less bad than everyone else having 0 or 1 Mercenary tokens per table.


I’ll pass that note along.

Token Diversity Limits

New 05 May 2024 Asked by selein 23 Comments

I had a great time drafting OTJ last night! I noticed, after opening an entire box, there are a LOT of different tokens. My first thought was how they do an excellent job of increasing design space and contribute to overall worldbuilding. Unfortunately we didn't open any Mercenary tokens and only 1 treasure – the two most needed tokens in the set. Comparatively, we got 3 sheep, angels, gnomes, 5 food, & 4 Elk among others. I point this out because I think token diversity is a budget to consider.


It is. We do have set limits.

Outlaw's Crime Ability

New 17 Apr 2024 Asked by dwarf-scum 34 Comments

Hey Mark, how come the most common Outlaw in OTJ (the mercenary token) can’t commit a crime with its ability? Was it ever tested as being able to target any creature, not just your own?


It was. It made committing crimes too easy.

Mercenary Type Timing

New 17 Apr 2024 Asked by pontemosca 23 Comments

Hi Mark, once you decide to use Mercenary in creature cards in OTJ, was it too late to add some Mercenaries to other sets in standard?


There were enough Rogues, Warlocks, Assassins, and Pirates that it wasn’t an issue. Future sets can make use of the Mercenary creature type.

Mercenary Tokens Design

New 15 Apr 2024 Asked by stormtide-leviathan 18 Comments

Was there ever any consideration of making the Mercenary tokens predefined?


You have to be pretty deciduous before we’d choose to do that.

Shift From Tutor Mechanics

New 14 Apr 2024 Asked by alkatyn 25 Comments

Enjoyed your podcast running through past mercenary cards. One thing that stood out to me is that the mercenary "recruitment" mechanic of searching for a lower cmc creature and putting it on field doesn't feel like something you'd do today. Is there a general move against searching effects? I guess the closest now would be "look at the top X cards of your library...." style effects


We’ve shifted away from tutor mechanics as they make games play out too similarly. You’re correct, we’re more likely to do “look at top cards of your library” as it both has more variance and encourages having more cards of the theme in your deck.

Mercenary Tokens Limit

New 14 Apr 2024 Asked by ginkasai 26 Comments

Did the mercenary tokens ever target any creature? Using them to commit crimes could have been fun, but I could see why it was limited.


We talked about it, but it made it too easy.

OTJ Flavorful Terminology

New 10 Apr 2024 Asked by legacy-rise 29 Comments

You've said R&D made a point to look for ways to incorporate flavorful terminology into OTJ's rules text, i.e. "commit a crime". In that vein, was it ever considered to make the Mercenary token a predefined token with an evocative name? E.g. "Create a Lackey token. (It's a 1/1 red Mercenary creature with yadda yadda.)"


Not in vision design.

Mercenaries vs Minions

New 08 Apr 2024 Asked by jimharbor 22 Comments

You say you went with Mercenaries over Minions for the henchpeople in ITJ because you stopped making new minions outside of EDH throwbacks, with the last standard legal card original printed as a Minion in 2003, but the last standard legal Mercenary was printed in 2005. Mercenaries are a *bit* more used than Minions but was the difference seen as that significant?


We chose to stop making Minions. We never made that decision for Mercenaries.

Henchfolk Card Typing

New 06 Apr 2024 Asked by jimharbor 32 Comments

Why was Mercenary chosen for the henchfolk cards in OTJ instead of Minion? Thank you for answering our questions sir.


We support Minion in that we haven’t changed it from the cards that have it, but we don’t use it on new cards anymore. With the exception of three cards in Commander 2019 that were redone legendary creatures that were originally Minion (Chainer, K'rrik, and Xantcha), we haven’t printed Minion on a card since Legions in 2003 (21 years ago!)

Mercenary Support Future

New 05 Apr 2024 Asked by barrinmw 36 Comments

So now that Mercenaries have gotten some much needed love after 20 years, will we be seeing them semi-regularly going forward (more than we saw from Masques block to OTJ) or no? As someone who is excited to be able to actually jam Cateran Overlord, I hope the answer is yes.


The Outlaw batch existing will definitely help, especially in the short term.

Mercenary Tokens Color

New 05 Apr 2024 Asked by elmdormesdoram 20 Comments

Why did you choose to make the mercenary tokens red?


It was the best match to the combination of the ability of the creature and the flavor.

Mercenary Tokens Functionality

New 03 Apr 2024 Asked by saucyfaucet 32 Comments

Hi! Could you please share what the design discussion was like to make Mercenary tokens target ONLY your own creatures? My concern is how easily new players will assume they can trigger crimes with them. Perhaps it was for balance, but leaving this potential misunderstanding at common kinda surprises me! Thanks for all you do.


The Mercenary token being able to repeatably commit crimes for no mana and little risk to themselves ended up being too good.

Bar Assembly Reason

New 02 Apr 2024 Asked by bloodyqueerfrenchman 23 Comments

An assassin, a rogue, a mercenary, a warlock, and a pirate walk into a bar. What are they doing there together?


Having a secret batch meeting. Zendikar has similar party parties.

Villain Set Mechanics

New 01 Apr 2024 Asked by jdrawer01 34 Comments

Mark, I don't understand how OTJ is a villain set outside of showcasing a bunch of them. I thought every set gave you ways to be a villain, commit crimes, and be rewarded for both. Can you say a little more to help me understand better, please?


Many mechanics in the set (commit crime, plot, spree, outlaws, mercenary tokens, etc.) are all themed around acting like a villain. Yes, you can always choose cards to make a villain themed deck, but this set structurally builds around that, much like you can always build a graveyard-themed deck, but not every set is themed around the graveyard.

Understanding 'Plot'

New 01 Apr 2024 Asked by arandomstringofcharacters 42 Comments

"Committing crimes, the outlaw batch, plotting, spree, the mercenary token - all villain themed." TBH, I though that was supposed to be plot as in "story beat", not plot as in "scheme".


No, plot as in to scheme. You’re casting spells now to set up future turns.

Western vs Villain Themes

New 01 Apr 2024 Asked by ceta-maelstrom 44 Comments

So OTJ feels like a very top down western plane to me, and the Villain aspect barely pings in my radar. This isn't a complaint, the western setting is much more interesting to me than the Villain theme. But aside from having a bunch of named characters, most of whomever have no lore to tell us if they are Villains or not, what aspects of the set are you guys seeing as Villainous? Mechanics wise, spree, deserts, outlaws, mercenary tokens, and mounts all feel westerm inspired, where plot is certainly named like its a villain mechanic, but doesn't particularly feel villanous. Leaving crime as the only thing that feels like a Villain mechanic, and even then, most westerns have the heros doing a crime. I think it might a case where the setting and theme weirdly had too much overlap.


Committing crimes, the outlaw batch, plotting, spree, the mercenary token - all villain themed. Only saddle/mount and “desert matters” is western themed (without a tie to villains).


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