Suspect

Broader Narrative in Block Sets

New 26 Jul 2024 Asked by durzio 0 Comments

I seem to always find lots and lots of discourse about block sets. Two sides of the same argument every time.
Side 1 says something like:"I hate all these random sets, I miss block sets."
To which, Side 2 says; "Well block sets never sold as well at the end, players attention span's are better suited for one and done blocks."
My problem with this response is that it essentially ignores the initial statement. Rather than clarifying what they mean, they assume and answer.
Personally, I miss block sets, but ONLY from a story perspective.
Basically, do sets exactly the same as you're doing now. Draft is better now than blocks were, standard with Foundations sounds fantastic. The only thing I'd like to see is a set of setup, and a set of payoff.
MKM was a set based on a murder mystery with the big twist ending basically included in the release, as an example. It could've benefitted from a real, but delayed, payoff. Set up the consequences for each suspect, then reveal and give different consequences that were hinted at in other ways. Bam. Improved.
The last time we visited New Phyrexia, it was a block, I remember ubiquitous speculation over how the story would wrap up. There were factions events at local game stores, branded posters and packs for the factions at play, etc. I had a friend get the New Phyrexian emblem tattooed on themselves. The story felt *Important* and so much less divorced from magic than it does today.
Usually, in my experience, when someone asks for blocks, they're asking for the story to matter. There are lots of mechanically interesting card games out there, and mechanics are only part of what makes magic, magic!
All I would ask is that writers get the opportunity to do setups and payoffs with magic's evolving story with multiple sers, and that story related sets have *some* play synergies. They don't need to share mechanical themes just to share story themes, but it would be a nice little florish if they had mechanical synchronisets,
Hell, a REALLY good idea (in my opinion) would be to do these sets in a different order than the old method. Modern fantasy novels swap POV characters and follow different stories. Why not set up multiple stories in a row, then start to alternate resolving an older, established plot line, and then starting a new one or swapping to another established one. This really gives players time to get interested and speculate (and making the story FEEL present will likely also boost novels and comics numbers, etc., if you need a monetary reasoning.)
What do you think Mark?


We already do a lot of what you’re asking. Each Magic “year” does have a larger connected story, often with different POV characters.

Designing Cool Mechanics

New 13 Jul 2024 Asked by thetitan555 5 Comments

I'm trying to find a source for the following sentiment but it's hard to google. Could you rate the truthiness/falesness of the following statement out of 100%?"Recently, R&D has come up with lines of text that would be cool to have on a Magic card, then created mechanics to make that happen." For example, 'If it's suspected, exile it. Otherwise, suspect it.'


We have definitely taken the approach of finding words we like when doing early design and using that as an impetus to find mechanics that work with those words.

Ocean World Possibilities

New 25 May 2024 Asked by mrtitanic 0 Comments

When MTG (finally) delivers an Ocean World, do you suspect it will be an entirely new plane, or explore, for example, the oceans of Theros, the way Ixalan was also Underground World?


Which would you all prefer?

Mechanic Overload Concern

New 12 Mar 2024 Asked by nunziantimo 41 Comments

Why every set needs to introduce so many new keywords? I believe there are already enough. Stuff like Disguise, Cloak, Collect Evidence, Suspect, are born (and I believe dead) within Murders at Karlov Manor. LCI had Craft, Descend, Discover, Explore. OTJ has Crimes and probably more. I understand that it's fun to draft with new mechanics, but I hate when I am playing any format and have to search online what a specific new mechanic does.


We make new mechanics because players tell us it’s the number one factor of why they buy new sets. Disguise and cloak are just us updating Morph and Manifest, which I do expect us to use again. Collect evidence played well, so I assume it will return. Suspect is the mechanic I’m least sure we’ll use again, but I’ve said that about plenty of mechanics that went on to come back.If an excess of mechanics is frustrating for you, you might want to try a rotating format, like Standard, which greatly limits how many mechanics are available at a time. Non-rotating formats are just going to continually go up in mechanics. It’s their nature.

Vocabulary Fatigue Issue

New 03 Mar 2024 Asked by olmbutch 47 Comments

hey mark! recently people I know have been expressing issues with what I'm calling "vocabulary fatigue". Wizards has been recently utilizing a lot of very flavorful mechanic names and ability words, which is something i myself appreciate, as someone who plays a lot of limited and only needs to focus on a few of them at a time, but a lot of my friends are saying is making their experience with the recent sets worse, because they have to remember what cards do when it isn't super obvious from their actual text. In the past year or so we've had a lot of new "action batching" mechanics (by which i mean vocabulary that references a specific action or kind of action so that cards can more easily care about that action without spelling the action out every time) such as "the ring tempts you", "decend", "commit a crime", "collect evidence", "suspect", and "face a villainous choice" as opposed to older magic sets, which didn't deal with this design space as much. although other mechanics in the same vein exist, like Monsterous, their prolificness in the last year or so feels like complexity creep.Although the names are flavorful and saving on card space as allows for powerful and interesting cards, the volume of new vocabulary for older pretty routine actions (such as making your opponent choose things, permanents entering the graveyard from anywhere, interacting with your opponent or their cards, or exiling cards from your graveyard to pay a cost) can feel incomprehensible and overwhelming at times. There's a reason "whenever you cast a noncreature spell" has bever been erattaed to "whenever you exhibit your prowess"
Thanks for reading! Have a great day.


The reasons for the vocabulary increase in the type of effects you’re talking about is the result of solving a core problem. Commander has become the most played tabletop format. In order to hit a threshold that a theme is playable in Commander, it has to appear on more cards than can possibly fit in a single set. In fact, more that can fit in three sets (so even a return to blocks wouldn’t solve this problem.) The solution is to play into themes that are backwards compatible. At first, we just hit upon themes that Magic has been doing a long time (caring about card types, graveyard, typal, etc.). Eventually, though we start to both exhaust those and start to feel to repetitive. One of our solutions was discovered in Dominaria with historic. What we call batching. If we combo existing things, but in a flavorful combination, we create new backward compatible themes that haven’t yet been the core of decks. Yeah, you’ve made artifact decks and legendary decks, but none with those two effects, plus Sagas, combined. In order for batching to work, we need to give it a flavor to hold it together, and that requires vocabulary. The flavor also helps the mechanic feel organic to the set it’s in. In short, player preferences create new design challenges, and this trend is one of the things design is doing to meet those challenges.

‘Crimes’ Mechanic Feedback

New 01 Mar 2024 Asked by jdrawer01 38 Comments

I've only recently learned what crimes were, and I'm not yet sold. I think it's too broad of a thing to try to condense into a word and also that you guys are trying to get too cute with it.
Ofc, I also thought suspect was too cute, but MKM prerelease was enough for me to see it play out well, so we'll see.


Part of modern design is finding ways to take existing things and group them in a way that allows for new game play and deck building. Backwards compatibility has become very important in a world of eternal play.

Mechanic Design Displeasure

New 29 Feb 2024 Asked by wrathbite 33 Comments

Hi Mark! I've noticed a rise in named mechanics over the past couple years where there are specific keyword actions that, while very flavorful for the set they're in, are adding a lot of mental load to the game. I'm meaning the rise of things like Connive, Venture Into The Dungeon, Suspect, and now Plot and Commit a Crime coming out in Thunder Junction. I'd like to express my distaste for these types of mechanics as an enfranchised player that mostly plays eternal legal formats. Often there are only a handful of cards in each set that I'm interested in, and those cards feel a out of place in my decks. I understand that you make cards for the entirety of the magic audience, so I don't expect a single voice to make you change how you design magic, but I wanted to express my opinion on the matter.
I hope you have a great day!


I’m having trouble seeing the throughline of your examples. Can you give me a more concrete description of what you don’t like?

Suspect Counter Consideration

New 09 Feb 2024 Asked by reprintnykthospls 32 Comments

Was it ever considered to use a counter for suspect? With the handy punch out that came with the pre release it had a similar feel, and personally I think the language of "put a suspect counter on a creature" would have gelled more in magice-ese.


We have to be careful when and where we add counters as using them creates mechanical interactions that we often don’t want.

Design Feedback

New 27 Jan 2024 Asked by wherehavealltheuswrnamesgone 26 Comments

Hey Mark! Positive feedback for you: I really enjoyed this week’s Making Magic on the design of MKM. I really liked your description of the new word-based design approach and I appreciated the inclusion of Mago’s rules for what the new mechanic could NOT be when designing suspect. I also liked getting to look at the long list of ideas you tried for each mechanic. A really fascinating look at the iterative process of design. Great article!


Glad you liked it.

Keyword Possibilities

New 23 Jan 2024 Asked by raytyger 24 Comments

Considering more and more tokens (Mites, Fungus) and mechanics (Decayed, Suspect, if we look back Unleash) nowadays are mentioning "can't block" , has R&D discussed making it a keyword like Defender?


“Can’t block” is pretty short, so we wouldn’t save much space.

Literary Inspiration

New 23 Jan 2024 Asked by bdiasf 36 Comments

Waitwaitwaitwaitwait - Is Case of the Gateway Express a nod to Murder on the Orient Express where each suspect (each creature) has a take on the murder (deal demage to target creature)? 😱


There are a lot of nods to a lot of famous mysteries. : )

Suspect Brainstorming

New 22 Jan 2024 Asked by stormtide-leviathan 40 Comments

I liked your article today. The new approach to top down design was interesting, and I loved seeing the brainstorming process of suspect.


Did others enjoy seeing the brainstorming?

Hybrid Mana and Color Pie

New 20 Jan 2024 Asked by j-waffles 39 Comments

Although I suspect the answer is no, I’ll ask anyway. With the IMMENSE popularity of commander, and the rules around color identity of hybrid mana, does that affect how you think about the color pie of those cards? As in, do you ever think “this is fine in one color and a bend in the other, but most people are playing it in a deck that has both colors anyway, so it’s fine?”


No. The color pie has to be consistent across all formats. Also, the majority of Magic games played are a format other than Commander.

Flavorful Mechanics

New 20 Jan 2024 Asked by jdrawer01 32 Comments

Mornin', Mark! What's the rationale behind having Barbed Servitor become suspect upon etb rather than just having it have menace and "can't block"?


Flavor.

Suspect Indicator Distribution

New 18 Jan 2024 Asked by aalgot 16 Comments

Why “can” the suspect indicator token show up rather than being in all boosters when it isn’t even meant to be a collectible.


Tokens and punch out cards tend to appear at the ratio we think are needed so players generally have them when they need them.

Suspect Marker Choice

New 18 Jan 2024 Asked by dylanspillman 13 Comments

Do you know why Suspect was chosen to use a non-object marker instead of a counter? Was it just so that a creature couldn't ever have two suspect counters on it? I'd honestly see it as a flavor win for a creature to be able to build up multiple suspect counters, representing multiple pieces of evidence against the target creature.


My gut was it was much easier to write. Maybe there was awkward counter interaction.

Suspect Mechanic Counters

New 18 Jan 2024 Asked by kallixti 13 Comments

Given that you're providing counters to use to mark creatures as suspected, why doesn't the mechanic actually use counters in terms of game rules?


The biggest reason is it’s wordier.

Memory Mechanics Commentary

New 16 Jan 2024 Asked by earthunyielding 21 Comments

I would like to note that I find it strange that it's been reiterated that design avoids mechanics that rely on memory and prefer to use counters and having new mechanics like "suspect" and "solve" release that require you to remember that the creature permanently has menace and can't block or that the enchantment is permanently "solved". It's very confusing to get information that this kind of design is bad and to be avoided and then to have it show up in a premier set twice.


When we have a set that has punch out counters as a memory aide, we allow some stuff we don’t in sets that don’t.

Keyword Reuse

New 16 Jan 2024 Asked by hodorkotb 17 Comments

The new keywords/types in MKM by and large seem heavily tied to the detective/investigation theme. How likely is it that we see Cases or suspect/suspected return any time soon?


It just requires a set and story they make sense in.

New Mechanic Space

New 16 Jan 2024 Asked by jpns16 20 Comments

"Suspect" is a new mechanic space, right?


We haven’t done exactly it before, so yes.


Portions of Marodigest are unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. The literal and graphical information presented on this site about Magic: The Gathering, including card images and mana symbols, is copyright Wizards of the Coast, LLC. Marodigest is not produced by or endorsed by Wizards of the Coast. All other content © 2024 Webscape Internet Engineers. All rights reserved.