Threshold

Power Creep and Format Change

New 18 Jul 2024 Asked by caitsith4 9 Comments

Concerning power creep, there may be a comparison and distinction to be made between distorting a format and adding relevant cards to a format. If a card is relevant, it shows up in decks, right? Maybe even a lot of decks. That's good for a format-relevant product. Otherwise, why even make the product?But then what is the delineating mark between format change (good) and format distortion (bad)?One could argue that Serra Angel is an example of format change. Arguably obsolete, nobody is really objecting to the card's irrelevance in eternal formats.So. What is that dividing line? Is formst chsnge just 'distortion over time'? I would argue that healthful change is oft misperceived as power creep, but it took a lot of cards in Commander before we figured out that '2 MV ramp and repeating value' were the prime culprits in accelerating the casual format beyond its 'battlecruiser Magic' roots.I'm not making a big argument one way or another, just trying to stimulate a brain or two..


For starters you’re not using “power creep” as I use it on this blog, but for the sake of saying the same thing for the tenth time, I understand you mean the increase of cards impacting older environments. You bring up the other thing we haven’t been talking about. Card influx talks in neutral terms. Add N relevant cards and impact the environment a particular amount. The faster you add N, the quicker it changes. The sets designed for older formats aren’t adding in cards neutrally though. They are adding in suites of cards built around particular mechanical themes. Adding in whole suites of cards changes environments more quickly as the threshold to make a deck theme relevant gets hit more quickly. That’s the other big impact of designing for a format. It causes you to impact it faster as you are designing whole swaths of mechanical pieces, not just cards. That’s very relevant to the topic at hand.

Mechanics - Old vs New

New 11 Jul 2024 Asked by misenaive-blog 1 Comments

Hey Mark, just wanted to say that I'm a big fan of graveyard mechanics and seeing Threshold return in Bloomburrow as well as Delirium in Duskmourn has made me really happy. I would like to ask how do you balance using returning mechanics vs creating new ones when designing sets in completely new planes.


If an old mechanic will accomplish what we need, we try to use the old mechanic, but there are a lot of factors that can make us want to use something new instead.

Complexity in Bloomburrow

New 11 Jul 2024 Asked by shahrathestoryteller 13 Comments

Hi Mark. I love Bloomburrow's design from veteran perspective! It's such a novel way to do a 10 color pair faction set. However, from a new player's perspective, I hope it won't be too overwhelming since the mechanics so far spoiled include Landfall, Storm, Flashback, Threshold, Gift, Offspring, Expend, Prowess, Forage, Food/Treasure, Valiant, 10 Typal themes, Pawprints, and Classes. Was there concern about complexity creep or do you think the 10 typal motif will facilitate learning the mechanics in the set (I'm not sure what you would call this phenomenon where, counterintuitively, adding more complexity simplifies cognitive processing, like adding hyphens to phone numbers)?


Most of the mechanics are put into a specific animal two-color pair, so you don’t end up playing the majority of these mechanics together. They are also on the simpler end of the spectrum.

Bloomburrow Teaser Mechanics

New 11 Jul 2024 Asked by shahrathestoryteller 2 Comments

Hi Mark! Unless there's more spoilers we're missing, what are the "two mechanics that came out in the same set return each part of a different two-color archetype" in the Bloomburrow teaser?


Flashback and threshold.

Request for More Hybrid Cards

New 10 Jul 2024 Asked by mois113 5 Comments

Please get out of my head. I was just going to ask you for more hybrids at lower rarities for limited and to maybe reconsider threshold and then ... BOOM(burrow)


: )

Storm Scale Changes

New 10 Jul 2024 Asked by mysticleviathan 25 Comments

I know we’ve seen some mechanics rise and fall over the years, but going from a 9 to a 4 on the storm scale is a pretty substantial drop. What changed from R&D’s perspective to have it go from it would need a minor miracle to return to more likely than not to return?


For a while play design preferred eight cards, so I thought threshold was done.

Switching of Threshold

New 10 Jul 2024 Asked by gevth 11 Comments

Was it considered to switch “Threshold” to “Threshold 7”?


Not that I know of. We don’t want multiple numbers commingling.

Threshold Errata Decision

New 10 Jul 2024 Asked by lil-cheez 10 Comments

Why Threshold wasn't given the same errata as Hideaway and renamed "Threshold N"?
So you could've used as it was in the past (threshold 7) or like the "current" one (threshold 8)


We want to be consistent and not have two sets in the same format using different numbers.

Return of Threshold

New 10 Jul 2024 Asked by fiddlesticksrag 18 Comments

I was surprised by the return of Threshold. Is the Storm Scale still 9?


Nope. It’s down to a 4.

Return of Threshold and Flashback

New 10 Jul 2024 Asked by krobat 17 Comments

Are the two mechanics from the same set returning as faction mechanics Threshold and Flashback?


Yep.

Thoughts on Tombstone Mark Rethink

New 10 Jul 2024 Asked by cle-guy 17 Comments

Did you consider bringing back the tombstone mark for Threshold?


We did not, to the best of my knowledge.

Decision Behind Threshold Return

New 09 Jul 2024 Asked by krobat 32 Comments

I'm really surprised to see straight-up Threshold return since this blog has talked about how play design doesn't think 7 is the correct number. How did it happen??? That's got to be a story!


I think getting to use the word threshold was enough to tip the scales from eight to seven.

Ability Word to Keyword

New 07 Jun 2024 Asked by ricardolongo 18 Comments

If changing an ability word to a keyword is functional errata, what about vice versa? Because it has happened before (with threshold).


Yes, it’s functional errata.On occasion, we do functional errata.

Poison Mechanics Complexity

New 19 May 2024 Asked by tmdoublezero 22 Comments

Do you think it could have been interesting to test poison inherently doing something bad for the player at some threshold lower than the lethal one? like loss or life or something.


I think it adds unneeded complexity.

Poison Mechanic Design

New 19 May 2024 Asked by blazeunicycle 31 Comments

Whenever poison counters are a major mechanic of a set in the future, do you expect to always use Corrupted or a similar threshold mechanic in that same set?


I believe the best way to design with poison is to make sure that it’s meaningful even if it doesn’t always defeat the other player. Corrupted is one tool to do that, but it’s (most likely) not the only one.

Creature Type Choices

New 05 Apr 2024 Asked by krobat 51 Comments

This isn't a Gotcha I'm actually curious: if Minotaur gets to keep its type instead of being Ox because it's from a real world mythology, why are Kitsune Foxes and Kappa are Turtles?


It’s a threshold of awareness thing. A lot more people know what a Minotaur is than a Kitsune or a Kappa.

Game Vocabulary Design

New 29 Mar 2024 Asked by flakmaniak 22 Comments

When you say that you're focusing in recent years on "writ[ing] the words we want in rules-text", and making the rules-text itself more-resonant... How much are you thinking about games like Netrunner and Doomtown, that are drenched in flavorful terminology? Which yes, some people do find a barrier... But it also captivates many potential players. For my current game-project, I'm going even further than those games, just leaning into the madness of theming all the verbs, the zone-names...


There is a threshold where the vocabulary strain becomes too much, but games can find a happy space where it’s enough to add flavor, but not too much that players shut down.

Niche Universes Beyond

New 19 Mar 2024 Asked by grey-oppenheimer 31 Comments

Mark, so far with Universes Beyond we've seen “properties” that are either extremely popular in general or with the MtG player base (Lord of the Rings, Dr. Who, WH40K, Fallout) or zeitgeist movies/TV series (The Walking Dead, Arcane, soon Marvel).What are the chances we see more niche properties getting the Universes Beyond treatment? In other words (and as a concrete example), what are the chances I get to build my own Princes of Amber commander deck headed by Prince Random?


One of the criteria for Universes Beyond is there needs to be an audience threshold (aka people that want to but it). Products have a high threshold than Secret Lair releases.

Mechanic Complexity Feedback

New 04 Mar 2024 Asked by honor-basquiat 81 Comments

"It varies mechanic to mechanic, but they don’t score any lower as a group against other mechanics. Some, like Monarch, are quite popular."People are criticizing the helper card mechanics because they are very complex, require specific varied tracking and they are virtually impossible to play with unless you constantly refer to helper card (compared to most cards that you can understand by simply reading its oracle text or reminder text).The Monarch doesn't have any of those issues. It's an elegant and masterfully designed mechanic.

The Monarch is very simple and straightforward, so much so that the oracle text from The Monarch token could fit as reminder text on several monarch cards. That can't be said about Day/Night, The Initiative, Venture in the Dungeon, Rad counters or Tempted by the Ring.

I've probably looked at the double sided Tempted by the Ring helper token over 100 times and I can't confidently tell someone exactly how the mechanic works if I don't have the helper token to read from. It's an extremely complex and multifaceted mechanic. I would say more complicated and wordy than 98% of other Magic mechanics. Can you please make more "outside of the game" helper card style mechanics that are easy to comprehend and intuitive?The Monarch and Ascend are examples of mechanics like this. More of that please!

The more complex mechanics that create outside of the game elements are intimidating (i.e. Venture into the Dungeon, Tempted by the Ring, The Initiative, Day/Night) and in my experience, they slow down the game because players can't understand them easily.Lastly, I'm offering this feedback as a major Magic enthusiast and long time veteran player who also plays with experienced players regularly. I can't even begin to imagine how daunting these types of mechanics must feel for novice players!


I talk a lot about how different players enjoy different aspects of the game. What I talk far less about is different players struggle with different aspects. Some can’t handle excessive processing; some have issues with sequencing; some don’t understand the nuances of the rules; some aren’t good with memory. My best guess with you is you internalize (aka work from memory) card abilities most of the time, so cards which exceed your ability to memorize cause you issues.Because players see the game through the lens of their own experience, the feedback they tend to give is “stop doing thing X” because thing X is the element that they personally struggle with. The challenge is there are players that don’t struggle with that element of the game and thus enjoy thing X. For example, my biggest note on this blog about dungeons isn’t they’re too hard to process, but there aren’t enough of them. So, it’s a balance. We need to understand the ways in which people struggle and help accordingly where we can. I agree that we need to be cautious how complex and wordy we are on elements off the card. And we have to be careful how often we use that tool. Now there is a threshold where enough players struggle, that we have to question if a particular aspect is worth it. I don’t think we’re there yet with external game pieces, but I do loudly hear the note that we have to be better with as-fan of the helper cards showing up. The note that we need to auto-include more helper cards in the prerelease kits is also a strong one.So yes, I’m aware that outside game pieces come at a real cost for a certain type of player, and it is something we have to keep in mind when designing them. I personally think we could have simplified Tempted by the Ring a bit, for example, but I do think it was right to include in the product. Thanks for your feedback.

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.


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