Five-Alarm Fire

Game Complexity

New 03 Sep 2017 Asked by uroborus-void 82 Comments

Is it not a problem that you continually need to remove complexity to not scare off beginners, but that this leaves the game lacking complexity for enfranchised players. Is there anyway around this problem?


Magic is not lacking complexity. It is one of the most complex games sold on the market today. And there are formats that add to that complexity for players who want even more complexity. It’s in no danger of not being complex enough. The metaphor I like to use is that of fire. The “you’re dumbing down the game” contingency acts as if it’s a small struggling campfire that the slightest wind might extinguish. Meanwhile, to R&D, it’s a five-alarm fire and we’re trying to fight it fast enough to keep it from burning down the building.

Cultural Representation

New 17 Feb 2017 Asked by spartacusreturned 35 Comments

Even in RTR, a clearly bottom-up block, you devoted some space for top-down designs based on city and urban tropes: Search the City, Five-Alarm Fire and the several land Auras to represent city infrastructure. And that didn't detract from the guilds at all. So you could certainly have devoted a bit of space for some Hindu mythology or Indian culture top-down designs. It would not have detracted from the inventor theme.


You’re comparing apples to oranges. The parallel in Ravnica was the Eastern European flavor of which we did zero top down designs.

Game Complexity Management

New 13 Oct 2015 Asked by tarmogoat-deactivated20171111 122 Comments

'Q: Were lands with Landfall ever considered? A: No, because of the confusion whether they would trigger themselves.' I've been reading this kind of answers to simple stuff like this over and over again through Blogatog. Why is the game being so simplified. We all were attracted to this game because it's a complicated, hard thinking, with lots of interactions, hard to keep up with game of wit. It seems that with every set that comes everything is trying to be easy to play and oversimplified.


Magic is a very complex game, possibly the most complex game on the market. The metaphor I use for complexity is fire. Some treat complexity as if we’re building a delicate campfire, lighting kindling and any sudden breeze could blow it out. To R&D, it’s a five-alarm fire and we’re trying to make sure it doesn’t burn down the building. We’re not trying to rid the game of complexity. We’re trying to keep it from toppling the game over.

Blaze Counter Confusion

New 13 Jan 2013 Asked by godavarism 36 Comments

Why do Five-Alarm Fire and Obsidian Fireheart both use blaze counters when the counters don't do the same thing?


That’s it. Someone’s getting fired. : )

Misunderstood Complexity

New 27 May 2012 Asked by henriettaenrica-blog 11 Comments

Do you ever get frustrated with people accusing Magic of being dumbed down when it's only getting more and more complex as time goes on and more mechanics/rules are added? Personally, it makes me cringe whenever I see that complaint.


I’ve talked before about how I think some players see complexity very different from how R&D sees it.  To them, complexity is this dainty fire that if R&D isn’t careful will blow out. To R&D, complexity is a five-alarm fire and we’re trying to keep it from burning down the building. I believe Magic is the most complex game on sale today (in any mass kind of way). The fact that some believe we’re somehow going to make it not complex is kind of crazy to me.


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