Generated on 10 Jul 2024
Based on 363 answers
From his numerous Q&A responses, Mark Rosewater has covered an impressive range of topics related to attacking in Magic: The Gathering (MTG). These insights include the origins of mechanics, rule clarifications, design philosophies, and even trivia—all of which contribute to a deeper understanding of this fundamental aspect of the game.
Attacking Turn Mechanism
One of the most intriguing questions posed was whether creatures could attack during an opponent's turn. Mark explicitly clarified that the existing rules do not support this within the standard, black-bordered sets. Any such mechanic would have to be "cleanly silver-border/acorn," meaning it belongs to the whimsical, non-tournament-legal sets like Unstable. This underscores how certain innovative gameplay concepts are reserved for "Un-sets," which are designed to explore fun and unconventional ideas without disrupting competitive play.
Mechanics Related to Attacking
Exploring the myriad mechanics that revolve around attacking, Rosewater explained how color pie philosophy dictates the design. For instance, the "Exalted" mechanic triggers when a creature attacks alone, amplifying its power and highlighting the prowess of a single warrior. Conversely, he mentioned that including such bonuses for blocking creatures was purposely avoided to maintain the mechanic's aggressiveness, thereby facilitating games that push towards an end.
However, this idea of offense versus defense raises interesting points. Rosewater noted that "Battle Cry," which boosts the power of creatures attacking as a group, wouldn't necessarily be a good fit for green, as it is more thematic to an organized army rather than a stampeding horde. This design choice ensures that the thematic elements of each color are preserved.
White's Unique Design Space
An interesting part of White's identity is its ability to deal with attacking creatures. White can often destroy or exile such creatures, which aligns with its philosophy of justice and order. This type of removal was spotlighted through discussions of cards like "Oblivion Ring" and "Path to Exile." Mark pointed out that while White can deal with almost any threat, its solutions often come with answers, such as the potential for an exiled creature to return if the enchantment were removed.
Combat Mechanics and Player Behavior
Rosewater frequently touched on how mechanics influence player behavior. For example, mechanics like "Bushido" in the original Kamigawa block were phased out because they were too strong defensively, leading to stalled games. This caution ensured that the game remains action-oriented. Similarly, the "Unleash" mechanic was designed with the intent to make creatures more aggressive, rather than defensive, encouraging players to continually attack rather than hold back.
Memory and Complexity Issues
Mark also discussed various mechanics through the lens of complexity and memory issues. For example, he discussed why granting first strike only when attacking was favored over a more general bonus. The consistency of such mechanics aids both new and experienced players in predicting and understanding game states more easily. This same philosophy applies to myriad small rulings and design tweaks that simplify gameplay by providing clear and intuitive mechanics.
Changes Over Time
Some mechanics and design principles have evolved over time, reflecting shifts in game design philosophy. Rosewater recalled that mechanics like "Outlast" initially allowed activated abilities for creatures at any time but were later restricted to sorcery speed to avoid confusion and to balance power levels. These changes ensure that mechanics do not become overpowered while also maintaining thematic consistency.
Trivia and Behind-the-Scenes Insights
There are plenty of interesting stories and trivia. One such example is the design of the card "Odric, Master Tactician." Originally, Odric's ability would trigger if only two creatures attacked, but this was changed to avoid overlap with the "Battalion" mechanic coming in the next set. This kind of behind-the-scenes decision-making showcases the thoughtfulness and foresight involved in game design.
Conceptual Missteps and Adjustments
Occasionally, some mechanics don't pan out as initially envisioned. Take, for instance, the removal of the "Fight" mechanic as a general option for White—while White can deal damage to attackers and blockers, direct fighting was deemed out of flavor, emphasizing the importance of each color maintaining its identity.
Overall, Mark Rosewater’s responses offer a treasure trove of insights into the intricacies of attacking in MTG. Through clarifications, philosophical justifications, and personal anecdotes, he sheds light on how attacking as a concept is deeply interwoven with the game's mechanics, flavor, and player experience. From standard rules to whimsical exceptions in "Un-sets," the dynamics of attacking continue to evolve, enriching the tapestry of Magic: The Gathering.
From his numerous Q&A responses, Mark Rosewater has covered an impressive range of topics related to attacking in Magic: The Gathering (MTG). These insights include the origins of mechanics, rule clarifications, design philosophies, and even trivia—all of which contribute to a deeper understanding of this fundamental aspect of the game.
Attacking Turn Mechanism
One of the most intriguing questions posed was whether creatures could attack during an opponent's turn. Mark explicitly clarified that the existing rules do not support this within the standard, black-bordered sets. Any such mechanic would have to be "cleanly silver-border/acorn," meaning it belongs to the whimsical, non-tournament-legal sets like Unstable. This underscores how certain innovative gameplay concepts are reserved for "Un-sets," which are designed to explore fun and unconventional ideas without disrupting competitive play.
Mechanics Related to Attacking
Exploring the myriad mechanics that revolve around attacking, Rosewater explained how color pie philosophy dictates the design. For instance, the "Exalted" mechanic triggers when a creature attacks alone, amplifying its power and highlighting the prowess of a single warrior. Conversely, he mentioned that including such bonuses for blocking creatures was purposely avoided to maintain the mechanic's aggressiveness, thereby facilitating games that push towards an end.
However, this idea of offense versus defense raises interesting points. Rosewater noted that "Battle Cry," which boosts the power of creatures attacking as a group, wouldn't necessarily be a good fit for green, as it is more thematic to an organized army rather than a stampeding horde. This design choice ensures that the thematic elements of each color are preserved.
White's Unique Design Space
An interesting part of White's identity is its ability to deal with attacking creatures. White can often destroy or exile such creatures, which aligns with its philosophy of justice and order. This type of removal was spotlighted through discussions of cards like "Oblivion Ring" and "Path to Exile." Mark pointed out that while White can deal with almost any threat, its solutions often come with answers, such as the potential for an exiled creature to return if the enchantment were removed.
Combat Mechanics and Player Behavior
Rosewater frequently touched on how mechanics influence player behavior. For example, mechanics like "Bushido" in the original Kamigawa block were phased out because they were too strong defensively, leading to stalled games. This caution ensured that the game remains action-oriented. Similarly, the "Unleash" mechanic was designed with the intent to make creatures more aggressive, rather than defensive, encouraging players to continually attack rather than hold back.
Memory and Complexity Issues
Mark also discussed various mechanics through the lens of complexity and memory issues. For example, he discussed why granting first strike only when attacking was favored over a more general bonus. The consistency of such mechanics aids both new and experienced players in predicting and understanding game states more easily. This same philosophy applies to myriad small rulings and design tweaks that simplify gameplay by providing clear and intuitive mechanics.
Changes Over Time
Some mechanics and design principles have evolved over time, reflecting shifts in game design philosophy. Rosewater recalled that mechanics like "Outlast" initially allowed activated abilities for creatures at any time but were later restricted to sorcery speed to avoid confusion and to balance power levels. These changes ensure that mechanics do not become overpowered while also maintaining thematic consistency.
Trivia and Behind-the-Scenes Insights
There are plenty of interesting stories and trivia. One such example is the design of the card "Odric, Master Tactician." Originally, Odric's ability would trigger if only two creatures attacked, but this was changed to avoid overlap with the "Battalion" mechanic coming in the next set. This kind of behind-the-scenes decision-making showcases the thoughtfulness and foresight involved in game design.
Conceptual Missteps and Adjustments
Occasionally, some mechanics don't pan out as initially envisioned. Take, for instance, the removal of the "Fight" mechanic as a general option for White—while White can deal damage to attackers and blockers, direct fighting was deemed out of flavor, emphasizing the importance of each color maintaining its identity.
Overall, Mark Rosewater’s responses offer a treasure trove of insights into the intricacies of attacking in MTG. Through clarifications, philosophical justifications, and personal anecdotes, he sheds light on how attacking as a concept is deeply interwoven with the game's mechanics, flavor, and player experience. From standard rules to whimsical exceptions in "Un-sets," the dynamics of attacking continue to evolve, enriching the tapestry of Magic: The Gathering.