Batches

Generated on 10 Jul 2024
Based on 337 answers

Magic: The Gathering, as designed by Mark Rosewater and his team, has continuously introduced innovative gameplay mechanics over the years. One of the more recent and fascinating design tools explored is "batching." While it might sound simple, batching can revolutionize how players interact with cards, create deck strategies, and engage with the game’s design. Here's an in-depth look at everything that has been articulated about batching, from its origins and conceptualization to its varied implications and player reception.

Origins and Conceptualization

The concept of batching in Magic: The Gathering first came to prominence with the introduction of the "Historic" mechanic in Dominaria. Historic cards brought together artifacts, legendary cards, and Sagas under a collective term. This allowed designers to create cards that referenced "Historic" without needing to list each element individually. As Rosewater articulated, "Batching involves having a defined word which is the compilation of multiple existing items."

Initially, batching had its skeptics. Players and some within the design team questioned whether this layer of abstraction added unnecessary complexity. However, playtesting showed that players quickly grasped the connection, making cards easier to understand and more versatile in gameplay.

Batching Implemented and Evolved

After the success of Historic, batching was further explored in subsequent sets. Some examples include:

  • Historic: Compiling artifacts, legendary cards, and Sagas in Dominaria.
  • Modified: Including creatures with Equipment, Auras, or counters in Neon Dynasty.

In practice, these batches provided new deck-building opportunities and brought older cards into renewed relevance. For instance, a deck built around Jhoira in Dominaria could leverage various artifacts and legendary cards, even those from past sets.

Frequently Asked Questions and Player Concerns

Due to its unconventional nature, batching raised several questions among players. Some of the frequently asked questions included:

  • Can we errata new things into an existing batch?
  • Theoretically, yes, but the bar is high.

  • Why don’t we batch numerous specific creature types like Rodents or Sea Monsters together?
  • Batches are generally limited to three to five items for simplicity and cohesion, which rules out some larger, less clear groupings.

  • Will batching be used in sets outside of Dominaria?
  • Yes, while the concept began in Dominaria, its applicability means we could see it elsewhere when appropriate.

One humorous query addressed to Rosewater was, "Can we batch things like 'Reptiles' together?" His response highlighted both the potential and limitations: "If. I’m skeptical we’d do that. We limit our batches to five and there are way more than five birds we use." This underscores the necessity of practicality in batching decisions.

Impact on Set Design and Player Experience

Batching’s impact on game design cannot be overstated. By clustering together various elements under a single term, batching has made it easier to reference multiple card types, thus simplifying both design and gameplay. However, the creativity doesn’t stop there. The innovation has led to new design spaces and thematic explorations, making it a valuable tool for set designers.

On the player side, batching has generally been well-received. According to market research data referenced by Rosewater, "Players mostly enjoy batching." For example, the "Modified" keyword in Neon Dynasty simplified understanding which creatures benefited from certain buffs, streamlining gameplay and enhancing strategic depth.

Behind the Scenes and Trivia

Behind the curtain, the development of batching involved intensive brainstorming sessions, playtest feedback, and iterations. One fun fact shared by Rosewater was about an earlier version of the "Non-Human" mechanic considered for Throne of Eldraine: "Throne of Eldraine’s ‘mystical’ batching just became ‘non-Human’." This indicates how batching can sometimes undergo significant changes before reaching its final form.

Batching isn't just about simplifying text; it's also about conveying flavor and theme effectively. For example, batching terms like "Outlaws" (which includes Assassins, Mercenaries, Pirates, Rogues, and Warlocks) in Thunder Junction fit the set’s thematic core of villainy perfectly.

Conclusion

Batching has proven to be a compelling addition to Magic: The Gathering, one that is likely to see further exploration and utilization in future sets. From its introduction in Dominaria to its varied applications in subsequent sets like Neon Dynasty, batching has provided players and designers alike with a versatile tool that enhances both thematic and mechanical depth. As Rosewater succinctly put it, "Batching is a tool that we can use in different ways. That’s the value of a good design tool.”

Magic: The Gathering, as designed by Mark Rosewater and his team, has continuously introduced innovative gameplay mechanics over the years. One of the more recent and fascinating design tools explored is "batching." While it might sound simple, batching can revolutionize how players interact with cards, create deck strategies, and engage with the game’s design. Here's an in-depth look at everything that has been articulated about batching, from its origins and conceptualization to its varied implications and player reception.

Origins and Conceptualization

The concept of batching in Magic: The Gathering first came to prominence with the introduction of the "Historic" mechanic in Dominaria. Historic cards brought together artifacts, legendary cards, and Sagas under a collective term. This allowed designers to create cards that referenced "Historic" without needing to list each element individually. As Rosewater articulated, "Batching involves having a defined word which is the compilation of multiple existing items."

Initially, batching had its skeptics. Players and some within the design team questioned whether this layer of abstraction added unnecessary complexity. However, playtesting showed that players quickly grasped the connection, making cards easier to understand and more versatile in gameplay.

Batching Implemented and Evolved

After the success of Historic, batching was further explored in subsequent sets. Some examples include:

  • Historic: Compiling artifacts, legendary cards, and Sagas in Dominaria.
  • Modified: Including creatures with Equipment, Auras, or counters in Neon Dynasty.

In practice, these batches provided new deck-building opportunities and brought older cards into renewed relevance. For instance, a deck built around Jhoira in Dominaria could leverage various artifacts and legendary cards, even those from past sets.

Frequently Asked Questions and Player Concerns

Due to its unconventional nature, batching raised several questions among players. Some of the frequently asked questions included:

  • Can we errata new things into an existing batch?
  • Theoretically, yes, but the bar is high.

  • Why don’t we batch numerous specific creature types like Rodents or Sea Monsters together?
  • Batches are generally limited to three to five items for simplicity and cohesion, which rules out some larger, less clear groupings.

  • Will batching be used in sets outside of Dominaria?
  • Yes, while the concept began in Dominaria, its applicability means we could see it elsewhere when appropriate.

One humorous query addressed to Rosewater was, "Can we batch things like 'Reptiles' together?" His response highlighted both the potential and limitations: "If. I’m skeptical we’d do that. We limit our batches to five and there are way more than five birds we use." This underscores the necessity of practicality in batching decisions.

Impact on Set Design and Player Experience

Batching’s impact on game design cannot be overstated. By clustering together various elements under a single term, batching has made it easier to reference multiple card types, thus simplifying both design and gameplay. However, the creativity doesn’t stop there. The innovation has led to new design spaces and thematic explorations, making it a valuable tool for set designers.

On the player side, batching has generally been well-received. According to market research data referenced by Rosewater, "Players mostly enjoy batching." For example, the "Modified" keyword in Neon Dynasty simplified understanding which creatures benefited from certain buffs, streamlining gameplay and enhancing strategic depth.

Behind the Scenes and Trivia

Behind the curtain, the development of batching involved intensive brainstorming sessions, playtest feedback, and iterations. One fun fact shared by Rosewater was about an earlier version of the "Non-Human" mechanic considered for Throne of Eldraine: "Throne of Eldraine’s ‘mystical’ batching just became ‘non-Human’." This indicates how batching can sometimes undergo significant changes before reaching its final form.

Batching isn't just about simplifying text; it's also about conveying flavor and theme effectively. For example, batching terms like "Outlaws" (which includes Assassins, Mercenaries, Pirates, Rogues, and Warlocks) in Thunder Junction fit the set’s thematic core of villainy perfectly.

Conclusion

Batching has proven to be a compelling addition to Magic: The Gathering, one that is likely to see further exploration and utilization in future sets. From its introduction in Dominaria to its varied applications in subsequent sets like Neon Dynasty, batching has provided players and designers alike with a versatile tool that enhances both thematic and mechanical depth. As Rosewater succinctly put it, "Batching is a tool that we can use in different ways. That’s the value of a good design tool.”



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