Generated on 10 Jul 2024
Based on 360 answers
Throughout the years, Mark Rosewater has addressed numerous questions regarding the mechanics and implications of the Devoid mechanic, offering insights into its origins, design intentions, and reception among players. The mechanic, which was first introduced as a part of the Battle for Zendikar block, has been the subject of considerable discussion and analysis, both from a gameplay and a design perspective.
Origins and Design Philosophy
Devoid was conceived as a solution to a specific design challenge: creating Eldrazi cards that felt distinct from colored cards while maintaining balance within the game. The inspiration for Devoid came from the card Ghostfire, which was colorless despite having a colored mana cost. This concept was expanded into a full-fledged mechanic to underline the alien nature of the Eldrazi creatures.
During the design phase, the term "Devoid" wasn't initially intended to be keyworded. Instead, the frame alone was supposed to convey colorlessness. However, testing showed that this approach did not work effectively, leading to the decision to make it a keyword with accompanying reminder text, to ensure clarity. As Mark has pointed out, “In playtesting, we used Colorless as a supertype because the stickers don’t really convey frame” and “We tried many versions and this was the one that worked.”
Mechanics and Gameplay Impact
Devoid's primary function was to indicate that a card, despite having colored mana costs, was colorless. This was mechanically significant because it allowed for cards to be balanced using colored mana while still interacting with colorless-matters themes. It also bridged connections with previous and future sets, such as artifacts in Kaladesh and morph in previous sets.
From a design perspective, Devoid helped solve several critical issues. As Mark explained, “Devoid allowed us to make the volume of Eldrazi we needed without overloading the set with artifacts or entirely colorless cards.” It also aimed to reduce the “blob” problem Mirrodin block encountered, where an overemphasis on colorless cards created homogenized gameplay experiences.
Player Reception and Controversies
Despite its functional utility, Devoid faced mixed reactions from the player base. A significant portion of the feedback was rooted in the perception that Devoid was a "do-nothing" mechanic. As Mark noted, “The negativity wasn’t to the play of the cards, but the means by how we defined it. That’s why I say, in retrospect, I’d have done it as a supertype.”
There were various discussions about whether Devoid should have been implemented differently, such as being a supertype rather than a keyword. Mark has acknowledged this in retrospect: “I think devoid being a supertype would have helped a lot. Supertypes have far less expectations than named keyword mechanics.” However, he also pointed out the limitations they faced during the time of its design, stating, “In design it wasn’t keyworded. We assumed the frame would communicate it. Testing showed that wasn’t true, so we keyworded it.”
Interesting Stories and Behind-the-Scenes Insights
One interesting anecdote from the design process involved the playtesting of devoid cards. During these tests, devoid cards were often stickered over colorless lands to gauge player understanding. This indicated the lengths the design team went to ensure the mechanic was both functional and intuitive.
Another humorous moment shared by Mark related to the common misconception by players around devoid’s functionality. Some players expected devoid cards, such as Blisterpod or Mist Intruder, to behave as colored cards due to their mana costs, leading to frequent confusion. This led to some memorable clarifications on social media and FAQ sessions.
Changes Over Time and Future Considerations
Mark has commented on possible changes and adaptations to the mechanic for future sets. He mentioned that if Devoid were to return, it might be implemented differently: “If we needed it mechanically, I’d try it as a supertype (with a new name) rather than a mechanic.” This suggests an ongoing evolution in how Devoid or similar mechanics might be used in future designs.
The mechanic’s role in Modern Horizons III underscored its utility in specific contexts, especially when dealing with Eldrazi themes. As Mark mentioned, “We brought back devoid because we were doing Eldrazi, which was much more popular than devoid. I don’t think devoid is why the Eldrazi theme is popular. The Eldrazi are why the Eldrazi theme is popular. Devoid is just a callback, one we need to make the theme work mechanically.”
Final Thoughts
Overall, while Devoid may not have been universally loved, it served a significant purpose within the game’s design framework, helping to balance and clearly define Eldrazi cards in a way that was both innovative and functional. It stands as a testament to the continuous balancing act that is game design, reflecting both successes and learning lessons for future mechanics and sets. As Mark succinctly put it, “Part of making Magic is making a whole swath of designs so everyone gets stuff they love.”
This approach ensures that even mechanics like Devoid, despite their reception, contribute to the ever-evolving landscape of Magic: The Gathering, providing unique gameplay experiences and future design opportunities.
Throughout the years, Mark Rosewater has addressed numerous questions regarding the mechanics and implications of the Devoid mechanic, offering insights into its origins, design intentions, and reception among players. The mechanic, which was first introduced as a part of the Battle for Zendikar block, has been the subject of considerable discussion and analysis, both from a gameplay and a design perspective.
Origins and Design Philosophy
Devoid was conceived as a solution to a specific design challenge: creating Eldrazi cards that felt distinct from colored cards while maintaining balance within the game. The inspiration for Devoid came from the card Ghostfire, which was colorless despite having a colored mana cost. This concept was expanded into a full-fledged mechanic to underline the alien nature of the Eldrazi creatures.
During the design phase, the term "Devoid" wasn't initially intended to be keyworded. Instead, the frame alone was supposed to convey colorlessness. However, testing showed that this approach did not work effectively, leading to the decision to make it a keyword with accompanying reminder text, to ensure clarity. As Mark has pointed out, “In playtesting, we used Colorless as a supertype because the stickers don’t really convey frame” and “We tried many versions and this was the one that worked.”
Mechanics and Gameplay Impact
Devoid's primary function was to indicate that a card, despite having colored mana costs, was colorless. This was mechanically significant because it allowed for cards to be balanced using colored mana while still interacting with colorless-matters themes. It also bridged connections with previous and future sets, such as artifacts in Kaladesh and morph in previous sets.
From a design perspective, Devoid helped solve several critical issues. As Mark explained, “Devoid allowed us to make the volume of Eldrazi we needed without overloading the set with artifacts or entirely colorless cards.” It also aimed to reduce the “blob” problem Mirrodin block encountered, where an overemphasis on colorless cards created homogenized gameplay experiences.
Player Reception and Controversies
Despite its functional utility, Devoid faced mixed reactions from the player base. A significant portion of the feedback was rooted in the perception that Devoid was a "do-nothing" mechanic. As Mark noted, “The negativity wasn’t to the play of the cards, but the means by how we defined it. That’s why I say, in retrospect, I’d have done it as a supertype.”
There were various discussions about whether Devoid should have been implemented differently, such as being a supertype rather than a keyword. Mark has acknowledged this in retrospect: “I think devoid being a supertype would have helped a lot. Supertypes have far less expectations than named keyword mechanics.” However, he also pointed out the limitations they faced during the time of its design, stating, “In design it wasn’t keyworded. We assumed the frame would communicate it. Testing showed that wasn’t true, so we keyworded it.”
Interesting Stories and Behind-the-Scenes Insights
One interesting anecdote from the design process involved the playtesting of devoid cards. During these tests, devoid cards were often stickered over colorless lands to gauge player understanding. This indicated the lengths the design team went to ensure the mechanic was both functional and intuitive.
Another humorous moment shared by Mark related to the common misconception by players around devoid’s functionality. Some players expected devoid cards, such as Blisterpod or Mist Intruder, to behave as colored cards due to their mana costs, leading to frequent confusion. This led to some memorable clarifications on social media and FAQ sessions.
Changes Over Time and Future Considerations
Mark has commented on possible changes and adaptations to the mechanic for future sets. He mentioned that if Devoid were to return, it might be implemented differently: “If we needed it mechanically, I’d try it as a supertype (with a new name) rather than a mechanic.” This suggests an ongoing evolution in how Devoid or similar mechanics might be used in future designs.
The mechanic’s role in Modern Horizons III underscored its utility in specific contexts, especially when dealing with Eldrazi themes. As Mark mentioned, “We brought back devoid because we were doing Eldrazi, which was much more popular than devoid. I don’t think devoid is why the Eldrazi theme is popular. The Eldrazi are why the Eldrazi theme is popular. Devoid is just a callback, one we need to make the theme work mechanically.”
Final Thoughts
Overall, while Devoid may not have been universally loved, it served a significant purpose within the game’s design framework, helping to balance and clearly define Eldrazi cards in a way that was both innovative and functional. It stands as a testament to the continuous balancing act that is game design, reflecting both successes and learning lessons for future mechanics and sets. As Mark succinctly put it, “Part of making Magic is making a whole swath of designs so everyone gets stuff they love.”
This approach ensures that even mechanics like Devoid, despite their reception, contribute to the ever-evolving landscape of Magic: The Gathering, providing unique gameplay experiences and future design opportunities.