Fear

Generated on 10 Jul 2024
Based on 438 answers

In the rich history of Magic: The Gathering, certain mechanics have come and gone, each leaving its own unique imprint on the game. Among these, the mechanic known as "Fear" holds a particularly interesting story, filled with nuances, evolutions, and dialogue directly from Mark Rosewater, the head designer. As we delve into the intricate history of Fear, we uncover various facets that shaped its journey through the design philosophies of Magic: The Gathering.

Beginnings of Fear

Fear was originally introduced as a form of evasion mechanic in Magic: The Gathering. The idea was simple yet evocative: a creature with Fear couldn't be blocked except by artifact creatures and black creatures. This neatly aligned with the thematic and flavorful concept that fear itself was an overwhelming force, one that only the devoid or heartlessly evil could resist.

Flavor and Function

The flavor of Fear was initially compelling. In Mark's words, Fear as a mechanic "evokes a sense of terror or dread in the opponents." It was designed to create an unsettling feeling for players facing creatures with this ability, adding to the card’s overall impact and thematic resonance. However, as the game evolved, so did the understanding of how mechanics could overlap and conflict.

Mark noted that one of the key challenges with Fear was its restriction to black, making it a narrow mechanic. It couldn't be widely applied across different colors, which limited its design space. "We don’t have the luxury of creature keywords only being usable by one color," Mark explained, highlighting a significant design philosophy that favors broad applicability of mechanics.

Transition to Intimidate

To address the limitations of Fear, the mechanic was eventually replaced by Intimidate. Intimidate was similar to Fear but more broadly applicable. It allowed for creatures to be unblockable except by artifact creatures and creatures that shared a color with the creature’s color(s). By design, Intimidate offered a way to keep the flavor of "fear-inducing" creatures while broadening its use to other colors.

Mark outlined several reasons for this change. "Fear both had the problem that it couldn’t be used in other colors (a big issue when we want to be careful how many creature keywords we keep evergreen) and the word falsely described what it did. The creature didn’t have fear; it inspired fear. It was fearsome." This need for functional improvement and thematic accuracy drove the transition from Fear to Intimidate.

Menace: The Modern Evasion Mechanic

While Intimidate served its purpose well, the evolution of mechanics within Magic did not stop there. The current evasion mechanic, Menace, emerged as a more versatile and universally applicable design. A creature with Menace cannot be blocked except by two or more creatures. This mechanic retained a sense of dread and difficulty in blocking, reminiscent of Fear, but without the color-specific restrictions.

Menace was met with positive reception from both players and designers. Mark reflected, "R&D is very happy with Menace, more than we ever were with Fear or Intimidate." He further emphasized that the straightforward nature and universal applicability of Menace made it a preferable choice in the modern design landscape of Magic: The Gathering.

Dynamics and Progression Over Time

The shift from Fear to Intimidate and eventually to Menace reflects a broader movement in Magic’s design philosophy towards more inclusive and versatile mechanics. Each step in this evolution aimed to streamline game rules, enhance player experience, and retain thematic flavor while allowing for wider applicability across the color spectrum.

Despite these changes, the card functionality of older creatures with Fear remains intact. Mark clarified, "They exist on older cards but are no longer put on new cards." This approach maintains historical integrity while pushing forward with improved mechanics in new designs.

Mechanic's Cultural Resonance

Beyond merely serving as a game mechanic, Fear and its successors have contributed to the thematic depth of Magic’s narratives and settings. Fear's unnerving sense, Intimidate’s broader terror, and Menace’s daunting opposition have each played a role in enriching the fantasy worlds Magic explores.

Mark has often reiterated the importance of flavor in mechanic design. Addressing the change from Fear to Intimidate, he noted, "The creature didn’t have fear; it inspired fear." This focus on the organic fit of flavor and function underscores the meticulous approach taken by R&D in evolving these mechanics.

Trivia and Noteworthy Mentions

  • The term "Fear" itself was somewhat misleading as the creature did not exhibit fear; it caused it.
  • Fearful creatures have always held a place in the ever-evolving lore of Magic, contributing to interesting storytelling dynamics.
  • Despite being retired, keywords like Fear are still supported within the rules for older cards, though they are no longer applied to newly designed cards.
  • Menace, the modern evolutionary product of Fear, has found a fitting home in sets beyond black, showing its flexible nature and favorable reception.

Conclusion

The journey of the Fear mechanic, through its transformation to Intimidate and culmination in Menace, illustrates Magic: The Gathering’s commitment to balancing gameplay mechanics with strong thematic elements. Changes in keywords and mechanics resonate deeply with the player base, influencing play styles and strategic depth.

This thoughtful progression showcases R&D’s ongoing efforts to innovate while respecting Magic’s rich history. As Mark Rosewater eloquently puts it, "R&D is very happy with Menace, more than we ever were with Fear or Intimidate." And so, as Magic continues to evolve, it upholds the balance between embracing the past and driving forward into a future filled with possibility.

In the rich history of Magic: The Gathering, certain mechanics have come and gone, each leaving its own unique imprint on the game. Among these, the mechanic known as "Fear" holds a particularly interesting story, filled with nuances, evolutions, and dialogue directly from Mark Rosewater, the head designer. As we delve into the intricate history of Fear, we uncover various facets that shaped its journey through the design philosophies of Magic: The Gathering.

Beginnings of Fear

Fear was originally introduced as a form of evasion mechanic in Magic: The Gathering. The idea was simple yet evocative: a creature with Fear couldn't be blocked except by artifact creatures and black creatures. This neatly aligned with the thematic and flavorful concept that fear itself was an overwhelming force, one that only the devoid or heartlessly evil could resist.

Flavor and Function

The flavor of Fear was initially compelling. In Mark's words, Fear as a mechanic "evokes a sense of terror or dread in the opponents." It was designed to create an unsettling feeling for players facing creatures with this ability, adding to the card’s overall impact and thematic resonance. However, as the game evolved, so did the understanding of how mechanics could overlap and conflict.

Mark noted that one of the key challenges with Fear was its restriction to black, making it a narrow mechanic. It couldn't be widely applied across different colors, which limited its design space. "We don’t have the luxury of creature keywords only being usable by one color," Mark explained, highlighting a significant design philosophy that favors broad applicability of mechanics.

Transition to Intimidate

To address the limitations of Fear, the mechanic was eventually replaced by Intimidate. Intimidate was similar to Fear but more broadly applicable. It allowed for creatures to be unblockable except by artifact creatures and creatures that shared a color with the creature’s color(s). By design, Intimidate offered a way to keep the flavor of "fear-inducing" creatures while broadening its use to other colors.

Mark outlined several reasons for this change. "Fear both had the problem that it couldn’t be used in other colors (a big issue when we want to be careful how many creature keywords we keep evergreen) and the word falsely described what it did. The creature didn’t have fear; it inspired fear. It was fearsome." This need for functional improvement and thematic accuracy drove the transition from Fear to Intimidate.

Menace: The Modern Evasion Mechanic

While Intimidate served its purpose well, the evolution of mechanics within Magic did not stop there. The current evasion mechanic, Menace, emerged as a more versatile and universally applicable design. A creature with Menace cannot be blocked except by two or more creatures. This mechanic retained a sense of dread and difficulty in blocking, reminiscent of Fear, but without the color-specific restrictions.

Menace was met with positive reception from both players and designers. Mark reflected, "R&D is very happy with Menace, more than we ever were with Fear or Intimidate." He further emphasized that the straightforward nature and universal applicability of Menace made it a preferable choice in the modern design landscape of Magic: The Gathering.

Dynamics and Progression Over Time

The shift from Fear to Intimidate and eventually to Menace reflects a broader movement in Magic’s design philosophy towards more inclusive and versatile mechanics. Each step in this evolution aimed to streamline game rules, enhance player experience, and retain thematic flavor while allowing for wider applicability across the color spectrum.

Despite these changes, the card functionality of older creatures with Fear remains intact. Mark clarified, "They exist on older cards but are no longer put on new cards." This approach maintains historical integrity while pushing forward with improved mechanics in new designs.

Mechanic's Cultural Resonance

Beyond merely serving as a game mechanic, Fear and its successors have contributed to the thematic depth of Magic’s narratives and settings. Fear's unnerving sense, Intimidate’s broader terror, and Menace’s daunting opposition have each played a role in enriching the fantasy worlds Magic explores.

Mark has often reiterated the importance of flavor in mechanic design. Addressing the change from Fear to Intimidate, he noted, "The creature didn’t have fear; it inspired fear." This focus on the organic fit of flavor and function underscores the meticulous approach taken by R&D in evolving these mechanics.

Trivia and Noteworthy Mentions

  • The term "Fear" itself was somewhat misleading as the creature did not exhibit fear; it caused it.
  • Fearful creatures have always held a place in the ever-evolving lore of Magic, contributing to interesting storytelling dynamics.
  • Despite being retired, keywords like Fear are still supported within the rules for older cards, though they are no longer applied to newly designed cards.
  • Menace, the modern evolutionary product of Fear, has found a fitting home in sets beyond black, showing its flexible nature and favorable reception.

Conclusion

The journey of the Fear mechanic, through its transformation to Intimidate and culmination in Menace, illustrates Magic: The Gathering’s commitment to balancing gameplay mechanics with strong thematic elements. Changes in keywords and mechanics resonate deeply with the player base, influencing play styles and strategic depth.

This thoughtful progression showcases R&D’s ongoing efforts to innovate while respecting Magic’s rich history. As Mark Rosewater eloquently puts it, "R&D is very happy with Menace, more than we ever were with Fear or Intimidate." And so, as Magic continues to evolve, it upholds the balance between embracing the past and driving forward into a future filled with possibility.



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