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This thread is for discussion of this week's Making Magic, which goes live Monday morning on magicthegathering.com.
Did anyone else catch the moment near the end of Rosewater's third Drive to Work episode where he and Matt are discussing Planeswalkers cards and planning to have a Planeswalker with four abilities? Rosewater says, "... We didn't want to make these cards too be good and then have to nerf [the Planeswalker card type] because it was too good." Immediately after that, they both have this awkward pause when they both realize Wizards made and later banned Jace, the Mind Sculptor. Matt tries very hard to change the topic, but you can tell the discussion has already gone horribly wrong and Mark ends the podcast abruptly a short time later.
I think the section on the guildmages is full of flawed logic and missing information. I don't want seem negative on the set (because, I do like it) but I think Return to Ravnica has issues and this article, especially the process with the guildmages, clearly states why. The original guildmages were the first of the set of cards that used hybrid mana and the article explains that hybrid mana was the most popular mechanic of Ravnica. Mark talks about how "people like hybrid so the set’s got to have hybrid... people like guildmages and the set’s got to have guildmages." (not exact quotes) “But! Let’s innovate the guildmages by making them different!” Essentially dismissing the definition of innovation. The reason the guildmages worked well in the original Ravnica is that they really showcased the power and intricacy of the hybrid mana type. The Selesnya guildmage, for example could be played in a white deck and would have access to it’s +1/+1 ability. It could separately be played in a green deck and have access to it’s Saproling generating ability. It would only be “fully powered up” in a deck with access to green AND white. This brilliantly showcased the power of hybrid mana and how it creates a new way of thinking when deckbuilding. Also, implicitly giving power to the guildmages as working best in their respectively colored decks. I am more of a competitive player and not particularly attached (or “nostalgic&rdquo With the new guildmages they “experimented” with more expensive and less expensive abilities, then making the abilities require both types of mana which would defeat the purpose of them costing hybrid to begin with. Development correctly just made them gold and reduced them to mere two color cards. This process is problematic in that it disregards the original design of the guildmages and why they may have made sense in the first place. Now, instead of being an interesting gameplay element, they are cards that require 2 colors of mana. This process can be seen in other aspects of RTR where an element from the old set is “familiar but new” while achieving much less. Briefly, the guildgates are another example where they resemble the old set’s “bounce lands” but are designed in a safer, less interesting way which in consequence causes a very awkward comparison with the rare “shock lands”. I wanted to explain this problematic design from my point of view with the feint hope that they are not fallen on deaf ears. I’m not a game design expert (which may seem obvious) but these problems seem very obvious to me.
I'm going to agree with Guest147323900 about the guildmages. What made the guildmages cool was the tension/flexibility they offered. Then when you consider that their predecessors Civic Guildmage
Spoiler: Show Vitu-Ghazi Guildmage ![]() ![]() Creature - Dryad Shaman ![]() ![]() : Populate![]() ![]() : Put a 3/3 green centaur creature token onto the battlefield.2/2 Here are my thoughts on other 'Ravnica nostalgia things that were/weren't included (in no particular order): Guild Artifacts ( bloodletter quill Guild Halls ( Sunhome, Fortress of the Legion 'Splash Spells' ( Vigor Mortis 'ETB Auras' ( Flight of Fancy The Hunted Cycle ( Hunted Dragon Signets: The Keyrunes are a nice strong replacement, no complaints. 'Wow Uncommons': This is a completely subjective 'cycle' that I doubt was really intentional, but I always think of Watchwolf Guild Champions ( Circu. Dimir Lobotomist Guild Charms ( Izzet Charm Guildgates: You say the 'gate' subtype is going to be more relevant later, so I'll hold back on anything for now. I've rambled enough for now. tl;dr: I liked some stuff I didn't like other, but overall the set works for the most part.
I see your point, but having never played the orginal Ravnica, I didn't miss anything. I guess it is all perspective though.
Still missing two things I really wanted to see in Ravnica: Simic Merfolk and Boros Dwarves. Both races fit flawlessly into the color, flavor, and playstyle of those guilds.
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