Have we all recovered from the
last installment about Time Spiral? Don’t get your hopes up for this one,
because regression to the mean affects both writers and Magic sets.
Fortunately for Lorwyn, though, it avoided what seemed like
an inevitable drop in quality from the brilliance of Future Sight.[1]
Rosewater’s 2007 State of Design described it as a “return to their roots,” and
it seems that from a high-level perspective, they didn’t think of Lorwyn as
attempting anything revolutionary: it was another tribal set. It would be
pretty difficult for them to fuck up a tribal
set. Legions broke sales records, and it sucked, so if they spent ten minutes
making sure the new one was better than the weirdness of Onslaught, it would
fly off the shelves.
[1] Of course, that set wasn’t thought of as powerful on its initial release. One of the enduring memories I have of the Future Sight spoiler season on MTGSalvation is someone with a banner reading “FUTURE SUCK: The Worst Set Since Homelands.”
But Lorwyn was
revolutionary, though, in how it improved on what had been attempted in earlier
blocks. Onslaught gave each color a major tribe, and then had some smaller
two-color ones. Lorwyn, instead, had a main color for each tribe as well as a
secondary color. This doesn’t sound like much, and for constructed, it didn’t
have much of an impact. Elves decks were still green, Goblins were red, etc.
etc., but for limited, it changed everything dramatically.
Say your first pick is a bomb-quality blue card. This is
pretty likely, because Lorwyn had a ton of extremely powerful rares (and
uncommons, and Mulldrifter). For your next pick, there are probably going to be
blue Merfolk, blue Faeries (blue got to be the primary color in both, to remind
people that blue is always the best), and good cards in other colors. In a
normal draft format, you might have to evaluate which of the blue cards is
better, or to take something from a second color… but this is different. You
have to evaluate cards both on color, and on the tribe that they support. A
blue Merfolk-heavy deck isn’t the same as a blue Faeries-heavy deck, though
they often overlap.
This is part of what made Lorwyn, to that point, my favorite
limited format ever. It’s certainly a question of taste: some people like
limited because of the feeling of scraping together 23 playables, the
scavengers in a post-apocalyptic scenario putting together some rust-encrusted
contraption that still works. I tend to like higher-powered environments where
I can feel like I’ve built something legitimately incredible. Lorwyn is the
epitome of this, since the draft decks were really, really powerful. Any
reasonably-drafted deck is highly synergistic, with card combinations which
would be incredible build-arounds in other formats that are just normal aspects
of a tribe in this one.
If Champions of Kamigawa invented the modern draft archetype
with Dampen Thought, Lorwyn was the reductio
ad absurdum of it. No one could just draft two colors and call it good. It
mattered less who was drafting green than who was drafting Elves.[2]
Every time I sat down to do another draft, I felt like I was exploring new
possible archetypes.
[2] It was me.
However, if the archetypes possible had just been the
two-color tribes, and that was it, that would have been rather boring. Lorwyn’s
cards, though, and the way they relied on one another in off-kilter ways, led
to more weird archetypes than any draft format save Innistrad. One key design
decision was making some cards in one tribe that relied on others; Silvergill
Douser is an obvious one, and people figured out how good it was very quickly.
But there were more subtle incarnations of this, such as the famed Elvish
Handservant.
To explain that card, and that archetype, I need to talk
about Lorwyn’s best mechanic: changeling. To understand the mechanic is to
understand the set, and vice-versa. Creatures with changeling are every
creature type. That’s it. This seems pretty straightforward and dull at first,
but I assure you, it isn’t. The basic level kneejerk reaction is that one can
play a 1G 2/2 with changeling in both an elf deck and a kithkin deck. Fine.
Then, with more play, one sees it also dodges Eyeblight’s Ending, gets cast by
Smokebraider, and turns on cards like Kithkin Greatheart and BoggartSprite-Chaser. Every time I drafted Lorwyn, I took Changelings higher and
higher. Amoeboid Changeling became one of my all-time favorite cards.
Once people realized everything the changelings could do,
the logical progression was: what if we draft around that? Like… draft a lot of them. Then Lorwyn really opened
up to weird, powerful, cool archetypes. That’s where we have Elvish
Handservant.
This card is a 1/1 for G. No one plays that unless it taps
for mana, they’re incredibly desperate, or it’s their first time drafting. But
since you can get a bunch of them, as they go 10th-14th
pick normally, you can combine those with all the changelings you can get your hands
on, and then you have a one-drop creature that grows in size every time you play
a creature. And those creatures you’re playing are fine by themselves!
There are other changeling-based strategies, of course.
Boggart Sprite-Chaser, in multiples, gets pretty silly when you play Blades of
Velis Vel to turn them into 4/5 fliers.
And that is the story of how a common 2/2 flier for 2W
became a first-pick.
As much as I’d like to pretend like it’s possible to
objectively rate Magic designs, or anything at all, it comes down to personal
taste. To me, Lorwyn is one of the best draft formats because it perfectly hits
everything I want to do when I play Magic. I play Magic in order to build cool
decks that do interesting things that I’m not quite sure are possible when I
attempt them. Lorwyn enables this in every possible way.
It’s worth going into each of Lorwyn’s tribes. Where
Onslaught barely defined them, just making them normal cards in their race, but
in greater numbers, Lorwyn gave each a distinct identity that departed in many ways
from what had come before.
My beloved elves had a more sinister edge to them, doing
their normal mana ‘n’ tokens shtick, but flavorfully, they judged appearance to
the exclusion of all else, like modeling agents or users of Reddit. Honestly,
though, this didn’t come across in the cards themselves very much. There
weren’t many black-based elves worth noting, and the darkness didn’t seep into
the green ones at all outside of the names. That minor quibble is probably the
most negative thing I can say about this set.
Goblins, though, were incredibly cool. Their
long-established tendency to die early and often manifests itself here as a
black-based sacrifice theme; the goblins decks in draft would make tons of
goblins and use the cute fuckers as a resource to throw at opposing creatures,
opponents, and one another. It’s an obvious decision in retrospect to commit
them so heavily to black, but it was fairly unprecedented at the time.
Combinations of lore and mechanics don’t get better than this, and modern
Magic’s obsession with evocative flavor could learn a lot from these
humorously-named goblins.[3]
[3] If you go to a cube draft with good players in Seattle, there’s a good chance you’ll encounter an unusual way of deciding who goes first: one person picks a category, like “best movie name,” and each person flips up a card at random. Whoever’s card fits the category better decides to play or draw. There are a lot of categories that lead to funny entries, such as “description of your ex,” “adult film title,” “Lifetime Original Movie,” or “CB trucker handle.” For the last category, Lorwyn goblins are unbeatable. Squeaking Pie-Sneak. Boggart Loggers. Goatnapper. Mudbutton Torchrunner. Stinkdrinker Daredevil.
It’s unfortunate that competitive merfolk decks were
straightforward “lords and more lords” affairs, because the blue-white
combination of this tribe had some great stuff going on. Their emphasis on
board control through tokens was extremely unique, with tap-and-untap mechanics
that harked back to earlier Opposition decks (without, of course, anything as
broken as Opposition).[4]
It’s really, really difficult to design a tribe around being “the control
tribe” that still depends on creatures to do anything other than the obligatory
20 damage after you’ve already won, and merfolk in this set do it really well. Most
impressively, the good merfolk almost all look
completely unplayable. It’s a 1/1 for two mana with a tap ability! The tap
ability doesn’t even kill anything, and
you have to have other creatures in play! THAT’S your first pick?!
This sort of gameplay is what I really would have liked to
see out of the Azorius in the original Ravnica block. A bunch of senators
gathered around blocking progress on anything would have gone really well with
a bunch of blue-white tokens that continuously tap and untap to make sure very
little happens.
Speaking of 1/1s for two that seem unplayable, blue’s other
tribe was faeries. It took a lot for a basically brand-new tribe (at least, one
without prior lords)[5]
to saunter on in and swiftly become known as The Blue Tribe across formats, but
they were powerful enough to do that. It also helps that, mechanically, they
epitomize everything that blue is. They buzz on in whenever is least
appropriate for them to do so, they’re small and seemingly insignificant pests,
and they just keep doing stuff until
that stuff adds up to enough to somehow win the game. Their resulting power
level in constructed aside, they’re an absolutely brilliant tribe. They just
flitter about fucking with things. That’s them in both flavor and practice. The
appeal of them is deeper than just being reasonably-sized for the price (which
most of them weren’t); drafting and playing a faeries deck successfully
genuinely makes one feel clever. The grimace from an opponent because you’ve
played your goddamn stupid 1/1 at just the proper moment… nothing tops that
feeling.
[5] Is there some Homelands card that cares about Faeries? Probably. I really don’t care.
Kithkin are white creatures that attack or whatever. They’re
short.
Elementals! Back on track. Elementals are basically split in
two: there are elementals with evoke in every color that pull half-spell
half-187 duty [6],
and there are mono-red flamekin that do all kinds of weird shit. What’s cool,
though, is that elementals in their multicolored incarnation are basically
tribeless and go wherever, but if you want
to build around them, you can make crazy five-color concoctions with Smokebraider
and friends. I certainly made a bunch of Standard decklists and trainwrecked a
bunch of drafts on this idea. This is another example of Lorwyn’s staggering
efficiency: so many of its cards do different things in different scenarios
that it’s like building from a card pool twice as large as it actually was.
[6] This term originated from Nekretaal, one of the original “comes into play” creatures. Some people seem to believe that it was because Nekretaal was the 187th card in the set. First, Visions didn’t have that many cards. Second, those people have clearly never heard rap music. Third, no it wasn’t.
Giants were one of the set’s lesser tribes. There wasn’t a
whole lot going on in the tribe, and due to their inherent nature as huge guys,
they relied a lot more on changelings than other races for their early plays.
They were most often seen not as a tribe themselves, but as the high end
(Cloudgoat Ranger) from kithkin decks.
Treefolk were another of the lesser tribe, but this one went
a lot better for our leafy friends. They had a mechanical identity based around
having really huge butts, including the most famous card of the tribe, Doran,
who turned that into outright aggression. Unfortunately, treefolk were the only
tribe of the eight that it was nearly impossible to draft around.
Lorwyn had a bunch of keyword mechanics, most of which were
completely irrelevant. Champion was an interesting way to print really powerful
creatures at a reasonably low casting cost, with a noticeable but not too
severe disadvantage. Evoke put in work for half of one tribe. Clash might be
the most laughably unnecessary mechanic ever put in a large set. Why is it
there? Is it to fix people’s draws? If you want to do that, then just bring
back cycling. Cycling always works, and you don’t have to help your opponent
and have a 1/3 chance of making your spell better. That was the most
frustrating aspect of clash: you’d see this really minor upside when you won
the clash… and it felt like it never happened. Every card had to be played as
if it didn’t have the ability, and only the few cards that had decent main
effects (Lash Out) saw any play. The “clash matters” attempted build-arounds
were comical.
A simple way to evaluate a small second set: does the draft
format get better or worse than three of the large set? Triple-Lorwyn was an
all-time classic. Lorwyn-Lorwyn-Morningtide wasn’t quite as good. Roughly…
two-thirds, I’d say.
It’s nearly impossible to take a format that’s been
internally tuned to the degree that Lorwyn was as a draft format, then make
another set to fit in there. The Lorwyn cards just weren’t made with
Morningtide ones taken into account to the same degree that they took other
Lorwyn cards into account. The small set has to do similar things to what the
large one was doing, or it’ll feel completely out of place (like Saviors), but
it can’t be too similar, or you’re
just replacing cards with ones that are minor variants.
Morningtide, to its credit, had a Big Idea behind it: most
of the creatures in Lorwyn had race-class identity[7],
but Lorwyn only cared about race. Morningtide would care about class. This
fundamentally didn’t work with the cards in Lorwyn. Lorwyn had its defined
races, most of which had something mechanically unifying them, but it made no
effort for its shamans to share anything in common. It just had a lot of cards
that happened to be shamans. What this means for Morningtide is that it comes
around and shaman is a meaningless card type. It is just matching words with
the same word, without any reason those “should” go together.
[7] Elementals (the evoke ones) did not.
Morningtide attempted to define the classes. Sort of. I
genuinely thought, thinking back on the set, that all five classes got their
own mechanic. Then I looked it up, and they did not. Only rogues got that
honor, with prowl.[8] There were fifteen shamans, and none of them share anything in common that
emphasizes their shaman-ness. I don’t need to go over each class, because
here’s what they do uniquely: nothing.
[8] At the Morningtide prerelease, back when those would have triple small set drafts, I entered one, thought I had a very good deck with a ton of aggressive, synergistic white creatures. I got demolished by a rogue-based deck. Determined not to repeat the mistake, I entered again, and drafted rogues. It was the most lopsided draft I ever played. It felt like I was playing constructed against a bunch of new players’ hand-me-downs. I don’t think I lost a game.
Some sets really feel like they were prisoners of the
large-small-small block system. Morningtide tries to avoid this by not having a
third small set. Instead, it’s a prisoner of being the second and final set.
There’s just not enough space in a small set to develop its own class-based
theme while also playing nice with Lorwyn.
Even if it had more space, though, I don’t think that
emphasizing class was the right way to go about following Lorwyn. I’m not sure
there was a right way to follow up
Lorwyn, especially as far as limited is concerned. Do you introduce new tribes,
thus watering down the eight from Lorwyn? Or do you print more things that care
about the same tribes, making everything feel like leftovers and
second-stringers from that set? Perhaps Lorwyn was just too beautiful to taint
with non-Lorwyn designs. Even with proper planning, the average set is going to
be average. Anything that follows up a 10/10 set is, by regression to the mean,
probably going to be worse.
Speaking of beauty,[9]
Lorwyn’s art direction emphasized a very different aesthetic than there usually
is in Magic. As the “day” of the day/night cycle, Lorwyn has a bright,
colorful, storybook-esque feel to it, featuring artists like Rebecca Guay whose
style fits perfectly. It seems a bit innocent and childlike, which is a welcome
departure from the usual grim seriousness of the majority of Magic.
[9] Holy shit are you seeing how good this segue is? Give me a Pulitzer.
It’s not a bad thing to have a little bit of humor and
things other than Large Fightmans Kill Things in our card game. It’s a
goddamned game. I’m going to play it whether the cards are named Murder or
Noggin Whack, and I don’t know why Magic has staunchly decided that it has to
be Extremely Serious All The Time. Are they worried about putting people off
with humor and cuteness?
I play a lot of League of Legends. In a general sense, it
shares the same sort of generic fantasy environment that Magic has. The
difference is that it realizes it’s a game that people play for fun. That’s why
it has champions that make jokes, do funny dances, dress up as the Easter
Bunny, or replace their enormous axe with a basketball hoop and tell people to
GET DUNKED. After a period of time when squirrel jokes were thought to be
acceptable, this has all been relegated to things that Magic no longer does. It’s
all smug Planeswalkers, and their withering comments are the closest to a joke
we’ll see nowadays.
Lightheartedness, bright colors, humor, and Rebecca Guay
share something in common: especially in a fantasy context, they’re gendered as
female. Guay herself said that the art direction thought of her as “too
feminine” to use in Magic. She returned in Lorwyn, of course, when she fit what
the art director wanted. The question is: why is femininity something only to
be broken out once every decade? We have hyper-masculine art in every set,
including the garbage that Steve Argyle calls his work, but feminine-leaning
art doesn’t get that status. It’s not a coincidence that, in a game that has at best a 10% female playerbase, the art
director is a man, and only a handful of women artists work on Magic compared
to oodles of men. Last I checked, fantasy illustration isn’t the toughest field
in which to find promising female talent.
Well, that’s enough about Lorwyn. Oh it also has
planeswalkers, I didn’t talk about th
12 comments:
what is this the final episode of the sopranos!? Hey David Chase, I want my money back.
Otherwise, Loved it.
If that was a joke at the end, it was kind of a cheap one. I'd really like to hear your thoughts on Planeswalkers and how they were introduced.
I wish you'd put more into this review other than just talking about limited. Lorwyn is my favorite block.
Also what happened to that interview and the Coldsnap discussion?
Nobody cares about Faerie Noble. :(
Willow Priestess was the real power. If by "power" you mean "4 mana for a 2/2 so you can cheat in a 2-mana 1/1."
I really enjoyed this. Thank you.
I loved your description of limited motives: " . . . the feeling of scraping together 23 playables, the scavengers in a post-apocalyptic scenario putting together some rust-encrusted contraption that still works . . . " as well as the "legit deck" philosophy.
Your insights about the artwork at the end are fascinating. I went through your Magic's Art History in 89 Cards post (not the exact title, I know), and I remember you introducing me to the wonderful strangeness of Kamigawa art, but I'd still love to hear more on the art from you. The intersection with perceptions of gender is particularly intriguing to me.
I love your mind! You see things so holistically, like every interrelation is laid out before you in this web and you can just pluck up a particularly shiny strand that catches your eye whenever you want. Anyway, weird similes aside, I can't wait to read your reviews of the sets I experienced firsthand (M12 and on).
"They buzz on in whenever is least appropriate for them to do so, they’re small and seemingly insignificant pests, and they just keep doing stuff until that stuff adds up to enough to somehow win the game."
I lol'd. True as true!
Great reviews so far! I've been reading them all since I found the site a few days ago, and enjoying them thoroughly. I may not agree with your stances on the sets, but you write about them very well.
As an aside, I believe Code 187 is from Demolition Man, not rap music. It's the term that stands for Murder-Death-Kill, which is appropriate for Nekrataal, and Nekrataal-like effects.
^ Demolition Man, as well as hip-hop and rap, are referencing the Los Angeles Police Department code for Homicide; ergo if a Police radio called out "Code 187 reported at the corner of Main and Broadway" you'd know someone was murdered. The Murder-Death-Kill thing from Demolition Man is just an elaboration on this code for "future-y" effect.
#andifyoudontknow #nowyouknow
Amusingly enough, Homelands DID have cards that cared about Faeries, though they were typically in Green. It even had a really shitty lord for them - Faerie Noble. More useful, however, was Willow Priestess, which would probably have had a spike in play if Homelands Faeries weren't green (and it wasn't mostly inferior to Elvish Piper anyway).
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