HaVoC1983 verwies auf diesen Artikel von Maro, der sich mit Evergreen Keywords beschäftigt.
D.h. bis zur nächsten Änderung selbiger werden diese Keywords regelmäßig in Sets vertreten sein, auch wenn das Setdesign nicht um sie zentriert ist.
Das Relevanteste:
KEYWORD ABILITIES ADDED:
Menace
Spoiler
We wanted to get rid of intimidate (see below for the reasons why) so we went looking for a good replacement. We didn't have to look far because we actually had an ability we'd be using on and off since Fallen Empires. R&D referred to the ability as the "Goblin War Drums" ability as that was the card to first feature it. Rather than focusing on a characteristic of a creature which would vary wildly between decks, it focuses on how many creatures need to block it, something that can apply to most decks.
The intent is for menace to fill the void being created by the removal of intimidate. This means it will be primary in black and secondary in red. You can see that we already made a little use of it in Dragons of Tarkir, just not with the keyword.
The intent is for menace to fill the void being created by the removal of intimidate. This means it will be primary in black and secondary in red. You can see that we already made a little use of it in Dragons of Tarkir, just not with the keyword.
Prowess
Spoiler
For those that follow my blog, Blogatog, the need for blue to get a combat-relevant keyword that wasn't about evasion has been a recurring topic for years. In addition, blue-red is one of just a handful of color pairs (blue-black being the other big one) that doesn't have an overlapping keyword ability. Prowess was just made to be the Jeskai mechanic in Khans of Tarkir, but the more we played with it, the more we liked its game play and realized its design potential.
My favorite story about prowess comes from Shawn Main. Part of his duties is interacting with the team that does the market research, so he's always one of the first ones to see the data. Each set has two different waves of research: the first to gather first impressions, and the second to see how players feel after they've played with it. In the first wave of Khans of Tarkir, prowess was the lowest-rated faction mechanic. By the second wave, Fate Reforged, it was the highest.
Erik Lauer first suggested making prowess an evergreen keyword. I said I was on board as long as the ability could be primary blue and secondary red (and probably tertiary in white). Erik said he was fine with it and voila, we finally have our much needed blue keyword ability.
My favorite story about prowess comes from Shawn Main. Part of his duties is interacting with the team that does the market research, so he's always one of the first ones to see the data. Each set has two different waves of research: the first to gather first impressions, and the second to see how players feel after they've played with it. In the first wave of Khans of Tarkir, prowess was the lowest-rated faction mechanic. By the second wave, Fate Reforged, it was the highest.
Erik Lauer first suggested making prowess an evergreen keyword. I said I was on board as long as the ability could be primary blue and secondary red (and probably tertiary in white). Erik said he was fine with it and voila, we finally have our much needed blue keyword ability.
KEYWORD ACTIONS ADDED:
Scry
Spoiler
Scry was designed by Aaron Forsythe on his very first design team, Fifth Dawn, before he was even a member of R&D. Scry has always been a very popular mechanic, both inside and outside of Wizards. It does an excellent job of creating card flow and enabling sets to do whatever thing they're trying to do. After adding it to a number of different sets, the development team wondered if it would make more sense to make scry something we always have instead of something we occasionally use. Every set needs a card flow mechanic. Let's make sure we always have one available instead of having to constantly reinvent it. And like that, scry became an evergreen keyword action.
KEYWORD ABILITIES REMOVED:
Intimidate
Spoiler
Intimidate was made to fix one problem but ended up having a few problems of its own. Evasion based on color ended up making it a very swingy mechanic. Against some decks the ability is very strong, while against other decks the ability is useless. And that's a factor mostly outside of the player's control once they sit down at the table. In addition, we've avoided intimidate recently because it plays poorly with both multicolored environments and environments with a high colorless component. In addition, the mechanic has proved more confusing than we first thought. We tried it in Khans of Tarkir and found that a number of players didn't understand that a face-down morph creatures couldn't block a creature with intimidate. This mechanic has had a bullseye on its back for years, and once we stumbled upon the idea of upgrading menace to a keyword, we found that we just didn't need intimidate any more.
Landwalk
Spoiler
Landwalk has many of the same issues as intimidate…but even more severe. What do you do against a landwalk creature if you're playing the appropriate land? Not play your basic lands? Magic games are best when there is some interaction, and landwalk was not clearing the bar.
Protection
Spoiler
This last mechanic actually should have an asterisk next to it. Unlike intimidate and landwalk, it's not leaving as much as it's being downgraded. In fact, Magic Origins has one creature in it with protection. Moving forward, protection is moving from what we call evergreen to deciduous. It's a tool in our toolbox that we're allowed to use, but it's not something we expect to use in every set. Think of it as something like hybrid mana—that shows up from time to time in a set that needs it. It isn't, however, something you should expect to see all the time.
Bearbeitet von ElAzar, 08. Juni 2015 - 09:18.