Attention to Detail #26
Uphill, Both Ways
by Jordan Kronick
June 16, 2006
In Mark Rosewater's more
recent column, he said something that made me just a little
grumpy. He said, “I don't know what I would have done for
Eron the Relentless Week”, referring to the current Akroma
week on magicthegathering.com. This bugged me because
there's some implication that Eron isn't interesting or that
people don't care about the old guy. For me, Eron has always
represented everything that was great about the Legends
(note: not Legendary Creatures) of Old. Today I'm going to
go on yet another self-serving trip down memory lane. I'm
going to take a look at some of the old legends that made
the game so great in its infancy and some of the new
legends. And while nobody can deny that when it comes to
tournament effectiveness, Kokusho the Evening Star is way
better than Merieke Ri Berit (go ahead and look that one up,
I'll wait). But I hope to refresh the memories of the old
players and instruct the newer ones on just why things were
so cool back when Legends were Legends.
Let's start with that particular three-colored
hard-to-pronounce Legend that I just mentioned. Back in the
days of Arabian Nights, Legends, The Dark, Fallen Empires
and Ice Age, gaining control of your opponent's creatures
with your creatures was a very cool thing. There were a
number of ways to pull it off. The first such card came from
the first expansion in the form of Old Man of the Sea.
Unfortunately for Arabian Nights (or fortunately, depending
on how you look at it) the idea of a “Legend” hadn't been
invented yet. That's why there's so many creatures with
types like “Sindbad” (how could there possibly be another
variety of Sindbad besides Sindbad?). When Legends came
around, the ability was made into probably it's most
unconditional form, Rubinia Soulsinger. She cost 5 mana
across three colors and was a 2/3 (an unfortunate size in
the days of Lightning Bolt), but everyone loved her. The
ability to steal someone else's creature until it died and
then steal something else was totally cool. The Dark gave us
another conditional version with Preacher (another favorite
from my favorite set) and Fallen Empires gave us the very
lame Seasinger. Finally we get to Ms. Ri Berit in Ice Age.
Merieke did something that none of her predecesors did. The
problem with Old Man, Rubinia, Preacher and Seasinger was
that when they died, you lost the creature you had stolen
and your opponent was suddenly back in the game. Merieke
resolved this by taking her stolen property with her when
she died. That's the most basic view of the card. Combo
junkies like myself immediately noticed that if you could
repeatedly untap her, you could slowly kill off your
opponent's creatures. Ice Age happened to give us the
perfect tool in Norrit. So what does all this have to do
with why old legends are cooler than new Legendary
Creatures? Well, it's because the things that Legends could
do back then were things that you could only find on a
Legend. Legends were (for the most part) big and splashy and
did unique things. They weren't designed to just be better
versions of existing creatures, but rather to be something
very special. Rubinia might just be “a better Seasinger”,
but in reality she was the card that inspired all of those
creature stealers that followed her – right up to Dissension
with Cytoplast Manipulator. As the design space for Magic
has been more completely explored in the past 13 years, it's
harder and harder to come up with truly unique abilities for
legendary creatures. These days, a legends end up being
things like Silvos, Rogue Elemental, Yokora the Prisoner or
Sisters of Stone Death. They're big and flashy like the old
legends were, but their abilities are nothing new. Silvos
(and later Kodama of the North Tree) are cool because they
represent some of the very best creatures for that amount of
mana. But they aren't doing anything particularly cool. Maro
touched on this when he described his dislike for Akroma.
The only unique thing about Akroma is that she's got more
abilities crammed together than anything else. But those
abilities are nothing special in and of themselves.
The great old legends of yore were the creatures that
inspired the great non-legends of the modern day, in many
cases. While Ball Lightning pioneered the territory of the
“big red haste creature”, Eron the Relentless was the one
who gave it some staying power. Later creatures like Skizzik
owe their existence to Eron as much – if not more – than
they do to Ball Lightning. And the reason is that Eron did
something new as well. He took an existing design, improved
on it in a way that could not normally be found on a
creature (red regenerators are quite hard to come by), and
turned it into a whole new classification. Eventually, some
of the abilities that legends made so popular became the
identity of their colors. Eron may not have been the first
red creature with haste, but he certainly helped set it as
being prominently red's domain. This isn't always just for
mono-colored legends, either. One of the most popular
legends around the big multiplayer games of 1994 was
Nebuchadnezzar. Back then the game was a lot slower and more
ponderous and Old Neb' was a huge hit. The ability to slowly
deplete your opponent's hand of cards of your choosing was
fantastic. It still is, though now players prefer it to
happen for 1 black mana and be attached to a sorcery rather
than a creature. Nebuchadnezzar helped define black/blue as
the color combination that had the easiest time manipulating
your opponent's card-based resources. This was expanded on
in the multicolored cards of Ice Age, Mirage and beyond. All
the way up to the Dimir – the undisputed masters of card
resource manipulation in Ravnica. Circu and Szadek may be
unique in their abilities, but they owe their very existence
to Nebuchadnezzar.
Some of you may be looking at those three black/blue legends
and saying, “but Circu and Szadek are so much cooler than
Nebuchadnezzar – and neither of their abilities can be found
anywhere else”. That's true, but I think it's important to
look at the bigger picture. What do Szadek and Circu do? At
their most basic, they mill your opponent's library for
cards. That's one of the oldest abilities there is. All
these guys did was take a very well established mechanic,
soup it up a bit and use it as their calling card. Now think
of what Nebuchadnezzar did. His ability to cause discard of
your choice. That did not exist until Nebuchadnezzar. Before
him, discard was always random or the opponent's choice –
whether from Hypnotic Specter, Mind Twist or Disrupting
Scepter. Nebuchadnezzar invented something entirely new.
Instead of just creating a new way of doing something old,
he used an old method (discard) to a new end (selective
disruption). He was also one of the first cards to let you
repeatedly look at your opponent's hand. Mind Twist was an
amazing card, but gave you no information about the
remaining cards in your opponent's hand. Usually that's not
such a big deal, but sometimes it's nice to know. Above all
else, Nebuchadnezzar was an activated discard ability on a
creature. That was also new at the time. Hypnotic Specter
was the first discard creature, but you had to hit someone
with it for it to work. In the defensive games of old (which
consisted of large decks with painfully low land counts),
getting a Hypnotic Specter past your opponent's army of
Serra Angels, Mahamotis or Shivan Dragons was a bit of a
pain. Nebuchadnezzar got around all that and went right for
the source.
An old legend didn't have to do something new to be cool,
but it helped even in the smallest amounts. One of my old
favorites was the master of Hammerheim himself, Bartel
Runeaxe. As I mentioned earlier, stealing creatures was a
huge thing back then. And the most widely used method of
accomplishing this was with Control Magic. Back then, Green
wasn't as great at destroying enchantments as it is today
and Black and Red were just as bad as ever. Getting your
huge fatty stolen for 4 mana by the blue player was always a
pain. Bartel got around this by being unenchantable – a new
thing at the time. But more importantly, he was big and
nasty. 6/5 with Vigilance for 6 mana was great back then –
heck, it would be pretty great right now, too. Bartel never
really caught on with the tournament crowd (who were
starting to discover fast decks full of Kird Apes, Scryb
Sprites, Lightning Bolts and Giant Growths) but he was a
casual favorite. In the recent past of Magic, another
6-power creature caught on as well. Kodama of the North Tree
owes a lot to Bartel. It represents one of the best
hard-to-remove fatties of recent memory. The fact that it is
legendary is probably the only reason it could have ever
seen print at such a power level, in fact. Kamigawa block
allowed for a lot of big nasty creatures to get printed in
this way, but many of them followed the same style as the
Kodama – something that doesn't really “seem legendary”.
It's power level is very high, but in the end it has no
personality. The legends of old all had personality (in
fact, some of them didn't have much else – look at the
uncommon gold creatures from Legends for examples). Maybe
it's just a side effect of Kamigawa, which was so bogged
down with legendary creatures as to be kind of silly, but
there's not as much fun that comes from playing a newer
legend.
Back in the mid-90's, the color pie was a lot less defined
than it is now. Legends in particular often had abilities
that didn't really make sense for their color. Eron the
Relentless, as previously mentioned, has regeneration.
Although Uthden Troll (oi, oi, oi) appeared in Alpha, the
ability quickly became the domain of Black and Green. Eron
used it to great effect, by combining regeneration with a
fragile toughness. Another Legend which similarly had an
ability that was particularly out of flavor but very useful
was Sol'Kanar the Swamp King. He's black/red/blue but he has
a life gain ability – something normally associated with
white and green. I remember playing games shortly after
Legends came out where people tried to combine Sol'Kanar
with Greed, to draw more cards quickly. People laughed at
that kind of synergy back then, but once it found a new home
in Drain Life/Necropotence, it was hardly a laughing matter.
Legends used to give colors access to abilities that were
outside their spehere of influence, even then. For the best
example, just look at Dakkon Blackblade. How the precursor
to Molimo started out being mostly blue, I'll never know.
Legends used to tell stories as they were played. They
represented the first time that concerns of flavor truly had
an impact on the way decks were built. The first restricted
lists included all legends – reasoning that since they are
unique, you shouldn't be able to play with more than one.
The legendary status of a creature these days seems often
like an afterthought. Either it is used as a way to contain
the power of something very good (like Kodama of the North
Tree or Umezawa's Jitte) or as a way to prevent a card from
being combo-degenerate in multiples (like Circu could be).
And since every rare creature in Kamigawa was a Legendary
one, they are even less special. Once upon a time, people
used to build “legend decks”, where every creature was a
legend. They still do that, but suddenly it doesn't mean
playing 4 colors and having nothing that cost less than 4.
Instead it can be a cohesive deck that uses legends no
differently than it would another powerful creature. In
short, Legends aren't special anymore. Just as many
non-legendary creatures are printed with what passes for a
unique ability, these days. And far too many legends just
seem to be lame creatures with the prefix tacked on. If
Mannichi the Fevered Dream had shown up in Legends, it would
have been mocked as the worst Legend of all time and
completely undeserving of the title.
So what can be done about this? Well, there's not much that
Wizards can do to discover more new design space for
legends. They do what they can already. What can be done is
for players to start appreciating Legends – new and old –
for the unique entitiies they are. Appreciate your legends
and let them tell a story when you play them. When you play
a Kodama of the North Tree in a casual game, remember that
it's the personification of one of the sacred trees of
Kamigawa – and not just a really big Troll Ascetic.