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Breaking the Rules of
Magic - May 14, 2004
How Fifth Dawn Changes Everything
by Jeff Zandi
When Fifth Dawn debuts next weekend in
prerelease events all over the world, it
will be more than the premiere of Magic’s
ten thousandth expansion set, it will be the
beginning of the end of Magic as we know it.
Every once in a while, Wizards of the Coast
decides that the rules that govern their
Golden Goose of a game need to be shaken up.
This time, the boys in Research and
Development may have gone too far. Am I
overreacting? Probably. Am I going over the
edge? Possibly. Do I have serious mental
issues? Of course! Is Disenchant a green
spell? I simply do not know anymore!
Ever since Naturalize a year or so ago and
Disenchant disappeared from the basic set, I
have been pretty sure that there simply WERE
NO IMPORTANT RULES at Wizards of the Coast.
Mark Rosewater will throw the color
wheel/color pie argument out there, but I
think the grand old man of R&D is just
kidding himself. There are no rules anymore.
Even though I have not seen the new set in
its entirety, what I HAVE seen has me a
little worried.
MORE RATS THAN NORMALLY ALLOWED
Relentless Rats has me more worried about
the great game of Magic than any other card
that I have heard about so far. For 1BB you
get a 2/2 creature that gains +1/+1 for
every other Relentless Rat in play. Oh, by
the way, this card says that it’s okay to
play with any number of Relentless Rats
cards in your deck. If the number you picked
was zero, one, two, three or four, then you
and me aren’t going to have any trouble.
However, I’m afraid the real point of this
card is to allow a player to play, say,
twenty-five or so of these darling little
rats in their deck. Creative? Yes, breaking
the rules of Magic is very creative.
The rule being broken here, of course, is
the very old rule limiting the use of any
non basic land card to four copies. I
completely GET why breaking this rule makes
Relentless Rats a more interesting card. On
the other hand, you could say that about A
LOT of cards that have been printed in the
past.
I think I could build a pretty good deck
with sixteen Birds of Paradise. Ten Wild
Mongrels? Sounds good to me.
WHY BREAKING THE RULES IS BAD
Why does Zanman hate creativity? I don’t
hate creativity, I love it as a matter of
fact. When it comes to Magic, however, there
will always be a thin line between
interesting new ideas for cards and the
traditions in the rules of the game that
need to be protected. Rules that handle
basic things about the game need to stay the
same, year in and year out. Rules like how
many cards you can have in your deck, how
many of one particular card you can have in
your deck, rules like how many cards you
draw each turn and when, rules dealing with
how you win the game. Yes, I recognize that
Magic has had many different ways to win the
game, from having ten poison counters to
running out of cards to failing to win the
game the turn after you play Final Fortune.
In the end, however, having your opponent’s
life points drop from twenty to zero has
been the most popular way to win BY FAR.
One thing that makes a game great is
simplicity. Part of me truly believes that
Magic would be a better game, a simpler,
more elegant game if there were only 350
cards or so in the entire game. Imagine,
playing with just the original Beta set of
cards forever. Boring? I doubt it. Chess has
managed to last a millennia or so with a
very tiny number of different pieces. In
poker, the pair of aces that was good a
hundred years ago is still good today. Well,
Magic: the Gathering, as it turns out, is
not a game based on such a limited number of
cards. There are thousands and thousands and
thousands of different Magic cards with
hundreds added every year. The game of Magic
will never have the elegant simplicity of
some other classic games simply because of
the continued flow of new cards.
Even though part of Magic’s appeal is the
new cards that come out each year, the game
retains some of its elegant simplicity by
having some things remain the same. When a
card like Relentless Rats comes out, a
little more of that elegance is lost. If you
love baseball, you may understand a little
bit better what I am talking about. Baseball
has simplicity and elegance in that some
parts of the game can be understood by
someone new to the game right away. Hit this
thing with that thing and run around those
things as quickly as you can. Simple and
elegant. Like Magic, however, baseball has
lost some simplicity over the years. Quick,
explain to a new fan to baseball how a balk
is called, explain how a save is determined.
For that matter, simply try to explain the
strike zone…
If Magic: the Gathering is to continue to be
one the greatest games in the world, we need
some things to stay the same. How do you win
a game of Magic?
Well, you reduce your opponent’s life points
from twenty down to zero, of course, there
are the following exceptions, etcetera
etcetera. Until Relentless Rats, we didn’t
have this problem with deck construction
rules.
It was simple, put four of any legal card
into your deck if it isn’t a basic land.
When you DO break the rules as a developer,
then please make sure it’s for a good
reason. Ask yourself, is Relentless Rats a
GOOD ENOUGH reason to break the
four-of-a-kind rule in Magic? I doubt that
it is. In retrospect, were poison counters a
good enough reason to add more exceptions to
the question of how do you win a game of
Magic?
LET’S TAKE A LOOK AT THE CREATIVE TEAM
The development team for Fifth Dawn is an
unusual one, as Lead Developer Mark
Rosewater explained last week on
magicthegathering.com. There is a theory
that when you want to put together a team
for an unusual Magic task, you start with
Mark Rosewater. Granted. No one in the
current WOTC world knows more about Making
Magic than Mr. Rosewater. Working with Maro
on this project was Randy Buehler, Director
of Magic R&D and Aaron Forsythe, first time
Magic set developer but longtime Magic
expert. Rounding out the creative team for
Fifth Dawn is a name you’ve never heard
before, at least, I had never heard it
before. Enter Gregory Marques. Apparently,
Mark Rosewater ran into Greg at Pro Tour
Chicago in 2003, where Mark broke his usual
rule (MORE rule breaking, I’d like to point
out) of not looking at unsolicited Magic
card ideas. Mark checked out a set of cards
for play with Magic that were entirely the
invention of Gregory Marques. Rosewater did
not necessarily see Card Creating Genius in
Marques’ work, but what he DID SEE was
promise. Marques’ promising skills are at
work in Fifth Dawn. Of course, MANY OF US
would love to have been plucked out of the
crowd and put to work on a Magic set, so
some measure of envy must be at work when I
consider Greg Marques’ work.
This is certainly an innovative team, no
doubt. Many of the cards we have been able
to sneak an early peek at seem very
interesting. When it comes to Relentless
Rats, I have to start wondering what are the
goals of Research and Development? Does
every new card add to the game? Does
breaking a ten year old rule with a new card
make the game better, or a little bit worse?
With Fifth Dawn, is Wizards of the Coast
taking care of their Golden Goose, or just
laying an egg?
We will soon see.
As always, I’d love to hear what YOU think!
Jeff Zandi
Texas Guildmages
Level II DCI Judge
jeffzandi@thoughtcastle.com
Zanman on Magic Online
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