Cycle in Mirrodin Frees R&D From Having to Design Four More Cards

By: RexMan - April 14, 2003

The Mirrodin development team, struggling to fill slots for the upcoming expansion, were relieved when lead developer Randy Buehler had the idea of taking a single card and making an uninspired parallel version for each of the other colors.

"We already had Red uncommon #4, playtest name 'Land-Hungry Barbarian': a 1/2 for 2RR that gets +1/+0 for each land your opponent controls when he attacks," explained Buehler. "Then I had a revelation: what if we made creatures that cost 2WW, 2BB, 2GG, and 2UU, that were identical except for a slight change that fit with each color's flavor?"

"And thus, Land-Hungry Cleric (2WW, 1/2, gains you one life for each land your opponent controls when he attacks), Land-Hungry Wizard (2UU, 1/2, when he attacks, you may look at the top X cards of your library and put them back in any order, where X is the number of lands opponent controls), Land-Hungry Zombie (2BB, 1/2, when he attacks, each player loses X life, where X is the number of lands opponent controls), and Land-Hungry Beast (2GG, 1/2, when he attacks, you may untap up to X lands, where X is the number of lands your opponent controls) were born."

This type of card design, called "cycles," allows R&D to design one card in the place of five. Clever marketing has allowed them to sell these redundant cards as a feature, as seen in Mark Rosewater article Zen and the Art of Cycle Maintenance.

"Mirrodin also contains other blindingly obvious cycles, such as the five-artifacts-that-all-benefit-you-for-playing-a-certain-color, the five-nonbasic-lands-that-give-allied-colors-of-mana, and the five-instants-that-all-suck-except-for-white's-which-really-sucks," elaborated Buehler. "We also have the obligatory identical twin white creatures, one anti-red and the other anti-black. We're proud of our non-innovative approach."

"Players really enjoy these cycles," said Rosewater. "I think the reason is that most of our target audience lack the intelligence to learn and remember a whole lot of cards. That's why we try to make them overlap as much as possible."

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Cycle in Mirrodin Frees R&D From Having to Design Four More Cards - MiseTings

Cycle in Mirrodin Frees R&D From Having to Design Four More Cards

By: RexMan - April 14, 2003

The Mirrodin development team, struggling to fill slots for the upcoming expansion, were relieved when lead developer Randy Buehler had the idea of taking a single card and making an uninspired parallel version for each of the other colors.

"We already had Red uncommon #4, playtest name 'Land-Hungry Barbarian': a 1/2 for 2RR that gets +1/+0 for each land your opponent controls when he attacks," explained Buehler. "Then I had a revelation: what if we made creatures that cost 2WW, 2BB, 2GG, and 2UU, that were identical except for a slight change that fit with each color's flavor?"

"And thus, Land-Hungry Cleric (2WW, 1/2, gains you one life for each land your opponent controls when he attacks), Land-Hungry Wizard (2UU, 1/2, when he attacks, you may look at the top X cards of your library and put them back in any order, where X is the number of lands opponent controls), Land-Hungry Zombie (2BB, 1/2, when he attacks, each player loses X life, where X is the number of lands opponent controls), and Land-Hungry Beast (2GG, 1/2, when he attacks, you may untap up to X lands, where X is the number of lands your opponent controls) were born."

This type of card design, called "cycles," allows R&D to design one card in the place of five. Clever marketing has allowed them to sell these redundant cards as a feature, as seen in Mark Rosewater article Zen and the Art of Cycle Maintenance.

"Mirrodin also contains other blindingly obvious cycles, such as the five-artifacts-that-all-benefit-you-for-playing-a-certain-color, the five-nonbasic-lands-that-give-allied-colors-of-mana, and the five-instants-that-all-suck-except-for-white's-which-really-sucks," elaborated Buehler. "We also have the obligatory identical twin white creatures, one anti-red and the other anti-black. We're proud of our non-innovative approach."

"Players really enjoy these cycles," said Rosewater. "I think the reason is that most of our target audience lack the intelligence to learn and remember a whole lot of cards. That's why we try to make them overlap as much as possible."

Discuss this article in the Magic: the Gathering Forums!

MiseTings is a Magic: the Gathering humor site. MiseTings.Com is not intended for readers under 18 years of age. MiseTings content does not represent the views or opinions of the editor. All original content herein is copyright © 2001-2006, World Wide Webware, all rights reserved. No portion of this web site may be used in any way without expressed written consent. Magic: The Gathering® is a registered trademark owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. MiseTings is not produced or endorsed by Wizards of the Coast, Inc. We respect your privacy, interested parties should check our Privacy Policy. Play hard and mise often.