I haven't, I rarely bother reading the mothership anymore. maybe I should check it out, but if he comes down on the side of "Amonkhet Gods were a good idea" then I'm going to be very suspect of his reasoning.
Maro doesn't usually judge an idea as good or bad until the public has had considerable time to digest it.
The article simply lays out the analysis they followed in extrapolating from the
Theros gods to these new gods.
alright, cool. let's go through this:
Quote:
Enchantment creatures
This one was off the table. In Theros, we used enchantments to express the touch of the Gods. If enchantments don't play a major role (and we didn't want them to, as we wanted some distance from Theros), it wouldn't make any sense for the Gods to be enchantment creatures.
this is... wrong? first off it's a mythic cycle, you can just, like, do things. second of all, two of the three cycles most associated with the touch of the Gods (Trials and Cartouches) are enchantments anyway. it'd be a limited scope but still there.
Quote:
Only creatures conditionally
This was the quality that the majority of the design team equated with being a God. The idea that a God has influence and only under certain circumstances appears in creature form is pretty flavorful.
I agree with this. apparently they didn't.
Quote:
Only creatures conditionally
This one had the biggest tweak. Instead of being a creature conditionally, Hazoret can only attack or block conditionally. Being that attacking and blocking is a big part of what a creature can do, especially creatures as big as the Gods, it's similar in nature while being a little easier to understand.
but these are a top-down flavor cycle, so being similar mechanically isn't the same thing. like, if
lightning bolt gave -3/-3 instead, that'd be similar mechanically, but it doesn't
feel like the same card. (could still be flavored as a lightning bolt, though, I guess.)
Quote:
Activated ability
We liked the idea that the God has influence even if they haven't met their condition yet. We felt that it could be either static or activated and chose activated because it worked better for this set.
having both gave the Theros gods a feel of broad dominion. they were sort of in the same vein but functionally very different, so it felt like the God could actually do a lot of things, you know, like a God can. I don't think this part was strictly necessary, but I think Mark has misidentified the characteristic here. they didn't have "an activated ability" and "a static ability", they had "an activated ability and a static ability". if they were going to abandon that, I think they needed to replace it with something else and, again, they didn't. (well, they replaced it with a creature keyword, but that's a
completely different thing, feel-wise.)
anyway, this seems to confirm that MaRo doesn't understand what the Theros Gods were, and that the whole design process was sloppy. I think, if this was the best they felt they could do by exploring this direction, they should've just pulled hard in some other direction and made something completely different that still felt God-like. at least that wouldn't have tied them down as much next time.