alright, cool. let's go through this:
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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.
I think you missed a critical paragraph at the beginning of the article where Maro explained that they also were very aware that they were effectively defining for all time what it means (mechanically) to be a God in
Magic. (His whole "two points make a line" thing.) If the first two sets of Gods are both enchantment creatures, you are effectively saying "Gods just are enchantment creatures: that's how they work and that's what they do," and it will be really hard to wrench away from that established pattern in future designs when maybe that really does make no sense or actively fights against some other element of the design.
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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.
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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.)
Fair, but this is also the area of "God design" where I think they feel they need the most flexibility and so they tried to see if they could push this element as far away from
Theros as possible. If a God is supposed to be a creature only sometimes, then the rest of the time it needs to be, well, a land, an artifact, or an enchantment and those aren't always going to fit.
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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.)
The
Theros gods had both because they were enchantment creatures and Design/Development were very careful to always (try to) justify both cards types on every card in that block. Absent that critical element, there's no reason for these to do the same thing. Other than "well Gods should just do that because" which is a very bad reason.
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anyway, this seems to confirm that MaRo doesn't understand what the Theros Gods were, and that the whole design process was sloppy.
What were they then? He laid out a fairly detailed mechanical analysis of what the Theros Gods had and they tried rejiggering them for this to see what they can change and what they can't. That's, like, the
exact opposite of sloppy.
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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.
I don't know if this the best they think they can do, but it was definitely something very different which is exactly what they should have tried. We'll play with them and decide if they feel successful and then future God designs will take that into account.