Magic: The Gathering Drive to Work Podcast

#1329: Secrets of Strixhaven Design

34 min
Apr 10, 20269 days ago
Listen to Episode
Summary

Mark Rosewater discusses the design philosophy and mechanics behind Secrets of Strixhaven, Magic: The Gathering's return to the magical school plane. The episode covers how the design team balanced familiarity with innovation, introducing new mechanics like Prepared Spells and faction-specific abilities while maintaining the core identity of the original set.

Insights
  • Return sets operate on a spectrum from minimal revisits (Return to Ravnica) to major reinventions (Kamigawa: Neon Dynasty), with Secrets of Strixhaven positioned as a faithful return with selective new mechanics
  • Instant and sorcery-focused sets require careful management of 'as-fan' (average frequency per booster) to ensure mechanical viability, necessitating creative solutions like token creatures and embedded spells
  • Faction mechanics can be differentiated through flavor and mechanical expression rather than unique keywords, allowing each school to interact with shared mechanics differently based on thematic identity
  • Design constraints often drive innovation—the need to increase instant/sorcery frequency led to the development of Prepared Spells, a new card type combining permanent and spell functionality
  • Returning to established worlds requires deliberate differentiation from previous iterations to avoid mechanical and creative repetition while maintaining player expectations
Trends
Increased focus on embedded card mechanics (spells within permanents) as a solution to as-fan and mechanical depth challengesShift toward faction-specific mechanical expressions rather than faction-exclusive keywords to create identity while maintaining design flexibilityGrowing emphasis on flavor-driven mechanic selection to reinforce world-building and thematic coherence in set designUse of historical mechanic callbacks (Flashback, Converge, Evolve) to solve contemporary design problems while maintaining design heritageBonus sheet mechanics (Mystic Archive) becoming standard practice for premium set experiences and player engagementDesign philosophy prioritizing backward compatibility between new and old set iterations to extend gameplay valueIncreased complexity in token design to provide mechanical differentiation and strategic depth across color pairs
Companies
Wizards of the Coast
Publisher and developer of Magic: The Gathering; Mark Rosewater is Lead Designer at the company
People
Mark Rosewater
Host and primary speaker discussing Secrets of Strixhaven design philosophy and mechanics
Jenna Helland
Discussed as collaborator on magical school genre concept for Strixhaven
Yanni Sardellis
Led vision design for Secrets of Strixhaven; contributed to Prepared Spells mechanic development
Ian Duke
Handled first half of set design before handing off to Reggie Volk
Reggie Volk
Led second half of set design; introduced faction-specific mechanics and flashback for Lorehold
Ethan Fleischer
Created Evolve mechanic in Designer Search competition; inspired Increment mechanic for Quandrix
Brian Tinsman
Led Saviors of Kamigawa; created Epic spells mechanic that inspired Paradigm spells design
Quotes
"Strixhaven was the result of a lot of different things all coming together. I've been trying for a while to do an enemy coward faction set."
Mark RosewaterEarly in episode
"The reason that's the case is you can make instants and sorceries that make creatures. They can make tokens. That's a way for you to get cards that go into your creature slots that count toward your as-fan of instants and sorceries."
Mark RosewaterMid-episode
"One of the things we did when we put together the original Strixhaven was I really wanted to demonstrate there were different ways to do faction sets."
Mark RosewaterMid-episode
"The thing that's interesting on Returns is you want a set that plays and feels like the original, but offers new things to the mix."
Mark RosewaterNear end of episode
"Each school has a faction, school or faction, has a new mechanic. That's a new mechanic other than Lorehold bringing back flashback, obviously."
Mark RosewaterLate in episode
Full Transcript
I'm pulling out of my driveway. We all know what that means. It's time to drive to work. Hello everyone and today we are going to talk about the secrets of Strixhaven. So let's start from the very beginning. So before we can get to the secrets of Strixhaven, we need to talk a little bit about Strixhaven. So Strixhaven was the result of a lot of different things all coming together. I've been trying for a while to do an enemy coward faction set. Both Dragunovic and Unstable had tried to be and ended up being an ally set for different reasons. We talked about, Jenna Helen and I had talked about doing magical school genre, something we had discussed. Aaron and I talked about doing an instant and sorcery only set. I've been trying to find a home to do double face cards, the modal double face cards. So there were a lot of different things we were trying to do that I kind of coalesced into one idea, which ended up being Strixhaven. Strixhaven did very well. It had introduced Magecraft, which is things that trigger one of you, cast or copy an instant or sorcery. It had lesson and learn, which were lesson was a mechanic to let you go fetch specific instant sorcery, spells with the subtype of lesson in them when you cast them. And we have the double face cards, some of which were a spell on one side and a permanent other side, some of which were the deans of the schools. There were two deans of the schools. One of the ideas of the factions in Strixhaven is instead of celebrating what they have in common, like the guilds do, they were more about the conflict between the sides. And so the school had two deans, one for each color representing the different conflict of the school was the idea. Anyway, Strixhaven went on to be very, very successful. Strixhaven also did what we call the Mystic Archive bonus sheet, where it was instant and sorcery is all done with a special new art style. And the idea was it represented that because this was school of magic that they had studied all across the multiverse, all the different spells, and they collected them in one place. That's the Mystical Archive. Anyway, the set went on to be very, very popular. In fact, it was the best selling in multiverse premier set ever at the time. I mean, things have passed it since then, but it did very well. People really liked it. So we decided we would return. And normally when we go back, so if we go to a place that's popular, kind of the minimum before we'll return is about five years. That's about as quick as we want to return to something. And even then, we don't always return that fast, obviously, but that that is kind of the the quickest end. So this is us at five years. We Strixhaven did really well. People really liked it. We decided to go back. So first and foremost, whenever you do a return, there's a spectrum on returns. On one end, I will say maybe call it something like Champs of Kamagawa, where you do a lot of reinventing. I guess Champs of Kamagawa was the original. Kamagawa and the end dynasty was the return. And while there are some nods to the original one, mechanically, it's mostly new. And then Jitsu came back and Channel Tech came back, but mostly it was new mechanically and creatively, maybe half the set was referencing old stuff, but half was brand new things that were never there before. So that is really a set where it's a revisit, but really reinventing itself. And then the other end of spectrum, I'll say like return to Ravnica, where it was basically what you had seen before. We didn't really change much of anything. The guild structure is there. We gave you some new mechanics, but it really is the world you just visited. So that's kind of the spectrum from are we just revisiting and changing things up just a little tiny bit, or are we really restructuring things and changing things a lot. Laurel and Eclipse was kind of in the middle. Obviously original Laurel and Shadowmore were separate. We brought them together, so that was kind of different. So there's elements of it that were not in the original, but there's a lot of, you know, we did bring back mechanics. So anyway, that is sort of where we fall in. And see if it was the Strixhaven was always going to be on the return to Ravnica side. We're like, we're going back. We're going to see the schools. We're going to see the enemy factions. We're going to be instance and sorceries. Like we're not reinventing the wheel. Now, Strixhaven is the name of the school. It takes place on Arcavius is the name of the plane. We had not seen much of Arcavius. We were really on the school. We decided at the time we'd maybe venture a little farther outside the school, although it is still school-centric. It is called Secrets of Strixhaven. It is still about the school. But we are broadening a little bit. Maybe one day we'll do a set that's about Arcavius that isn't really about Strixhaven. That is not Secrets of Strixhaven. Not Secrets of Strixhaven, since obviously the word Strixhaven is in the title. Maybe one day we'll do that. That is not what this is. When we were talking about coming back, we had to look at all the things we had done before. We had to say, okay, we put them in three buckets. We definitely have to do this. Maybe we should do this. We should not do this. First and foremost, the factions. Enmi color, school factions based around school subjects. One of my favorite things, one of my big contributions I felt at Strixhaven. I lead the design at Strixhaven division design. The idea that a lot of times in the genre when you see musical, magical school stuff, all the classes they study are like magic potions and stuff like that. I lead the idea that in our school you study actual subjects. You study math and history and science. Maybe the means by which you do that is through magic. History is a little bit different if you can raise spirits from the dead and talk to them about their life. That's a very different way to study history. A magical way to study history. But the idea that the schools are rooted in actual things that you and I had to go study in school. Obviously the schools had to come back. It's the core of what Strixhaven is. That was absolute. That definitely had to do with it. The other thing that was a clear slam-dumb absolute was the idea of an instant sorcery set. We've had artifact sets, enchantment sets, land sets. Strixhaven is the only world known specifically for doing instants and sorceries. The reason for that, and we'll get into this as we talk about what we needed the set to do. One of the big challenges of instants and sorceries is that you need to have a certain as-fan to care about something. R&D slang for this. I somehow don't know this I've talked about all the time. Just talked about when you fan the cards. As-fan stands for as-fan. If you fan the cards, how many cards in each booster pack on average have the thing you care about? The key is you need to have enough things. In order to care about it mechanically, the as-fan needs to be high enough. Normally, I'll just take sealed because it's simpler to explain. In sealed, you tend to play 16 creatures, 7 spells, and 17 land. That's the default playing style. That means you only have 7 cards that aren't creatures. Some of those might be artifacts or enchantments. Even if all of those were instants and sorceries, that's still pushing the boundaries. When we do artifact sets or enchantment sets, we can make creatures that are artifacts or enchantments. It's a challenge. One of the ways we do that, the closest we have to making an artifact creature or enchantment creature, is toking creatures. The reason that's the case is you can make instants and sorceries that make creatures. They can make tokens. That's a way for you to get cards that go into your creature slots that count toward your as-fan of instants and sorceries. That is something we talked about very early on. We were pretty sure we were going to do it. You really need to have creatures that you can start up your as-fan. That was one of the ways to do it. For sure, we were doing the schools and the instants and sorcery matters. The mascots, the tokens, we were pretty sure we were going to do, but we're not 100%. What we ended up deciding to do with those was to bring them back, but we changed them up a bit. I'll get to that a little later. Next, we looked at the mystical archive. We were pretty sure we wanted to bring back the mystical archive. It was super popular. It's the kind of thing we need to talk to the architect about. Vision design is not the be-all-end-all of bonus sheets. We are involved because it impacts on the set and structure and put together, but there's a little bit of buy-off on bonus sheets that we need to get buy-in. Everybody was pretty up on the idea of bonus sheets, so we were pretty early on we were going to do another mystical archive. Let's walk through the mechanics. First was magecraft. We knew that we needed instants and sorceries to matter, and there's two parts to making instants and sorceries matter. Part number one is you need cards that just care that you're casting instants and sorceries. Magecraft did that in the first set. The interesting thing about trying to care about instants and sorceries is unlike creatures or just permanents in general, creatures are on the board and they attack and block and you can activate them. There's lots of things you can do with a creature. Spells, well, you cast them, they resolve, they go to the graveyard. That's what they do. So magecraft said, well, we're just going to care about playing them. That's the main thing you do with instants and sorceries as you play them. So we decided in vision design that we were going to do magecraft. It seemed like the cleanest, easiest way to do it. Oh, another important thing I should bring up. One of the things we did when we put together the original strict save-in was I really wanted to demonstrate there were different ways to do faction sets. Obviously, we had done ravnica, ravnica had been very popular, we had done return to ravnica. In fact, we had done guilds of ravnica, we had been ravnica many, many times. But I was interested in demonstrating different ways of doing factions. I really wanted to do an enemy faction set. So the idea we played around with, or we did, I guess not even playing around with, we did, was the idea that instead of each faction having its own keyword, which is kind of the normal way we do factions sets, I said, what if all the factions run across all the factions? What if the keywords run across all the factions? So the idea is we have magecraft and everybody is magecraft, but oh, well, silverclales is more about combat, so they have cheaper. Their magecraft are things that want you to play a lot of cards in one turn, where Prismar is about casting big spells. So the way they play magecraft is they want things that are not going to be repeated, or you don't want to do it twice in one turn, you want to do it once, and so it's more about playing one spell at a turn and building up. So the idea is that we could do magecraft, but have each school sort of play a little bit differently with how it uses it, so that the way you would see how the factions work is how do they handle the same thing. So in that, in Strixhaven, we didn't do faction keywords. That's important, we'll get to that in a second. Anyway, Vision Design decided we were going to follow the same pattern, we were going to make mechanics that ran through all the guilds, so we decided to bring back magecraft. We looked at lesson and learn, so one of the things you need is cards that care about instant sorceries, the other thing you need is at least one way, or more than one way, to up the aspen instant sorceries. One of those was token creatures, which we decided, we decided in Vision Design we were going to do. The second is lesson and learn was in the last set. So lesson and learn are cards often permanent, so they're not all of them are permanent, I believe, but usually they are permanent, that said, oh, I also come with an instant sorcery, you got to go get from outside the game. So essentially it just up with the number of instant sorceries you got, because there were permanent that came with instant sorceries. And so that's what we did. Lesson and Learn was actually, we originally did something called inventions in Kaladesh, and the idea was the cards you got were little small artifacts. Inventions was too much to do with energy, energy was a big ask, so we ended up cutting that in the beginning of design and development. And so we've been holding on to that. Yanni, who led Strix Savings Design, really decided that he thought changing that over to instant sorceries was really interesting. It actually played a little bit better than it did with artifacts. So anyway, we ended up doing lesson and learn. We talked about lesson and learn. So first and foremost, we knew that Avatar of the Last Airbender was going to be using lessons, no learn but lessons. So we talked a little bit about did we want learn, did we want lessons. In the end, we decided we didn't want learn, that we wanted to find some other ways to solve this problem. We weren't sure about lessons, lessons was a question mark, we said maybe we'll have lessons. The other thing we did in the original Strix Savings was double face cards, modal double face cards. In fact, Strix Savings was originally the place we were going to premiere modal double face cards. But when we did, I had to do a little play testing mini team. And when I did that, I was so enamored by them, I ended up putting them in all three sets of that magic gear. So they were in the Zendikar and Call Time, Zendikar Rising Call Time and Strix Savings. And each set kind of used them a little bit differently. The way that we, like I said, the way we used them in Strix Savings, A, some of them were spells on one side and permanent on the other side, which we can't do with like split cards. And the other was the deans where they were, oh, and we also had the twins were at the school. The twins were at the school and so we did one on each side, Rowan and Will over Twinside. Okay, so we decided we did not need double face cards. In fact, probably the one of the least popular. I think one of the problems in Strix Savings is because we've been ramping up, like we did the simplest version in Zendikar Rising with the lands. The deans, for example, were a little too much. They were pretty complicated on both sides. And it was hard to remember what both sides were. I think if we had sucked a simple permanent on one side, simple spell on the other side, they would have gone a little bit better. Anyway, we decided we didn't need them. It wasn't something that was of the things we had done first time around. We felt like, look, we have to make space for new things. We felt we could leave that out. Okay, so one of the big questions was, if we less than learned isn't solving the problem, how do we solve the problem of getting your ass fan up of instances and sorceries? So, it turns out, there was something that we did in original Strix Haven that we didn't end up making it to the set. They were called scrolls. So scrolls were in the original Strix Haven, I think they were pitched as a token. And the idea was scrolls held within them in instant or sorcery. Some of which were predisposed, like this scroll comes with this spell. And some of which were you could sort of choose a spell from your hand or from the graveyard. You could sort of imprint it, essentially. And we ended up not having space for it. But when I did the write up, I do my vision design handoff in my article. So whenever I'm leading a vision design, I will post my vision design document. So you can see what I wrote up when I handed the set over. So anyway, when I handed over Strix Haven, I talked about scrolls. We actually handed over scrolls. They didn't end up getting used. But one of the things I said in my documents, because I do an annotation, is I said of all the things that got cut in Strix Haven, this was the one I was saddest to see go. There's something really cool about it. And I would love to find a future home for it. So when we were doing exploratory design for Strix Haven, I brought back the idea of the scrolls. The idea of sort of embedded, embedded instant and sorcery that you could cast that actually count as instant and sorcery. Because that was a neat way to up your fan. So when we explored with it in exploratory design, we started looking at instead of putting them on tokens, what if we just made cards? Kind of like adventure. Adventure, adventure is a spell that has a second card embedded in it. Now for adventure, you have to cast that spell first, and then you can cast the permanent. But what if we reversed it? What if it was a card that was a permanent, but it came embedded or prepared with this spell? Originally they all just came with the spell. And then eventually as we played around with it, we learned that having some that you didn't automatically get it, that you had to do something to prepare the spell, you had to jump through a hoop to get it. And that you could read, once you cast the spell, you could jump through the hoop again to get it. We thought that was pretty fun and expanded what we could do. The other thing we tried in InVision, so we did that exploratory, InVision really liked it and started fleshing it out in InVision. For a while we were trying to see if we could execute on the idea that all the spells were existing magic spells. We thought there was a real cool flavor to that. This is the school, they studied the mystical archive. Oh, by the way, I think the scrolls in the original set were one of the things that helped inspire the idea of the mystical archive sheet. Because a lot of the scrolls had classic spells in them. And this idea that, oh, they collect the classic spells of magic. There are other things that led to the mystical archive. Maybe they led to that. Anyway, so we were trying to see if we could just get away with the only prepared spells that were actually famous magic spells. The problem is you need very simple effects because you don't have a lot of room on the little mini card. And a lot of times in magic we just hadn't done the simplest version of the effect, believe it or not. 30,000 cards in, hadn't done the simplest version. So we decided that when we needed to make new things we did. And we named them and maybe one day we'll make those spells. But we made and named those spells. But there also are some returning spells. In fact, there's a, I'm sure whether it's a rare mythic rare cycle, but there's a cycle of prepared spells with spells from Alpha, the emeritus, the emeritus, emeritus. That's hard to say. So anyway, we did that. We had the prepared spells. So the one other thing that we did, we had a couple things that did envision that did make it all the way through. We made a new type of token that was kind of a colorless, I think it was like a colorless treasure token called drone. And we had a mechanic called extra credit. So extra credit were spells that had a rider if it wasn't the first cast you spelled. First cast, yeah, you cast. Sorry, first spell you casted or played. So the idea is if you played a spell second or third or fourth, it would have a larger spell. You wanted to play something first and then play it was the idea. And they were a little on the cheaper side so you could play them second. And we decided we ended up making all the extra credit lessons. That's where we put the lessons originally. Okay, so now the second hand is over to set design. So one of the things, one of the very first things they did, they life prepared, they did a lot of work in distributing how best to play prepared and what prepared spells to make. They kind of figured out prepared function a lot like flashback in that you have things on the board that people can see. It's if you're careful how that impacts combat and stuff much like a flashback spell in the graveyard. Oh, anyway, speaking of flashback, so one of the things they were looking at was trying to figure out what how to help up the as fan prepared spells help with that. But the one other thing they were interested in was flashback. So interestingly, we had actually had flashback and original strict saving. It's something that we'd wanted to do. But the very next in multiple set was in the shred midnight hunt, which was also planning to use flashback flashback and original in the shot hadn't been shadows over the shot. They wanted to bring it back. And I was fine. I'm like, okay, we could both use it. Flashback's very, you know, flexible. There's a lot of design space in it. I said, we're going to use it differently in strict savings. You guys would use it. But enough already really didn't like the idea that we ended up cutting it from strict saving. But when they were looking at this, they realized how clean and clear flashback works. It's just a nice, it's one of the other ways to get your as fan up, which is what if your spell your your instance and sorceries just doubled up? Oh, this instance or three, that's one card is really two copies of the spell because I can cast it and then I can flash it back. And the flavor with with Lorehold the school all about history was just really good. Right. Lorehold studies the past flashback represents the past. Flashback represents spells of the past. So it was pretty cool. But the more they played around with it, the more they realized what they really wanted. They originally put in the set and all five colors because that's how the set was structured is they just wanted Lorehold to do it. And that that's that's where it shined. Lorehold was the one that cared about things, even the graveyard. So it was very synergistic. Oh, by the way, when we made original strict saving, one of our goals was to make it not feel like Ravnica. So we were very active about not doing what the Ravnica guild did with those color combinations. So boros is very much about aggro. In fact, the red, white more than any other color combination is almost always about aggro. But we are trying to not be boros. So because this is the history school, we care about the graveyard. Now it turns out caring about the graveyard is complicated. Right. Red and white cause white is like third in graveyard. Red is maybe fifth in graveyard. So like red does not have a lot of graveyard. White is some, but not tons. And so it was a weird place for red, white to be. We ended up with the theme of caring about things leaving your graveyard. There's a few ways to do that in red and white. But flashback was a slam dunk perfect answer. And so the set was, the vision was led by Annie Sardellis and then Ian Duke and Reggie Volk were the, Ian did the first half sets then handed off to Reggie. So Reggie decided that they really wanted to do flashback and it really just made sense as a lore whole thing. And they looked at the structure where we had done where no school had, like we didn't do factory mechanics. But he's like, look, the reason you didn't do that originally was way to differentiate from Ravnica. The school is differentiated. No one's confused with Ravnica. And you know what? Faction mechanics are quite, we've had a lot of success with faction mechanics. So he said, what if I gave each school its own mechanic? Obviously flashback goes to the lore hold. So what he did is he looked at magecraft and realized that one of the ways we had made magecraft sort of work in different schools was to lean in flavor. For example, in Silver Quail, we really wanted you targeting your own things. So some of them cared about when you cast instant sorceries that targeted your own things or I think just targeted a creature. But it didn't have to be your own. But it just targeted a creature. And then we had some spells in Prismari that, you know, was magecraft but got an extra bonus if you cast a spell with a mana value of five or more. Because Prismari like casting big spells. And like Reggie and his team realized, oh, well each of those could be turned into their own mechanic. So using instant sorcery to target your own creatures became repartee. Using them and then getting a bonus for having a large spell became opus. So they took magecraft out or they sort of de-keyworded it, I would say, and took off the copy part. And so there's still some spells that care about you casting things. But specifically in certain schools like in Silver Quail or in Prismari, they leaned in those mechanics. So that's where we got repartee and opus. Weatherbloom had always been a focus on life. We were trying to make black-green different from Gogari so we didn't want to be about the graveyard. That's why the graveyard ended up in red-white because we didn't want black-green traditionally is often about the graveyard. Gogari is about the graveyard. But we liked the idea that green and black both had the ability to gain life. Black also could spend life. So we really did this thing in Silver Bloom all about life. It was the biology school. It made a lot of sense. So we liked that general tie into life. And we wanted the schools, we wanted the cards we were making in Secret Stripshaven to play nicely with the strip-haven cards. So the idea of caring about life was pretty cool. So in the end for Weatherbloom, they ended up doing a thing called Infusion. Which is just those things that say, if you've gained life, bonus. If you've gained life this turn. And so that ended up becoming the Weatherbloom. And then for the final one, Quandrux was the one that took a little more time. Quandrux ended up being something that got inspired by a mechanic called Evolve. Actually created by Ethan Fleischer in the second grade designer search. So in the second grade designer search, that one was a little bit differently. We asked each of the designers to design their own world. And then all the challenges they did were in that world. So Ethan had a sort of a prehistoric world that was going to evolve over time during the course of the block. Something we had tried and ended up not doing. But Ethan independently came up with a similar idea. So anyway, in prehistoric world, he wanted to do evolution. And so he did a mechanic called Evolve. The real Evolve's work is, they were creatures that got a plus one plus one counter. Whenever you cast another creature, whenever another creature you control entered, with a power grader or a toughness grader, then your creature would evolve. So basically, increment was the same idea, but instead of getting bigger based on creatures, it gets bigger based on spells. So if you ever cast a spell whose mana value is greater than either the creature's power or toughness, it gets a plus one plus one counter. So it's essentially evolve but for spells is the idea. So once they had all those, they said, okay, each school is going to have its own thing. And so Silver Coilhead Repartee, Prismarie had opus, with the Bloomhead infusion, Lorehold had flashback, and Quandrick's had increment. They ended up adding a few... Oh, let me do the token troll quick. So what we did envision is we changed over all the tokens, but the fractals, because the fractals already had a lot of... You set how big they were based when you played them, so we felt that that already had enough flexibility and that we didn't need to change it. So fractals were zero to zero, and you dictated how we'd put some plus one counters on them. So we didn't change it, set design didn't change it, those stayed the same. For Inklings, Inklings originally were two one flyers in Strixhaven. We tried changing them to two two non-flyers in Vision, and then in the end, set design changed them to one one flyers. They went back to being flyers, but they're smaller than they were before. And it's nice because a lot of Silvercruber, because it's the most... It's most about casting the smallest cheapest bells. So unless you have small riders, a one one flyer, obviously there's a much smaller rider than a two two. Then for Prismari, Prismari last time had four four elementals. This time they have three three elementals, but they fly. Wither Bloom had pests, so they were one one creatures that when they died gave you one life. The pests in this set, when you attack with them, they gain one life. So they change a little bit how you use them, a little bit about sacrificing them, and adding a little bit more aggression to Weather Bloom. And then finally in Lorehold, Lorehold last time were Spirit Tokens. I think they were, I remember they were three two, I think. This time they're two two spirits. I will say in Vision Design, what we handed over were two three artifact creatures. That when you cast them, when they entered, they excelled the cards from a graveyard. Could be opponents, could be yours. They simplified that and said that end up being two twos. Okay, so there's two more mechanics. I'm almost a worker. There's two more mechanics to talk about. One is they wanted to do a cycle of myth sorceries. It's instant sorcery set. We do cycles, like we don't do a lot of cycles at Mythic. They're hard to do. We've done more than anything else. We've done creature cycles, but we want to do a sorcery cycle. So they were looking around and they looked back at a set called Saviors of Kamigawa. Brian Tinsman, who led that set, had wanted to make splashy spells. So he made a series of, I think they were rare, rare mythic, called Epic. And the way that Epic worked was when you cast an Epic spell, then at the beginning of every turn, that Epic spell got cast. So you cast it once and then it got cast every turn. That is quite exciting. Now, Brian was worried that that was too good, so he put a downside on it. And the downside were you never get a cast spells again. Yeah, yeah, your Epic spell would go off every turn, but like in order to get a free spell return, you weren't able to cast spells anymore. And that mechanic didn't go real well because even though the front side is pretty exciting, the back side is just a little bit too oppressive. So when they were looking through it, they saw this and they said, oh, those were kind of a cool idea. Well, what if we just took away the negative? What if you just cast a spell and they cast a return? And that's just it. No negative. And so we made what we called the paradigms. So the paradigms are loosely based on the Epic spells just without the downside. This, by the way, is where they decided to put lessons. They decided they wanted a little bit of lessons in the set. Avatarless Airbender has a bunch of cards that care about lessons, so they thought it'd be nice to have a little bit of lessons in the set. When extra credit got killed, they were looking for a new place to do it, so it ended up being on the paradigms. The paradigms are the only lessons in the set are the paradigms. The one other thing they had to solve is the bad guys of this are called the archaics. And they're these big, callous, alien, inscrutable creatures. And every time they would be described, the creative team would describe them. People would go, oh, so they're O'Drazi? I think more O'Drazi? They're not the O'Drazi. So one of the things that they were trying real hard in designing them was, is there a way to make them callous but not feel like just, oh, they're big O'Drazi. So the answer they had here is they went back to a mechanic that had shown up, interestingly, on, in, is it Rysol Lederazir, I think? I think it was Rysol Lederazir, yeah. That represented, oh, no, not Rysol Lederazir, sorry, battle for Zendikar, I think is where it shows up. Because it's when the, when the O'Drazi are fighting the Zendikari, the people from Zendikar, the Zendikari use this magic as a weapon against, because the O'Drazi are all about callousness. It was converge. So what converge is, it's this mechanic that says, I get a bonus, I scale, I get a scalable bonus based on how many colors you use to cast this spell. And it goes really nicely on giant callous creatures because you just try, you're like, you can cast whatever you want, use whatever colors you have access to. And it gave the archaics a really strong identity that allowed us to make big callous creatures in a way that did not feel like the O'Drazi. And so converge gets used there. So those are all the mechanics that show up on, there's some cameo mechanics. For example, the dragons, each of the schools is named after a dragon, sort of runs the school. And so there's a cycle of the dragons that each give your spells, your instant sorceries, a different keyword from the past. So there's, that's like a cameo cycle. So there are a few other cameo mechanics and such. But anyway, that was the main thrust of that. So six or six, even when the dust settled, we're back. We're back at our schools. We are instant sorceries. We have a mystical archive. So there's a lot of familiarity. But there's some brand new stuff. We got prepared spells, which is a brand new thing we've never done before. Each school has a faction, school or faction, has a new mechanic. That's a new mechanic other than Lordhold bring back flashback, obviously. And then we have paradigm for the mythic spells and we have converge for the archaic. So that, my friends, is Secret of Shookshaven. So there's a lot of fun stuff there. I really like how it turned out. And the thing that's interesting on Returns is you want to set that plays and feels like the original, but offers new things to the mix. And I think Secret of Shookshaven did a very good job of that. That if you, whatever school you really like, it is back. It is doing its thing. But this time, just with a few new tools, something to play a little differently. I mean, we are designed that if you want to play your new school cards with your old school cards from Shookshaven, they do blend nicely together. But anyway, guys, that is, I've shared with you the secrets of Secret of Shookshaven. And anyway, I hope that was interesting to you. But I'm now at work. So we all know what that means. That means instead of talking magic, it's time for me to be making magic. So I'll see you all next time. Bye-bye.