神河当時 - 変更点
神河当時 - 変更点
神河当時 - 変更点
MTGが生まれてから、タップシンボルの追加、クリーチャータイプの整理など、様々な変更点が加えられてきました。

その歴史についての記事です。

Changing the Legend Rule (Champions of Kamigawa)
This change was an easy one for R&D to make. The old legend rule had two major problems. One, it created a creature type with rules baggage. And two, it was problematic for tournament play forcing R&D to be overly cautious with the type of legends we were willing to make. The new rule (created by Zvi Mowshowitz – see Aaron’s article to hear the whole story) solves both problems.

But what problems does it create? One is the belief that it’s a big blow to flavor. I don’t buy this one. Neither system seems like it better lends itself to a flavorful answer. Yes, it’s a different flavor, but different and less are not the same thing. Second, it messes slightly with the mechanics. Unnatural Selection, for example, loses a great deal of power. Third, it’s change. And no one likes change.

I think with time, most people will come to like the new system better. The old version was very exclusionary. It caused cards to sit dead in your hand. The new rule is more dynamic. It always ensures that your legend has some purpose. It’s a threat that can turn into an answer to an identical threat. And most importantly, it allows the designers to venture places that we would not before. One of the best examples would be Isamaru, Hound of Konda. Before the new rule, we would never have made an efficient legendary one drop. But with the new rules we can (and obviously did).

Changing the Wall Rule
This is the topic that actually got me to write this column. I was in an online chat already to let loose a few cool tidbits about Unhinged. But instead I was asked time after time about the change to walls. Clearly it had hit a nerve. The reasoning behind the wall change is similar to that of legends. Once we turned legends into legendary creatures, we realized that walls were now the only creature type with built-in rules baggage.

In addition, the Creative Team expressed a concern with the flavor of walls. Why is Wall of Stone a creature? Isn’t it more of an artifact or land? Or possibly an enchantment? What it’s not is a creature. The Creative Team likes their creatures to have a little sentience. Maybe a little movement. And most importantly, actually being alive. This isn’t to say that walls can’t be concepted that work. Living Wall, as an example, is a wall that felt alive. But when push comes to shove, the wall creature type is creatively sub-par.

In short, this change frees up R&D’s ability to create more interesting and more flavorful cards. And remember, walls are still walls. Functionally, very little is changed. All walls still cannot attack. Sure it’s a keyword now rather than a rule built into the creature type, but in practical play experience it should have next to no game impact. As with all of the changes above, it has granted R&D more flexibility, allowing us to give you a greater variety.

CHANGE FOR THE BETTER Posted in Making Magic on October 4, 2004
https://magic.wizards.com/en/articles/archive/making-magic/change-better-2004-10-04


『神河物語』でも変更がありました。クリーチャー・タイプのレジェンドと壁のルールです。

どちらもクリーチャー・タイプの中では例外的に特殊なルールが存在していました。そのルール部分を、特殊タイプ「伝説の」とキーワード能力「防衛」が担うようにしました。

MTGにおいては、一度変更したことをまた変更することもあります。実際、レジェンド・ルールはこの後も変更されますし、基本セットは一度廃止されて後に復活しましたし、ブロック制度は二転三転した末に廃止されました。

ただ、クリーチャー・タイプにルールを持たせない、という根本的な変更は今もそのままです。この変更は間違っていなかったということでしょう。少なくとも今のところは。




補足資料
記事中の「Aaron’s article」については、以前の日記で取り上げました。

神河当時 - レジェンド・ルールの提唱者
https://researchofkamigawa.diarynote.jp/202004252258361934/

コメント

お気に入り日記の更新

テーマ別日記一覧

この日記について

日記内を検索