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ark Rosewater—lead designer of Eventide, lead designer of Shadowmoor, and one-time compensated writer for the hit TV sitcom Roseanne—gets a ton of mail about Magic, and he reads all of it. He recently received a unique compliment / insult. The sender's metaphor was that he is "the Lance Armstrong of card design." At first he thought it was a compliment, but it soon turned sour. The sender explained that it's not because he dominates the main event of his field, or because his spirit is indomitable, or any unpleasant anatomical metaphors. Apparently, he's the Lance Armstrong of card design because he's "completely infatuated with cycles."
Speaking of exercise equipment that could help John Goodman lose weight, cycles run through all of Shadowmoor and Eventide, including Tour de France-sized ten-card cycles that all had to be carefully designed to not step on each other or drink from the same well too many times. My favorite cycle of all of these is the God-Aura cycle: Shield of the Oversoul, Steel of the Godhead, Helm of the Ghastlord, Fists of the Demigod, and Runes of the Deus in Shadowmoor, and Edge of the Divinity, Gift of the Deity, Clout of the Dominus, Favor of the Overbeing, and Scourge of the Nobilis in Eventide.
The God-Auras actually began as a Shadowmoor cycle:
Selesnya's ColorTrick (g/w) Instant (Common) Target creature gets +2/+2 until end of turn if it's green and +2/+2 until end of turn if it's white.
A plucky intern made the off-hand comment that "Maybe this would feel more hybrid as '+1/+2 if white, +2/+1 if green.'" Bill Rose, the Vice President of R&D and an original playtester of Alpha, retorted, "No, that's a white-black card. If enchanted creature is white, Holy Strength. If black, Unholy Strength."
From that little parlay, Bill Rose's card immediately went into the Eventide design file. The so-called "Un/Holy Strength" Aura playtested so fantastically in our Eventide design meetings (which happened simultaneously with Shadowmoor development) that everyone was in love with the spectacular result of enchanting a white-black hybrid creature with its custom-made Aura. Edge of the Divinity made any and all white-black hybrid creatures awesome, it broke stalemates and ended the game so another game could start, and it was a draftable build-around-me. There's even variance, because sometimes it's the correct play to enchant your mono-white or mono-black creature, given the board state.
In order to maximize the impact of God-Auras and hybrid, we specifically chose Aura abilities that are unlikely to be on the corresponding hybrid creatures. Here is an abridged chart showing how heavily we pulled from the unshared keywords:
| Color |
Shared Keywords |
Unshared Keywords |
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vigilance, token creatures |
flying, trample, first strike, lifelink, indestructible |
|
flying, flash |
lifelink, unblockable, |
|
flying, protection from green |
Specter, Ophidian |
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haste, wither |
first strike, fear, regeneration |
|
trample
|
double strike, reach, first strike, haste |
|
shroud, islandwalk |
flying, trample, vigilance |
|
unblockable |
haste, shroud
|
|
first strike, double strike |
lifelink, haste, Firebreathing |
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lifelink, flying |
Holy Strength, Unholy Strength
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regenerate, wither, deathtouch |
trample, Lure |
The three Auras using shared keywords are also the sickest keyword combos: trample + double strike, deathtouch + Lure, and wither + first strike (which, interestingly enough, could be red-green, black-green, or black-red). Though all colors have persist, persist is too "feel bad" when granted on an Aura. After much fidgeting, the God-Auras were printed as you know them today, quelling many a doubting Forsythe and creating as many "triple-upside" moments as possible:
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| Sorry for the double flying bonus... |
As we all know, Design is the best thing about Magic cards, for without Design, there would never be any new cards!
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