Pattern Recognition #5 - The Problematic Planeswalker

Features Opinion Pattern Recognition

berryjon

20 October 2016

4019 views

Hey everyone! Welcome back to the fifth issue...? Article? Part? Eh, whatever. It's my fifth one, and today I want to talk about everyone's favourite pyromaniac Planeswalker!

Once again, a word of warning. I'm writing this before my first article is published, and before Kaladesh has been fully spoiled. Feedback hasn't been accounted for yet.

Anyway, on with our subject. Behold, she of the mighty flames!

Jaya Ballard, Task Mage

What are you all looking at me like that for? You thought I was going to talk about someone else? Some pale imitation of the one true 'Burn Everything' woman in Magic?

Oh fine, I'll get around to her. Later.

Jaya Ballard was a character back in the Ice Age block who helped do some important things. I recommend reading MTG Salvation's character synopsis here: http://mtgsalvation.gamepedia.com/Jaya_Ballard to better understand her history and to avoid me gushing about her here when I could be addressing more pertinent topics.

Now, Jaya Ballard, Task Mage appeared in Time Spiral as one of the callbacks to the earlier sets, part of a larger group of Legendary Creatures who had an impact on the story, but never saw print as a cart. This august company includes Mishra, Artificer Prodigy, Mangara of Corondor and others. And because of this, her entire design is one massive example of retro design.

Jaya Ballard, Task Mage is, perhaps most importantly, a Spellshaper in creature type. Spellshapers are a tribal concept where each particular creature could mimic an existing spell by tapping, paying the mana cost for the spell, and discarding a card - in effect, making any card in your hand a potential copy of that spell. Jaya Ballard, Task Mage was unique in this regard as she had three such abilities on her, rather than the normal one on creatures like Bog Witch or Stronghold Biologist. The cards she mimicked were ones that had flavour text credited to her in previous printings, a means to show that she really was commenting about a spell she actually casted.

In order, these are the destroy option on Pyroblast, Incinerate, and Inferno. I'm won't talk about these cards directly, as that would be getting too far off topic, and I'd rather not do that too much. But I hope I've made the point that Jaya Ballard, Task Mage existed in a design paradigm that allowed for such uses of resources.

Now, quite a few people, including those whom I have sold cards too while working in a store, have commented that the way her abilities are laid out, and how they escalate, resemble how Planeswalkers work.

Nothing could be farther from the truth. Jaya Ballard, Task Mage was a done deal before Planeswalkers were finalized. In fact, Garruk Wildspeaker had to be delayed from Future Sight to Lorwyn with the rest of the initial five Planeswalkers due to technical problems. (Garruk was replaced with Tarmogoyf at the last minute, leading to a case of mistaken printing - but that is a story for another time.) The design similarities were circumstantial at worst, and fortuitous convergence at best.

But now I must recognize that I've avoided the subject long enough. Let's talk Chandra Naalar. Chandra is the most printed Planeswalker, with one more version of her than Jace does, thanks to her double-dipping in Kaladesh with Chandra, Pyrogenius and Chandra, Torch of Defiance. Now, what is true is that originally, Chandra was supposed to be Jaya Ballard, Task Mage. However, during development of the Planeswalkers, it was decided that they, being Wizards, wanted to make a more clean break from the older history of Magic in order to tell their own stories. It's a legitimate decision, and as a result, Jaya Ballard, Task Mage was renamed Chandra Naalar.

But, in recognition for how close she came, Chandra's backstory incorporated Jaya Ballard, Task Mage as the founder of the monastery which Chandra spent the rest of her youth after sparking out and walking away from Kaladesh. Her goggles are meant to be in homage and honour to Jaya Ballard, Task Mage. Don't believe me? Read the flavor text on Pyromancer's Goggles.

So, Chandra Naalar. Why did I pick her? Well, partly to stay topical with the most recent set (I have no idea if Commander 2016 has started to be spoiled by the time you read this, though I assume Aether Revolt is still on the horizon), and because, as the most numerous Planeswalker, she presents be with a case study in how the cards have evolved in the ... *checks Wikipedia for the release date for Lorwyn ... https://en.wikipedia.org/wiki/List_of_Magic:_The_Gathering_sets * ... 9 YEARS?!? Has it been that long already?

Damn, I feel old sometimes.

Back to Chandra. Chandra, as a Planeswalker, is Wizards poster child for the colour Red. That means that she has to stay firmly entrenched in Red's section of the Colour pie, and that means that a lot of her abilities are very similar when you get down to it. With a mana cost of between and , Chandra is aimed at the mid game in terms of playability. No, I don't count Chandra, Fire of Kaladesh  Flip's cost of because she's a creature first, and a Planeswalker second. This is actually pretty in line with the other Planeswalkers, with the cheapest being Tibalt, the Fiend-Blooded with a Converted Mana Cost of 2, and the most expensive - a tie between Ugin, the Spirit Dragon and Nicol Bolas, Planeswalker at 8.

Breaking down her cumulative abilities, we finally get to the pattern I want to examine. Over 8 distinct cards, she has 25 abilities, which puts her, with Chandra, Torch of Defiance as the odd one out, typical of the three ability style of Planeswalkers. Once again, this has nothing to do with Jaya Ballard, Task Mage's layout.

Of these 25 abilities, 16 of them are 'Chandra deals Damage' in nature. 4 of them are variations on 'Cast a spell from your library or graveyard', 2 are Loot effects, where you discard (a) card(s) and draw some to replace them, 1 Mana generation ability, 1 that can summon elementals for a turn, and one case of casting Fork on the next instant or sorcery you cast that turn.

Smart people that you all are, I have to ask you, do you see the problem here?

For those of you who do see, and don't see at the same time, I don't blame you. You're too new to the game. You see, Chandra, as the paragon of Red, shares its flaws. She shares in the same narrow-minded approach to the colour pie that has permeated Red for years now.

I won't say anyone is to blame for this, just that it has happened, and if anyone who responds starts calling out certain employees of Wizards for any wrongs real or imagined, I will be very cross.

You see, Chandra, like Red, has a problem of being focused on the Burn. That is, she and her colour are all about the damage to the face, and very little else. Heck, the last article I did displayed how Red had a history of merging damage spells and creatures! And it's this problem that is up front and centre every time Wizards prints a new Chandra.

"But Wait!" you cry out as I make my remarks. "There are only 16 burn abilities! Surely the other nine are worth something?"

And you're right. Chandra also shows off some of the things that are now a part of Red's identity. But I don't think it's enough. Sure, we get loot effects thanks to cards like Faithless Looting, Prophetic Ravings, Rummaging Goblin and the like. And while Card Draw has been traditionally the domain of Blue, Red gets it at the cost of channelling Black - discarding cards at the same time. Thus, I would argue that it's not something that brings a unique aspect to Red.

Summoning Token creatures? Green can do that without even trying. White and Blue get in on the act as well, while Black dabbles in it. Fork is a spell effect that shows up very rarely, but when it does, a lot of Red's spells have to include the idea that "Hey, this spell could be cast again for a cheaper cost!"

As for being able to cast from the library or graveyard, this is actually, as far as I know, something that's been added wholesale into Red over the past few years. Near as I can tell, the idea behind it is that you are borrowing from the future to cast a spell, and yet, I can't help but feel that this is just another version of looting, except you're casting a spell instead of cycling (but not Cycling) cards through your hand.

I know that Blue can let you do something similar. Magus of the Future / Future Sight are the big ones in my mind. The two colours also combine when you look at Melek, Izzet Paragon. Green also participates with Courser of Kruphix for lands. And while there are artifacts like Lantern of Insight that can let players see the top cards of each others decks, the ability to interact with them is limited.

But on the flip side of the coin, Red has also lost things over the years. And I chose that turn of phrase for exactly that reason. Red used to be the colour of Randomness, the colour that would simply do something so completely luck based that there could be no planning for it, no ability to predict the outcome. What am I talking about? Well...

Things like Game of Chaos, Karplusan Minotaur, Planar Chaos, Warp World, or Raging River. These are the sorts of cards that Red used to have in the olden days of yore that was intended to mix up the game, to simply cause chaos.

Wizards has removed this idea with out fanfare, and for very good and understandable reasons. The current era of Magic has an air of predictability to it. While you can hold tricks in your hand, there is a distinct effort to keep all information about the board state on the board. Cards in hand, and in the library can be deduced with some skill and experience with multiple rounds in a match should you me in a tournament.

Red didn't throw all that out, but rather they threw it sideways. You couldn't tell if the person across from you held a card that would turn everything you know about the game upside down.

That sort of confusion and doubt wasn't fun. Not for the players, and not for Wizards, who had to try to design and test cards whose outcomes couldn't be predicted, making theory-crafting useless. The last major time it showed up was closer to 10th Edition, and Mirrodin, and hasn't been seen except as the occasional minor gimmick since, like Volatile Rig.

And the thing is, I agree with them! I like how Red used to be able to play with expectations, and the games of chance it played with itself and with others. But I also recognize and accept that the general mechanic and card design that went into those things don't work. They are some of the worst aspects of the Spike and the Johnny archetypes put together.

So here's the pattern. Red, from the perspective of a long-term player, is shrinking. It is loosing awkward, improper or just plain bad mechanics as time goes on, and Wizards has been struggling to find ways to expand Red in to counter it. And you can see this through Chandra's development over time. She still focuses on burn the majority of time, but she keeps shifting around her other abilities to try and find something that fits. And every time she does shift her secondary focus around, she keeps bumping into someone elses' colour scheme, and they push back, trying to keep what is theirs.

Sorry to end on a sour note, but that's what I'm seeing as a larger pattern. I don't know how to fix it, and this isn't the place to try and do that.

Join me next time, when I address my first request! Huzzah! And of course, I'm always looking for more requests.

This article is a follow-up to Pattern Recognition #4 - Live Faster, Die Harder The next article in this series is Pattern Recognition #6A - Card Draw Part 1

Holtzman says... #1

Grenzo, Havoc Raiser I think is their attempt to further test reds ability to cast from exile without the potential fallout it could bring to standard if done incorrectly.

October 21, 2016 6:38 p.m.

joemick says... #2

To me, it feels like they are trying to emulate Reds Randomness and unpredictability with grenzo's Ability. You still don't know what you're going to get but by exiling the top of the opponent's Library not only do you get a bonus but you prevent them from getting a card. I would love if this weekend a major mechanic for red

October 21, 2016 7:44 p.m.

Zakass says... #3

I personally find red to be a boring color by itself. To me it just seems very underwhelming unless it is paired with another color.

October 21, 2016 8:54 p.m.

MoJoMiXuP says... #4

I like the temporary card advantage red is getting with Commune with Lava and Abbot of Keral Keep. It has that red aggro feel that is consistent with direct damage, but gives a useful secondary mechanic that the randomness factor failed to do in olden days.

October 21, 2016 10:52 p.m.

I very much enjoyed reading your investigation! I primarily play EDH/Commander and it's all to obvious how red has yet to solidify over the years.

I can't guess what might fix red...but I know the answer isn't in flip-the-coin and chaos/slug mechanics, as you say. I'd also like to add artifacts to that list. A huge chunk of playable mono red edh decks have to resort to these very few deck archetypes and frankly, its gotten old.

What I DO like, its your observation on "borrowing from the future". I think this can be seen in cards like Commune with Lava , Aurelia, the Warleader, and even Narset, Enlightened Master...borrowing spells and attack phases from "elsewhere" to speed up the game.

Many players I know are constantly looking for the red "spell-slinger deck". Experienced players know this can't be done without blue. But I get excited for the day red spells can "chain" efficiently. If you ask me, Splice-onto-Arcane needs a good re looking at, 'cuz they were onto SOMETHING.

Thanks for taking the time to write up!

October 21, 2016 10:58 p.m.

TheRedGoat says... #6

So what is your take on "steal your things" effects in red? Do you think we could ever see that effect on Chandra or even on another Walker in the near future? I've actually got a Xenagos, God of Revels deck that generally wins games because of Insurrection and once even from Tibalt, the Fiend-Blooded ulting out (it ramps everybody at once with Mana Flare and Heartbeat of Spring type effects).

Personally, I see these steal effects as the leftovers of those chaos effects you mentioned before. Like, red is the only color that can get away with playing off the predictability of the other colors, because it is the only one that can be unpredictable.

White is about obeying laws and blue thinks too much to act without reason. Black may do some stuff that is insane, but that's more from a lack of morals. Anything for the right price type deal. Green is the only other one that could do something random and completely unpredictable, but again the color stops itself because it is too in awe of life. It has too much self preservation to completely disregard its own natural order of things.

But when it comes down to it red has to be the one to have these chaotic effects because its the only on willing to go the extra mile. The only color willing to cut its nose to spite its own face, or to hit people right where they hurt (I.E. the land destruction/land sacrifice effects). The only one who will try and be so intimidating you'll join them in fear of retribution (i.e. the steal opposing creatures effects)

October 22, 2016 11:18 a.m.

HairyManBack says... #7

Nice article. Being a long term player myself it's obvious red is the weakest. Some observations why are:

  1. Aggressive 1CC drops are a thing of the past. Historically, that's more than half what red had going for it.

  2. All other colors have gotten better with more value attached to them.

  3. The burn sucks. Outside of weird cards and big dragons that's what defines red.

Take in mind there are always exceptions to the rule. Overall that about wraps it up, however, from what I've seen. Poor red.

October 23, 2016 12:37 a.m.

Atony1400 says... #8

@joemick, I agree. A good example of this is Goblin Bangchuckers, as many cards are incorporated with "Flip a coin" effects.

October 23, 2016 12:23 p.m.

I'd argue that, historically, red has been one of the strongest mono-color decks in the game, outside of EDH. Lightning Bolt, Chain Lightning, Lava Spike, Rift Bolt, Fireblast, etc. are all very potent spells. Back in the day, we used Wheel of Fortune to refill our hand, albeit our opponent's also, but it generally won us the game by giving us more burn.

Creatures like Goblin Guide and spells like Lightning Bolt have been deemed too potent to print in any sort of Standard sets, which is an unfortunate problem for red. Interesting enough is that the older printings of Chandra have been rather sub-par and the newer ones seem to show some promise in potency and effectiveness. That aside, it does seem that red has been given the short end of the stick from an R&D standpoint.

Going forward, I would like to see more ramp effects from red, as WoTC is leaning towards creatures matter and printing (generally) better creatures and 'worse' spells (comparatively speaking). If red isn't going to ever get another Goblin Guide or Lightning Bolt, then give us a Ritual to get out a Thundermaw Hellkite for crying out loud!

October 23, 2016 4:33 p.m.

Draw_Wurm says... #10

Hey berryjon. Great article, interesting read. I guess if you look at 'competitive' Modern you see red decks in their purest form with Burn. There the mechanics are seldom changing but you're simply swapping out parts for more efficient options as new sets come out (e.g. Eidolon of the Great Revel).

If you take EDH, trying to brew a mono deck takes you down the road of the older chaos mechanics. Here I've paired a full set of 'wheel' effects with group hug artifact draw, but Insurrection and Chandra's Ignition aside you have to go colourless for real finishers:


Shoot that Adamaro through my deck

Commander / EDH Draw_Wurm

SCORE: 52 | 38 COMMENTS | 3959 VIEWS | IN 21 FOLDERS


October 23, 2016 6:12 p.m.

SaberTech says... #11

I don't think that card designs ever made effective use of coin flips. Most cards approached the idea with an "all-or-nothing" mentality that made using those cards a resource risk, since you could end up wasting a card+draw+mana for no effect. As far as strategy, deck planning, and resource management goes there is no way a card like that has any reason to be played beyond as a janky gimmick.

I think that when they colour shifted Psionic Blast to Char, Wizards was on to something. Red aims for quick answers to the problems right in front of it and doesn't really plan for the long term. Red is willing to throw out a powerful attack at the risk of backlash if it means taking its target out, like with Earthquake. Coin flip cards should guarantee a playable, maybe even powerful effect at the cost of a potential downside determined by the coin flip. It would make sure the cards are playable, but still offer some randomness to how the game would play out. Coin flip spells, to be playable, shouldn't come with the risk of doing nothing for you.

Unfortunately, any sort of "I loose life in exchange for a powerful spell" type approach infringes on the flavour that Black has traditionally held. Granted, Black has seemed to shift a bit away from the whole "Suicide Black" methodology to a slower, more attrition based style. Maybe there is room now for Red to pick up some of that flavour like it did for the spell based mana acceleration?

Where Red had the most depth for exploration as a philosophy is in its emphasis on gut driven action and emotions, but from the start Red was given all the aggressive emotions while the more calm ones were given to White and Green. Red was supposed to be the fast aggressor, but White and Green have, in more recent years, been given a boon of very cost efficient cheap creatures. Direct damage burn spells have been the only real form of aggressiveness in the game that has been left to Red.

There are mechanics that I think are very Red in nature; like Prowess, Dash, Unleash, and Spell Mastery; that reward being aggressive with your resources. Prowess gives you a temporary boost in power for using spells that will only give you an effect once. Dash gives you a creature for cheap but it won't stick around to defend you and will cost you more mana over the game to keep using. Unleash is similar, since it lets you be more aggressive at the cost of defence. And Spell Mastery rewards you for using spells that don't have repeatable board interaction like a permanent would, thus feeding into Red's lesser concern for building into the late game in exchange for a powerful early game.

In the end though, everything I've talked about are just different ways for Red to do what it has always done. You are right, Red's slice of the colour pie doesn't give it room for much diversity in its game mechanics.

Thank you very much for the article, it provides a lot of food for thought.

October 24, 2016 1:19 a.m.

Bobbbyyy says... #12

great article. I am a new(er) player and have nevery really played with the choas effects and can undestand why. Another part of reds identity is earth and mountain and hence some land destuction.

Stensia Innkeeper is the new attempt at a possible red ability for standard. I agree Goad in conspiracy was an attempt at how mono red works in standard. Impulse drawing is also very topically red (and obviously being exstensively tested)Spark of Creativity

October 24, 2016 5:37 a.m.

Winterblast says... #13

Talking about land destruction as one of red's main aspects: there hasn't been any good LD spell since Boom/Bust and there's absolutely no other useful mass removal for lands in Modern (which sucks very much).

If you go further back, Sinkhole outruns Boom/Bust for targeted LD and Armageddon is a much better mass removal...so, red isn't even the best choice for land destruction but rather . Even blue has better land denial stuff with Mana Vortex and Land Equilibrium.

I think they didn't do red a favour by dropping the chaos parts. What could have been done is to add cards that can increase the chance of getting the result you want from these chaos cards, more things like Krark's Thumb for example. Or just make the positive effects of random stuff more powerful so that the game of chance is actually worth the risk...if you think about what character a typical red player would have, taking huge risks for a straightforward strategy is surely one of the first things that comes to my mind but is something that has currently no representations on red spells AT ALL.

October 25, 2016 3:29 a.m.

SaberTech says... #14

@ Winterblast

You have a point about land destruction, but you also have to remember that cards like Sinkhole and Armageddon were printed before each color's boundaries in the color pie were were really ironed out.

It's true that in the early days of the game the most prominent decks that destroyed lands were Balance decks, and today you see Sinkhole played alongside Smallpox in Legacy. But there was a point were the standard cost of a red land destruction spell was 3 mana instead of the the average 4 mana that gets printed today. 2 red decks from semi-recent history that made heavy use of red land destruction were the UR Wildfire decks in Kamigawa standard and the red Arc-Slogger decks that saw some play during the original Mirrodin standard, so it's not like red has never seen any tournament representation in regards to land destruction

I think it was the Wildfire deck that resulted in land destruction spells being shifted from 3 mana to 4. It is also probably at least partially responsible for modern Boomerang type spells no longer being able to target lands. The deck basically played by stalling the opponent's mana base with Boomerang, Eye of Nowhere, and Stone Rain while ramping with Annex. It would then blast what lands and creatures the opponent had left with Wildfire and win with big flying creatures. After that deck had its run through standard you start to see WotC shift away from cheap ways to interact with the opponent's lands, since those types of spells were counter-productive to the more interactive games that WotC wanted to foster.

So Red did have its day as the prominent provider of land destruction, but that aspect of the colour was eventually neutered by the rising mana cost of those spells making them inefficient in the current tournament environment. The result: one more aspect of Red's flavor being nearly stripped away from it, leaving it to fall back on its old stand-by of burning people's faces.

This topic has reminded me that my EDH group has been pretty Blue heavy the past little while. Maybe my red decks should run Boil for a bit.

October 25, 2016 4:27 a.m.

Winterblast says... #15

SaberTech I've realised that red doesn't really support that strategy anymore when I was thinking about what to play in modern. I played some sort of RW Stax in Extended about 8 or 9 years ago and then it was fast enough. Now without Chrome Mox it's pretty much impossible to base a control strategy on land denial in these colours because it's all too slow and expensive.

As I'm always looking for ways to play like that (damn you Wizards for encouraging more interactive play!), I happen to play mostly Commander instead. I've tried mardu colours and it worked quite ok, because the older red cards are powerful enough, also non-destructive land denial such as Manabarbs is available in red...but eventually I came back to with my Augustin's $t4ks (4000$ Solution/Stax), even without Balance being available, because in these colours you have the nastiest stuff for attacking the mana base imo.

Red is quite boring if you don't have access to older cards in the format you choose. Aggro or maybe as a supply for combo...nothing fancy. I do like the new Grenzo, Havoc Raiser though and I've made a goblin commander deck with him. Permanently stealing resources from your opponents is something that is new in red (if you ignore random stuff like Thieves' Auction) and you don't even have to waste spells on that because it happens by attacking.

October 25, 2016 4:51 a.m.

SaberTech says... #16

@ Winterblast

I was excited when I saw Grenzo, Havoc Raiser spoiled and made sure to pick up a copy when the set went on sale. I wanted to use him in a Gahiji, Honored One political deck that I was trying to build, but that plan fell through in the end.

I really enjoy Goad as a multiplayer mechanic in Red, and I'm hoping that the new Commander 2016 deck that focuses on Chaos brings more of that sort of effect to the table.

And yeah, the Taxing and mana denial game in UW is strong in Commander. I have a Stasis/Winter Orb mana lock Derevi, Empyrial Tactician deck. I also used to run an Uril, the Miststalker deck that had a strong land destruction sub-theme, which worked out pretty well.

October 25, 2016 5:54 a.m.

berryjon says... #17

Thank you all for your comments.

I haven't replied before now as I wasn't certain how to go about it. In essence, this is a fairly negative article, and I didn't want to keep blasting.

That, and I totally forgot to set a watch to be alerted to any responses, and didn't bother checking manually until today. Totally not that.

As I mention with tomorrow's article, I'm not comfortable using this space to fix problems, but rather by highlighting them and their context, other people can step back and try to figure things out for themselves. I dread the day I'm asked to fix something with Magic, because I know I won't play nice about it.

And not word regarding Jaya Ballard, Task Mage? For shame! ;)

October 27, 2016 2:49 a.m.

SaberTech says... #18

@ berryjon

Jaya Ballard, Task Mage is awesome, don't get me wrong, and I love how flavourful the card is. Considering that they eventually printed Karn and Nicol-Bolas (both being pre-time spiral planeswalkers) it is disappointing that Jaya as a character was changed into Chandra for story purposes. The lore and stories of the MtG universe was really rich to begin with, so I was disappointed when they initially tried to sweep that all under the rug to make a new reality for planeswalker cards to exist. I mean, the whole point of Nicol-Bolas now is that he's scheming for a way to return himself to the near godlike existence that planeswalkers used to be before the nature of the planeswalker spark was changed, so why did they try to shove the old lore and character aside in the first place? I'm curious about what the other old planeswalkers got up to after the shift.

Then again, from a story perspective, it would probably mess up the representation of the colour pie if the smartypants blue mage Jace was constantly being shown up by the significantly wiser and more experienced red mage Jaya. Although personally, the idea of an old granny Jaya playing Yoda for a blue mage like Jace makes me chuckle. Jace needs someone to smack him upside the head every now and again; and as her card shows, Jaya knows how to handle blue mages.

October 27, 2016 4:01 a.m.

berryjon says... #19

SaberTech

On another forum, I have made my dislike of Jace perfectly clear. My Mono-blue 'Walker of choice is Teferi. He can play off Liliana for being from Dominaria and griping about all the kids in his yard, and has actual character.

October 27, 2016 11:31 a.m.

SaberTech says... #20

And Teferi playing caretaker for a bunch of younger planeswalkers is kind of funny in its own right, considering what he was like when he was young.

October 27, 2016 5:03 p.m.

TheRedGoat says... #21

Hey, who better to teach kids not to screw things up than somebody who knows the consequences first hand right?

October 27, 2016 6:25 p.m.

Argy says... #22

Goblin Kaboomist is one of my favourite cards.

I have one signed by Aaron Forsythe.

You can offset it's randomness by pairing it with Stormrider Rig.

January 18, 2017 11:05 a.m.

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