Welcome back! Hopefully
by now you have had a chance to come up with your answers for the mystery
cards from Blood of Gladiators. I’ll have to admit that there
were some pretty good guesses out there. Some were
easier than others, to be certain, but I wanted to demonstrate some of the different
ways in which cards get designed and developed.
So without further ado, here are the answers, with some explanation as
to how then ended up where they are today.
And hopefully, next time you crack open a booster and see one of these
goodies, you’ll stop and think “What if this card did what it used to do. How different might things have been…”
1 – When you strike with CARDNAME, put two abilities from
your graveyard into your hand.
Twinblade of the Phoenix
Sometimes cards, especially weapons and armor, are designed
based on their names. Twinblade is a
perfect example of this, which we like to call top-down design. The designers thought “Hmm… what should a
Twinblade of the Phoenix
do?” And thus, the idea of returning two
abilities was formed. We were not happy
with how the original card played, with too many cards being returned over and
over, and the end result focused more on the Phoenix aspect of the card. The end result being one of the more popular
weapons printed in some time. MMO
players may know that this isn’t the only Phoenix-named gear in the game, so
will we be seeing more stuff you can regrow?
Only time will tell.
2 – Destroy target ability, ally, equipment or
resource. That card’s controller reveals
cards from the top of his deck until he reveals a card of the same type. He puts that card into play under his control
and shuffles the rest into his deck.
Utopia
This card had issues in that people were using it to ‘cheat’
an expensive ally or equipment into play, by destroying a token to tutor up
something like Doomwalker or Ivus. So it
was back to the drawing board. It was
changed to only hit opposing cards, but it shared too much space with
Reforestation, so was eventually redesigned to be Druid’s board sweeper.
3 – Destroy CARDNAME.
Draw a card for each damage your hero has dealt to target hero or ally
this turn.
The Taste of Arcana
This was always supposed to be Mage’s piece of the ‘scaler’
cycle (The Sowing of Seeds, The Rewards of Faith, etc…), but it was always the
oddball in that it didn’t actually deal any damage. Thus the redesign, and the endless quips here
in R&D of “How’s it taste?!?” every time you countered something with this
card. Tasty, indeed!
4 – Activate >>> Put the bottom card of your deck
on top of your deck. NO PEEKING!
“Cracklehands” Spigotgulp
WHAT?!? OK, admittedly, this card doesn’t look anything like it does
now. I just wanted to show how sometimes
the designers like to try out some quirky ideas just to see how they fly. It was concluded that you would almost never
want to activate this ability on an ally, and was redesigned to become part of
the Spigotgulp family.
5 – Activate >>> CARDNAME deals 1 nature damage to
target hero or ally.
Bolton
Can you see how this card ended up as Bolton? Often, damage-dealing activate powers on
allies tends to looks very similar to Long-Range. In order to differentiate this pet from
Angrida, but still represent it’s lightning breath, as well as make it more
thematic for Hunters, the activate power was shifted into Long-Range. As an aside, there was an interesting
development path this card took that I’d love to reveal, but I think I’m gonna
have to save that story for another day, as it might just show up some time
down the road, and I’d hate to ruin the surprise.
6 – Attach to target hero or ally. Ongoing: At the start of your turn, choose a
keyword. Attached character has the
chosen keyword until the end of your opponent’s next turn.
Center
of Attention
As cool as this initial concept was, it had a load of issues. Berserking
hero? Elusive Long-Range hero? All of these, plus many others led to the
redesign, plus the creation of a whole new keyword! Although I did like the idea someone had for
a Thrown hero.
7 – Ongoing: At the start of your turn, your hero deals 1
nature damage to target hero or ally and heals 1 damage from himself for each
totem you control.
Tidal Mastery
This was probably one of the easier ones to guess. In the process of developing it, it was
decided to create one big effect instead of the less significant one initially
submitted. The thinking being that if
you can truly master all four elements, you should be able to generate a truly
impressive effect. There was a time when
this card simply created an alternate win condition instead of generating a
massive packet of damage, but it was eventually decided to create more of a
broad appeal for this card.
8 – When CARDNAME enters play, your hero deals 3 ranged
damage to target hero or ally.
Fists of Mukoa
Yes, this text looks like it belongs on Cuffs of
Devestation. Sometimes, we like an idea,
but feel that it isn’t right for the classes that have access to a particular
piece of gear, or we need to fill a hole somewhere else in the set. Cuffs used to generate a very different
effect that no one was really pleased with, so we felt that shifting the Fists
text over to Cuffs and creating a different effect that let your hero deal some
damage via a piece of armor was the best solution. Plus, the final version of Fists of Mukoa has
a much more Shaman-y and Hunter-y feel to it that everyone was happy with.
9 – When you strike with CARDNAME, you may shuffle your deck
and reveal the top card. Until the start
of your next turn, as long as that card remains on the top of your deck, you
may play it with out paying its resource cost.
Seth’s Graphite Fishing Pole
While cool, in that it gave you a free card, the Fishing
Pole always felt kinda awkward and a bit out of flavor, thus the redesign. Why did hitting someone with a fishing pole
let you play a card out of your deck for free?
So we changed the text to simple ‘fish’ a card out of your deck. And yes, you can still hit someone with it if
you really want to, but I’m not sure why.
Although I’d love to hear if anyone has.
10 – This space intentionally left blank.
Gorehowl
Sometimes, the simplest designs are the best, and it doesn’t
get much simpler than this. The textbox
was there for the longest time just to remind everyone that we wanted a nice,
clean, simple design for the axe of Grom Hellscream.
11 – When CARDNAME enters play, he deals 2 frost damage to
target hero or ally. A character dealt
damage in this way can’t attack or protect this turn.
Rehgar Earthfury
For a while, Rehgar was an Instant Ally, representing his
Frost Shock that he used on Lo’Gosh. And
for a while, it was debated whether or not he should actually be an Arena Ally,
since he doesn’t actually fight in the Arena.
It was eventually decided that as the leader of an Arena team, he should
be able to conscript other allies onto his Arena team, thereby creating his
attack trigger. And as a leader, he’s
got to buff his team, creating the Rehgar we know and love today.
12 – Target ally has +2 ATK this turn. Target ally has -2 health this turn.
Phase Hound
This is another tricky one.
Obviously, this is nothing like what Phase Hound ended up as, but it
does demonstrate how designers have to find ways to create dual-class
cards. The original thinking was to find
some overlap between Hunters and Warlocks, thus the ATK boost and Health
decrease, giving a little flavor of each class.
Ultimately, it was decided that a Health decrease was too out of flavor
for Hunter, so a Pet that the two classes could share was created instead.
13 – When a hero or ally in your party prevents damage,
CARDNAME deals 1 shadow damage to target hero.
Kazamon Steelskin
The Lord of Hardiness originally just buffed all of your
other allies with Hardiness, making them strike back when their Hardiness
triggered. No one was really in love
with that power, and it never felt as impressive as other Racial keyword
champions. As a result, it was decided
to see how many instances we could reasonably put in a text box, and came up
with 20 as a nice round number. We like
to infuse a little humor into the game every now and then, and Kazamon is just
one of the more recent examples of a card that is the perfect fusion of
powerful and fun! As an interesting side
note, Jeff Liu once killed a Kazamon in playtesting by actually dealing 22
damage to him in one hit by swinging with an Earthrend Weapon.
So there you have it.
Just a little insight into how some cards end up seeing print. Sometimes, initial designs are pretty much
right on, and other times we have to scrap ideas completely and go back to the
drawing board a few times until we hit upon the right fit. It is always interesting to look back and see
where we came from to get to where we are today. And you never know, just because an idea
didn’t quite work out before doesn’t mean that it won’t pop up again some time
down the road. I hope you enjoyed this
peek inside the development of Blood of Gladiators. Let me know if this is something you’d like
to see again for future sets by emailing
andrew_wolf@upperdeck.com. As always, thanks for reading!
- Andrew Wolf