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我正从车道上出发。
I'm pulling on my driveway.
我们都明白这是什么意思。
We all know what that means.
该去上班了。
It's time for the drive to work.
好的。
Okay.
大家都玩得挺开心的,对吧,《洛温日蚀》。
So everybody's enjoying Lorwyn Eclipsed.
所以我打算做个以《洛温日蚀》为主题的播客,专门聊聊其中两大主题之一。
So I thought I would do a Lorwyn Eclipsed themed podcast talking specifically about one of the two major themes.
显然,《洛温》的核心主题是错字。
Obviously, Lorwyn's core theme is typo.
我之前做过几期关于错字历史的播客。
I've done some podcasts on the history of typo.
Shadowmoor的核心主题是颜色的重要性。
Shadowmoor's main theme is color matters.
我意识到,还没做过一期专门讲颜色重要性的播客。
And I realized I've not yet done a podcast on color matters.
所以今天就来聊聊这个话题。
So that will be today's topic.
好的。
Okay.
既然要谈这个主题的本质,我喜欢从头说起,回到Alpha版本和理查德·加菲尔德的时代。
So as this is sort of talking about the nature of it, I like to go back to the beginning and back to Alpha and Richard Garfield.
好的。
Okay.
咱们从最开始说起吧。
So let's talk back to the very beginning.
颜色在机制上具有意义,这个概念从Alpha版本问世之初就存在了。
So the idea of color mechanically mattering goes all the way back to the very beginning to alpha.
我觉得艾尔法版本在颜色机制上有好几种不同的处理方式。
And I would say alpha alpha has a couple different ways it cares about colors.
咱们一个一个来捋一捋。
Let's sort of walk through those.
首先,它有很多专门针对特定颜色的压制卡牌。
First and foremost, or not foremost, but first, it has a lot of color hosers.
每种颜色都有专门设计的牌,用来克制使用该颜色的套牌。
That a lot of the definition of color is every color, for example, has a card specifically aimed to deal with a deck of that color.
有时候,它确实直接针对颜色本身。
Now sometimes it, specifically matters about color.
但有时候,它其实针对的是基本地的类型,而不是颜色本身。
Sometimes it talks about the basic land type rather than the color.
比如‘闪焰’能摧毁所有平原,虽然没点名白色,但如果你打白牌套牌,平原就特别多。
Like flash fire blows up all planes, which doesn't mention white by name, but if you're playing a white deck, you have lots of planes.
所以,基本地类型和颜色之间其实有点交叉。
So, there's a little bit of intermixing of, basic land type with color.
但说到阿尔法版本最让人印象深刻的,还是这些针对颜色的克制卡牌。
But so that is the probably the most memorable things from alpha is the color hosers.
比如元素爆破,就有蓝色元素爆破和红色元素爆破这样的卡牌。
Like, you get stuff like elemental blast, blue elemental blast and red elemental blast.
每种颜色都有两张专门针对其两个敌对颜色的克制卡,几乎一个不落。
You know, there there's there's just literally every color has a hoser for its two enemy colors on two separate cards.
尤其是白色,它甚至有两组完整的克制卡循环。
And and white in particular, by the way, it gets two two cycles of hosers.
它有防护结界,比如防护红色结界,每张都针对一种颜色。
It gets circles of protection, which is always has one color, circle protection red for example.
你只需要花一点法力,就能防止来自任何颜色的伤害。
And then you can spend one mana to prevent damage from any color.
因为白色本身就是防御型的颜色,所以它不仅克制对手,连盟友的颜色也克制。
And because white is protective color, not only does it get color hosers for its enemies, it gets color hoses for its allies.
除了防护结界,它还有守护符文,可以贴在你的生物上,让它们免疫特定颜色的伤害。
And not only does it get the circle's protection, it also gets wards, which are ores you can put on your creatures to grant your creature protection from that color.
不过得提一句,防护环其实没出全,因为Alpha版漏了两张卡在设计稿上。
Now, circle protection, I should mention, did not get a full cycle because alpha forgot to put two cards on the sheet.
其中一张是防护黑,另一张是火山岛,属于双色地之一。
One of which was circle protection black, the other was volcanic island, is one of the dual ends.
Beta版补上了,但不管怎样,就这样吧。
Beta fixed it, but anyway, so okay.
确实是有这些卡的。
There definitely were.
我接下来要拿颜色来逗你玩了。
I'm going to use color as a way to mess with you.
还有一些卡是鼓励你去用特定颜色的。
There are also some cards that are encouraging that want you to play colors.
有一组叫幸运符的神器卡牌。
There's a cycle of artifacts called the lucky charms.
幸运符的效果是:每当你施放某种颜色的法术时,你可以支付一点法力值来回复一点生命。
The lucky charms say, whenever you play a particular color, names the color, you may pay one to gain a life.
我们后来重新调整了它们,但就不需要再付那一点费用了。
We we later redid them, but without having to pay the one.
像黑月、圣战或者力量护腕这类卡牌。
There's stuff like bad moon or crusade or gauntlet of might.
每一张都会让黑色、白色或红色的生物+1/+1。
Each one of those gives plus one plus one to black or white or red.
比如有一张叫狼之形态的卡,你的生物会根据你拥有的森林数量变得更强。
There's a car called aspect of wolf, for example, that the creature gets more powerful based on how many forests you have.
所以再次说明,当我们讨论颜色时,还是会有一些交叉的地方。
So once again, the there is a little bit of intermingling when we talk about colors.
有些卡牌机制上明确关注颜色,另一些则鼓励你组建单一颜色的套牌。
There's things that mechanically specifically care about color, and then there are things that encourage you to play a deck all of one color.
这两者之间的界限有点模糊。
And those blur a little bit.
我们之前聊过颜色相关的效果。
We we we talked about color matters.
颜色相关策略最早的一类,比如《恶月》《圣战》或者《力量护腕》这类卡牌。
One of the earliest strategies of color matters, and you can see stuff like Bad Moon or Crusade or Gauntlet of Might.
我以前还真做过一副《力量护腕》的套牌。
Like, I made a Gauntlet of Might deck back in the day.
《力量护腕》这套牌的核心就是多用红色牌。
And a Gauntlet of Might deck says, well, play a lot of red cards.
因为《力量护腕》能让所有山地多产一点红色法力,而且你所有的红色生物都+1/+1。
Play because it it Gauntlet of Might lets all your mountains tap for an extra red and all your red creatures get plus one plus one.
这张卡明明白白告诉你:该这么玩。
So that card really says, you know, here's what you wanna do.
就专打红色牌,用红色生物,因为它们全都有加成,你懂的。
Play nothing but red spouse and play red creatures because they all get booed, you know.
所以我那副牌里塞了一堆红色生物,再加上一堆直接伤害法术,说白了就是逼着你玩纯红套牌。
And so I had a gauntlet on my deck where I would play lots of red creatures and play a lot of direct damage spells and, you know, I would it was it very much said play a red deck.
就像《圣战》让你玩纯白,《恶月》让你玩纯黑,《狼之形态》让你玩纯绿一样。
Much like Crusade said play a white deck or Badmoon said play a black deck or Aspect of Wolf said play a green deck.
这个设计理念就是,我们会奖励你专注于某一种颜色。
That the idea of we're gonna give you something that rewards you for concentrating in that color.
所以简单回忆一下,每次我提到早期的万智牌,游戏结构里最核心的矛盾就是法力系统和颜色轮。
So remember real quickly just every time I talk about early magic, the the core conflict built into magic structure is the mana system and the color wheel.
法力系统的设计初衷是:你使用的颜色越少,出牌就越稳定。
The mana system is built to say, hey, you are more consistent the less colors you play.
你用的颜色越多,操作起来就越困难,越容易抽不到对应颜色的法力,也就越难打出你的牌。
The more you stretch colors, the harder it is to do, the more you can get colors screwed, the more that you won't be able to play your spells.
所以法力系统其实是在劝你:少用几种颜色。
So the mana system says play less colors.
事实上,法力系统最推崇的,就是只用一种颜色。
In fact, the mana system loves when you play one color.
但颜色轮的设计完全不同,它强调每种颜色都有自己的强项和短板,把这五种特性分散开来。
But the color wheel is all about having strengths and weaknesses and spreading them amidst amidst five different colors, five subsections.
而颜色轮的观点是:你用的颜色越多,整体实力就越强,因为你能用的牌也更多。
And the color wheel says, well, the more colors you play, the more powerful you get because you get access to more spells.
简单来说,我用限制赛来举例。
A simple way to think of it, I'm gonna use limited.
记得阿尔法刚出的时候,限制赛根本还没成型。
Be aware when alpha came out, limited really wasn't a thing.
假设为了方便解释,我们玩的限制赛里没有颜色区分,所有牌都一样。
But let's say you're playing with a limited let's assume for for ease of explanation, there's no colors cards.
如果我想组一个纯白卡组,那能选的牌就只有总数的20%。
It's just 20% each of the colors, which means if I want to play a mono white deck, there's only 20% of the cards that I can choose from to make a mono white deck.
但如果你是自己构建牌组,那这点牌已经够用了。
Now if I'm building, I'm constructing, okay, that's plenty of cards.
就像我说的,阿尔法那时候还没真正搞限制赛,但它提供的工具让你能自己搭牌组。
So for like, like I said, Alpha really didn't do limited yet, but but the idea was it gave you tools that you could go build decks.
另外,阿尔法刚出的时候,牌组不是60张,是40张,而且也没限制每张牌最多放四张。
Also remember when Alpha came out, it wasn't 60 cards, was 40 cards, you weren't limited to four.
所以那时候很多策略,你想放多少张同名牌都行。
So a lot of these strategies, you had as many of the cards as you wanted.
不过理查德很早就意识到一点,他明白单色卡组有一定的简洁性,而且大家也确实有玩单色卡组的意愿。
But something that Richard something that Richard realized early on was he understand that there was some simplicity to doing mono colored decks and that there was some desire to do mono colored decks.
他还意识到,万智牌属于一种动态博弈游戏。
And he also realized so magic is what is known as a dynamic game.
所谓动态博弈,我举个例子,先说个非动态的游戏。
And what that means is let me give you example of a non dynamic game.
比如井字棋。
So tic tac toe.
所以像井字棋,刚开始玩的时候,你可能会想,哎,我能赢吗?
So tic tac toe, when you first start playing tic tac toe, you know, it seems like, oh, can I win?
还是说我会输?
Can I not win?
随着你慢慢摸索,你会发现其实选择并不多,局面没那么复杂。
And as you start to sort of learn, you know, the the choice decisions is not that deep.
也就是说,你很快就能反应过来,哦,我懂了。
Meaning that you eventually, like, it doesn't take long before you're like, oh, I understand.
只要我清楚该怎么下,别人就不可能赢我。
If I know what I'm doing, nobody can win tic tac toe.
或者说,只要我按我的理解来下,至少不会输。
Or at least if I if I'm playing with my knowledge, can't lose.
也许对手犯错,我就能赢,但我自己不可能输。
Maybe my opponent messes up and I can win, but I can't lose.
如果我懂了,比如中心位置有多关键,只要我每一步都走对,这游戏本质上就不算动态,因为根本没什么解不开的局。
That if I understand, you know, the importance of the center square, like, if I can correctly make the right moves, I there's, you know, the game fundamentally isn't dynamic because there's not an answer to everything.
就连国际象棋也是,顺便说一句,假设你有个比现在更厉害的电脑。
Even chess, by the way, chess, assuming you had a a I guess a computer smarter than we got right now.
如果你真能算出所有可能的走法,比如这步怎么走、那步怎么走,其实它背后是有唯一最优解的。
But if you had something that could actually look at all the moves, you know, if you could say, okay, make this move, make this move, you know, there is sort of a definitive answer there.
而动态游戏的意思就是,任何一种策略,都会有一个专门克制它的对策。
So the idea of a dynamic game is that for any one strategy, there's a counter strategy.
在游戏设计里,我们管这种关系叫‘石头剪刀布’。
Rock, paper, scissors is in game design, we refer to we refer to this as rock, paper, scissors.
意思是,如果你的对手出石头,而你知道他出石头,那你就可以出布。
The idea being, if your opponent plays rock and you know they're playing rock, well you can play paper.
但如果他出布,你就出剪刀;如果他出剪刀,你就可以出石头。
Oh, but if they're playing paper, can play scissors, but if they're playing scissors, you can play rock.
理查德在设计万智牌时,特别希望打造一个动态的系统。
And then one of the things Richard wanted when he made magic was he wanted a dynamic system.
不管你做什么,系统里总能找到应对的方法。
That no matter what you did, there were answers to that system.
简单说,理查德想要的就是游戏中的流畅感。
The idea basically what Richard wanted was he wanted flow in the gameplay.
也就是说,就算牌组洗牌时有随机性,但如果你一直用同一副牌,迟早会遇到重复的对局。
Meaning, if you keep playing the same deck all the time, at some point I mean, even though there's randomization in the shuffling of the deck, at some point, you know, you're gonna see play that you've seen before.
理查德很早就有一个想法——别忘了,这背后还带着一种反向设计:他让玩家在对战中不得不失去卡片。
But Richard's idea really early on was and remember part of this was anti, part of it was he had built into the game that you would be forced to lose cards through playing.
同时,他设计万智牌时,默认玩家是在厨房的餐桌上玩的。
But also, he's he the the he made magic assuming it's being played at the kitchen table.
这是一款你和朋友在家玩的游戏。
That is a game you're playing with your friends at home.
在这种情况下,比如鲍勃老是用他的那个套牌,纯黑卡组。
And there the idea is, oh, Bob keeps playing his whatever deck, his mono black deck.
对付他的纯黑卡组,其实有一些很简单的应对牌。
Well, there are some easy cards to answer his mono black deck.
你知道吗,阿尔法卡组里有些牌明明写着:只要我打出这张牌来克制你的黑色卡牌,我赢的几率就大得多。
You know, there are cards in alpha that specifically say, oh, well, is if I'm playing, you know, I'm playing this card that answers your black card, wow, I'm gonna have a much better easy chance of winning.
所以,颜色克制机制的存在,一部分就是为了维持这种动态平衡——不管对手用什么套路,你总能找到应对的方法。
And so the reason the color hoses are there is part of trying to keep the dynamics is no matter what your opponent's doing, their answers for it.
另一部分原因,是玩家必须使用不同颜色的卡牌。
And part of it is they have to play colors.
理查德确实想做到这一点,我敢说他做到了。
Now he did want to like, Richard was trying to and I mean, I will argue he did.
他希望游戏的玩法能有丰富的变化。
Wanted a lot of variety in play.
所以他想鼓励单色套牌的使用。
So he wanted to encourage mono color play.
他也想推动多色套牌的发展。
He wanted to color multicolor play.
我觉得他并没有特别想推动四色或五色套牌的流行。
I think he wasn't perfectly trying to color really four and five color plays so much.
当然,他还是允许溅色的。
I mean, he he allowed splashing.
我觉得在早期的万智牌里,玩家是可以溅其他颜色的。
I think I think in early magic, you could splash extra colors.
但核心想法是他希望你做选择,同时又提供足够多的选项。
But the idea essentially was he wanted you to make choices, but it wanted a lot of options available.
还有几件事要提一下。
So so there's a couple other things.
我们刚才谈了颜色限制卡。
So we talked about the color hoses.
我们之前聊过那种辅助颜色的卡牌,你可以这么理解。
We talked about sort of the color helpers, if you will.
哦,我还没说完所有的颜色辅助卡呢。
Oh, I didn't I didn't get to all the color hoses.
顺便说一下,还有其他几种颜色辅助卡。
There are few other color hoses, by the way.
我提到过防护法术。
I did talk about wards.
防护法术的作用就是提供保护。
Wards introduce protection.
有一些生物,比如白骑士和黑骑士。
There are creatures like white knight and black knight.
白骑士能免疫黑色法术的伤害。
White knight is protection from black.
黑骑士则能免疫白色法术的伤害。
Black knight is protection from white.
还有很多别的东西。
There are a bunch of things.
防护这个能力,从艾尔法版本开始就一直存在,专门针对你使用某种特定颜色的牌造成压制。
Protection Like, is a evergreen ability when when alpha starts, when the game begins, that just hoses you for playing a specific color.
还有地形行走这个机制。
Also, there was land walk.
地形行走虽然不直接指定颜色,但如果我有一张森林行走的生物,而对手在用森林牌,那我的生物就强太多了。
Now land walk doesn't name colors specifically, but but again, if I if my opponent if I have a forest walk creature and my opponent is playing forest, wow, my creature is so much better.
他们根本没法阻挡我的生物。
They just can't block my creature.
这还牵扯到一系列卡牌,颜色之间有克制关系,我拿‘恐怖’举个例子。
Which then also gets into there's a series of cards where colors had for I'll use terror as my example.
‘恐怖’的效果是:消灭目标非黑色、非神器生物。
Terror said destroy target non black, non artifact creature.
我先暂时不管神器这部分。
I will get the artifact part for a second.
非黑色就意味着,哦,身为黑色牌组,你对某些效果是免疫的。
Non black just meant, oh, well, being black meant you were immune to some part of things.
比如我打黑色,对手用恐怖咒语,那我就完全不怕它。
You like, if I'm playing black and my opponent is playing terror, well, I'm immune to that.
所以他也在尝试一种思路:颜色不一定是直接帮某色,而是让某色少受点伤害。
So he also messed around a little bit with the idea that colors could add elements like, you know, terror, the example there is it's not that it's quote unquote helping black, but it's hurting black less.
这其实让颜色有了真正的机制意义,等说到‘颜色相关’卡牌时,这一点就特别关键了。
You know, it's allowing color to have sort of mechanical relevance, which gets really, important when we get into color matters.
我马上就会讲到那部分。
I'll get there in a second.
最后,理查德还探索过另一个概念:颜色的本质其实是可以改变的。
Finally, the other thing that Richard played around with is the very essence of color being a mutable thing.
比如有一系列稀有卡叫‘染色’。
For example, there's a cycle of rares called the laces.
这些染色卡能让你永久地把某张牌变成另一种颜色。
And what laces let you do is turn something permanently into another color.
现在一共有五条丝线。
Now, there's five laces.
每条丝线都能把某物永久变成对应的颜色。
Each laces turn something into that color.
一开始,这些丝线并不太受人待见。
And the laces were not not all that liked early on.
它们是稀有牌,但效果很有限。
They were rares that that didn't do a lot.
作为喜欢创意玩法的玩家,我特别喜欢丝线,因为我一直很好奇。
I, as a Johnny player, loved laces, just because I like, I was always intrigued by, okay.
把一个生物从一种颜色变成另一种颜色,到底意味着什么?这有什么影响?
What does it mean to turn a creature from one color to another color and how can that matter?
还有另一张我特别喜欢的牌,叫‘心智误导’。
So there's another card that I really loved called slight of mind.
‘心智误导’让你可以选任意一个颜色词——白色、蓝色、黑色、红色或绿色,然后把它的规则文本永久改成另一种颜色。
So slight of mind allowed you to take any of the five color words, white, blue, black, red, or green, and chain in rules text and change it permanently to another color.
所以如果我的对手用蓝色防护结界针对我,而我本身用的是蓝色,我就可以用‘轻灵之手’把‘蓝色防护结界’改成‘红色防护结界’。
So if my opponent is playing a circle protection blue against me and I'm playing blue, I can base light of mine and change circle protection blue to circle protection red.
假设我自己并不用红色。
Let's say I'm not playing red.
这样一来,我就等于让这个效果失效了,不是因为它消失了。
And now I've sort of negated it, not because it's not there.
我没把它毁掉,但我改了它的效果——因为颜色的设定非常精确,一旦改了颜色,它就再也影响不到我了。
I haven't destroyed it, but I changed its functionality to and because color is so specific, you know, by changing its color, now it doesn't affect me.
所以总的来说,只要搜一下颜色相关的词,就能找到一大堆这样的卡牌。
And so anyway, there was a lot of color like, if you just search for the color words, you get a whole bunch of cards.
这些卡有的是针对特定颜色的克制卡,有的是辅助卡,还有的像‘大地’这种,主要是为了给颜色赋予独特的风格和辨识度。
You get like, once again, some are hosers, some are helpers, some are stuff like Terra that's sort of giving some flavor identity.
早期的万智牌里,颜色相关的设计其实有好几种不同的发展方向。
And so the idea is that early magic so the interesting thing about color matters is there are sort of a couple different directions that color matter goes.
颜色相关机制最基础的一种,就是玩纯色套牌。
The the kind of lowest ebb of color matters is play a deck of one color.
所以像‘力量护腕’、‘十字军’、‘暗月’,甚至‘狼之形态’这类牌,其实都差不多,你懂的。
That's why a card like Gauntlet of Might or Crusade or Badmoon, or even Aspect of Wolf, like like the they're like, okay.
如果你围绕它来构建套牌,这张牌会非常强力。
This card can be powerful if you build around it.
那该怎么围绕它来组牌呢?
How do you build around it?
很简单,就打单一颜色的牌。
We'll just play one color.
那些鼓励你使用单一颜色的系列设计,其实我们偶尔也会用到这种思路。
And the idea of sets that sort of encourage single color play, that's a common theme we hit sometimes.
我的意思是,我们不会经常这么做,但像《艾尔德莱恩》系列里的‘坚毅’机制,就是专门鼓励你只用一种颜色的牌。
I mean, we don't do a lot, but, you know, something like Front of Eldraine had a whole sub theme, you know, adamant where it was like even a mechanic that was just encouraging you to play a single color.
所以当我们说‘颜色相关’时,最直接、最容易想到的方式,就是奖励你使用某种特定颜色的牌。
So when we talk about color matters, the the the low hanging fruit of color matters is just reward you for playing cards of a certain color.
我们经常这么做,这其实并不罕见。
And one of the things we often do, it's not rare for us at or not uncommon of us.
我们经常设计一些非稀有卡牌的系列,专门奖励你使用单色套牌。
Oftentimes, we'll do an uncommon cycle where we just sort of reward you for playing a mono color deck.
其实不需要太多就能奖励单色套牌。
And it doesn't take a lot to reward a mono color deck.
真的不需要多少。
It really doesn't.
还有一点要注意,另一个不直接提颜色、但在这种设计里非常关键的工具,就是法力费用。
Oh, the other thing to be aware of, there's another tool that doesn't mention color by name, but is really important in this attic, which is mana cost.
费用。
Cost.
比如我有一张法术要花四点法力,其中一点是绿色,那你就得玩绿色。
So if I have a spell that costs, you know, 4 and a green, let's say, I need to be playing green.
也许你只是稍微带一点绿色。
May maybe I'm even splashing green.
其实也不一定非得有。
I don't need it.
我到五点法力之前都不需要绿色。
I don't need green till I get to five mana.
但如果我做一张需要五点绿色法力的牌,那除了纯绿套牌之外,几乎哪儿都用不了。
But if I make a a card that's green green green green green, so five green mana, that is almost unplayable anywhere but in a mono green deck.
所以这类牌其实也在引导你使用单色套牌。
So that kind of card also is kind of encouraging you to play a single color deck.
早期的万智牌里,我觉得很多涉及颜色机制的设计都集中在两大类上。
And so a lot of early magic, I think a lot of sort of color matters fell into into two main camps.
第一类就是尽量用同一种颜色的牌。
Camp number one is play all the things in the same color.
对。
Okay.
我有我的圣战。
I have my crusade.
我有我的白色牌。
I have my white cards.
明白了。
Okay.
我有我的奖励了。
I'm I'm I have my rewards.
我就是在按规矩来。
I'm doing what I'm being told.
我在玩一套单色的牌组。
I'm playing a deck of one color.
另一类早期的牌,比如那种Johnny型的牌。
The other thing that early on, and this is stuff like the the Johnny.
我是说,我喜欢《幻术》和《心灵操控》这类牌,就是因为能利用颜色操控的机制。
I mean, the reason I love the laces and sleight of mind was how can I take advantage of the fact that I can manipulate color?
那真的特别有意思。
And that was super fun.
你知道吗,《心灵操控》特别妙的一点是,我居然能用一些根本不是为了克制特定牌组而设计的牌。
You know, that was definitely like, oh, I'll you know, one of the neat things about sleight of mind is I can play cards that weren't designed to hose a particular deck or or sorry.
这些牌本来是针对特定色系设计的,但借助‘手法误导’,我可以调整它们,让它们有效对抗对手使用的任何牌组。
We're designed to hose a particular deck, but with slight of mind, I can adapt them and make them work against whatever my opponent is playing.
我们来聊聊色系干扰牌带来的挑战吧。
So let let let's get a little bit into the the challenge with color hosers.
色系干扰牌最大的问题就是波动太大。
The main problem with color hosers is they're very high variance.
比如说,我用‘闪焰’摧毁所有鹏洛客,面对纯白卡组时这招简直致命。
Meaning, if I run a card, if I run flash fires and I destroy all planes, that is devastating against a mono white deck.
对混合白卡组也有打击效果,但要是对手根本不玩白色,那就完全没用。
It is hurtful against a deck playing white and it is useless against the not playing white.
所以色系干扰牌的波动性实在太强了。
And so the idea is the variance of color hosers is so high.
我们慢慢也明白了,至少在有竞技影响的场合,虽然休闲对局里高波动性可能挺有趣,但很多问题其实由游戏模式本身就能解决。
And what we've kinda learned over time is, at least for stuff that has a tournament ramifications, we for casual play, having a little bit higher variance can be fun, but a lot of that is answered by the format itself.
你知道的,指挥官模式是百张单卡的玩法。
You know, commander is a 100 card singleton.
你其实会遇到很多变化,毕竟你的牌不会重复,牌库数量比标准少一点,不到两倍,但也远多于普通套牌。
You well, you're gonna have a lot of variety just because, you know, your cards don't repeat and you have a, you know, two and a half times as many car sorry, not two and a half, but slightly less than double than the number of cards.
所以这种变异性在这里也会体现出来。
So variance can be affected there.
因此,我们对颜色封锁类卡牌,或者那些影响效果波动很大的卡牌,现在都谨慎多了。
So we have been a lot more careful about sort of color hosers or stuff in which how I affect you has that higher variance.
我们再也不用土地行走了。
We don't do land walk anymore.
我们偶尔还是会用颜色封锁,但不会像以前那样大规模使用。
We we do color hoses occasionally, but not not at the scope.
以前我们确实会用颜色封锁,直接把对手打垮。
We used to color hoses, but just, like, decimate the opponent.
你用的是纯绿卡组?
Oh, you're playing a mono green deck?
那你的所有生物就全没了。
Well, you lose all your creatures.
你打纯白色卡组?那你的所有地牌都没了。
You're playing mono white, lose all your land.
那些效果实在太难翻盘了。
It just was stuff that was really hard to come back from.
还有就是我之前说的那些操控颜色的卡组。
And then the other thing is the decks, like I said, that manipulated color.
早期我们希望颜色机制真的有意义。
So early on, we wanted color to matter.
我们的想法是,为了让主题成立——我用‘错字’这个词,因为‘错字’是洛温与日蚀的另一个主要主题。
The idea was, like, we in order to make a theme work and I I use typo since typo is the other major theme of Lorwyn Eclipsed.
‘错字’其实并不是为了惩罚对手的生物。
Typo really isn't about punishing your opponent's creatures.
是的。
Yeah.
我们出过几张这样的牌,现在 mostly 后悔了。
We've made a few cards like that and mostly regret them.
我设计过一张牌,叫什么来着?
Like I made a card what's it called?
灭绝。
Extinction.
想想灭绝这个效果。
Think extinction.
哦,糟了。
Oh, no.
不行。
No.
没事的。
It's okay.
我做过一张牌,你可以指定一个生物类别,然后所有该类生物的属性-1/-1。
I made a card where you name a creature type and it's minus one minus one to that creature type.
我觉得‘灭绝’是一张唯一生物牌,能消灭所有该类生物。
I think extinction is unique creature and destroy all creatures of that creature type.
这两张牌的核心思路都是针对某种特定生物类型进行压制。
Both those cards are the idea that I'm anti a particular creature type.
我们发现,这类牌基本没用,除了在某一套牌里特别有效,其他时候简直毁游戏。
And what we found with those kind of cards is they're useless except the one deck that and then they're devastating.
毁得彻底。
Devastating.
而且这类牌玩起来也不怎么有趣。
Those also aren't particularly fun.
真正有趣的地方不在于你出牌去打击对手的生物类型,而在于你出牌来强化自己的生物。
And that what makes typo fun is not that you play cards to hurt your opponent's creature types, is you play cards to help your own.
有趣的做法是,比如我玩松鼠套牌,或者哥布林套牌、精灵套牌、鱼人套牌。
That the fun typo deck is, oh, I'm a squirrel deck or I'm a goblin deck, elf deck, merfolk deck.
就是我玩的每一张牌,都在帮我自己、增强我自己。
Like, I'm doing something in which I'm playing cards that enhance me and help me.
所以我们尝试颜色主题的时候,慢慢明白了一点:真正该追求的是乐趣,让颜色本身变得有意义。
And so as we played around with color matters, what we realized is, really what we wanna do is have fun and play around the space of color meaning something.
不过另一件事也发生了,这并不是在初版就有的想法,但确实很早就出现了——那就是卡牌可以改变颜色。
Now, the other thing that happened, this wasn't an alpha, don't think, but it it came pretty early on, was the idea that cars could change colors.
你知道,我们把这种能力放在了蓝色和绿色里。
You know, it's a ability we put in blue and green.
蓝色可以改变任何东西的颜色,而绿色则有生物能改变自己的颜色。
And the idea was blue could change the color of anything and then green could change had creatures that could change their own color.
核心想法是,也许我可以操控这些机制,让颜色的玩法不再局限于只用单一颜色的套牌。
And the idea essentially is that maybe I can manipulate things and and I could care about color in a way that goes beyond just play a deck of all one color.
然后我们就到了影月时期。
So we get to Shadowmoor.
影月扩展包里,真正推动颜色机制发展的关键技术。
So Shadowmoor, probably the big technology that enabled the color matters of Shadowmoor.
事实上,促使我们做颜色相关设计的初衷,正是双色混法牌。
In fact, was the impetus for doing color matters was hybrid.
我在拉尼卡最初版本时就创造了双色混法牌,当时我正在探索颜色的玩法。
I had created hybrid during Ravnica, the original Ravnica block, because I was exploring color.
有趣的是,我当时真正想探索的是这种效果的实用性,不是‘和’,也不是‘或’。
The interesting thing was I really was exploring the idea of utility of, you know, and not, you know, or not and.
我想表达的是,这里有一种效果,它既不是红色的,也不是绿色的。
The idea of here's an effect that is not red and green.
它不是红色效果和绿色效果简单叠加,而是一种红色或绿色单独都能实现的效果。
It's not a red effect and a green effect stable together, but an effect that either red or green could do.
混合法术的设计初衷,其实是作为一种施法时的 mana 功能机制。
And hybrid really was designed as as a mana like, as a a functionality for how you play it.
但最早设计混合法术时,它的机制是:你花什么颜色的 mana 来施放,这张牌就变成什么颜色。
But when we are making originally, when we we made hybrid, the way it worked originally was the color became the the card became the color of the mana you spent to cast it.
比如,假设我施放一张绿白混合的生物牌。
So if I played a creature, for example, with hybrid, if I let's say it's a green white creature.
如果我用绿色 mana 来施放,它就是一张绿色生物。
If I spent green on it, it's a green creature.
如果我用白色 mana 来施放,它就变成一张白色生物。
If I spent white on it, it's a white creature.
如果我用白色和绿色的法力来施放,它就是一张白绿双色生物。
If I spent white and green on it, it's a white and green creature.
但我们很快意识到,这确实挺有趣,也有很多出彩的地方。
But we realized pretty quickly, well, it definitely was fun and there were cool things.
但记住这些细节根本不值得。
The memory of it wasn't worth it.
根本没必要记下来。
It just wasn't worth remembering.
但我为什么要再画一次这个东西呢?
But what did I get to paint this thing again?
明明可以出白绿双色,哦,对了。
Have green and white out but oh, yeah.
我想我那时候用了‘对’这个词。
Think I used yeah.
那个回合,我想我用了我的四点法力。
That turn, I think I used my four.
说白了,就是想起来觉得不值当。
You know, like, just remembering it wasn't worth it.
我们后来明白,真正有趣的地方,其实就在于用上所有颜色,这正是我们想追求的感觉。
And what we realized is a lot of the fun, really just being all colors was a lot of the fun of what we're trying to get to.
当你想和颜色互动时,如果目标是积极的,而不是消极的,那我们就要远离那种只看颜色数量的做法,转而关注颜色本身的意义。
When you wanna interact with color, if you're trying to be positive, not negative, once again, we're trying to move away from color hosers and try to lean into color matters about wanting to have certain colors.
现在我们加入了一个特别喜欢的机制:牌组里可以有沼泽和山,但牌本身却可以是其他颜色的。
It's it's started to add this element that we liked a lot, which is now I could have cards in a deck and for example, I could have swamps and mountains, but the cards in my deck could be of colors other than swamps and mountains.
比如说,我用的是岛屿和森林作为地牌。
Or let's say I have let's say I have islands and and forest for example.
我也可以放一些混合颜色的牌,或者能变色的牌,甚至一些法术能把其他东西变成别的颜色。
I could have cards that are hybrid stuff that are other colors or I could have cards that can change their color, turn I have spells that turn things into other colors.
这样我就能开始操控颜色,真正重视颜色了。
Like I can start manipulating colors and caring about colors.
当然,重视颜色的方式有很多,我们接下来可以慢慢聊。
And the main way, by the way, to care about color, there's a couple different ways as we can start getting into color.
当你想让颜色变得重要时,最关键的是关注某种颜色的牌出现在特定区域。
The main things when you want color matters, number one is caring about something being in some zone of a certain color.
首先,最重要的就是战场。
So first and foremost is the battlefield.
比如‘十字军’、‘暗月’、‘咬噬护手’这类卡牌。
Stuff like Crusade and Bad Moon and Gauntlet of Bite.
哦,我在强化我的生物。
Oh, I'm enhancing my creature.
这可以是一整类效果,比如所有白色生物+1/+1,也可以是能指定目标白色生物,或者我们还有一种叫‘门槛’的机制。
Now it could be a a swath, like, all my white creatures get plus one plus one, or I could have a sense that I could target a white creature, or we also do what we call threshold.
只要战场上有一个白色生物,我就能触发一些只在有白色生物时才生效的效果。
If I have at least one white creature in play, like, I can do things in which I care about I have in white creatures.
可能是所有生物,也可能是所有牌。
It could be all my creatures, all my cards.
也可能只针对一张牌。
It could be just one card.
但重点是我可以设计一种渐变的机制。
But the idea is I could have some sort of spectrum.
要么是达到某个门槛后效果增强,要么是能影响特定目标。
And either I could have things that upgrade if I have something that's sort of a threshold or I have things that can affect things.
它可以只影响一个目标。
And either it can affect one thing.
比如施放类似‘加持红色生物’的结界。
I can do, like, like, enchantments like enchant red creature.
我不需要很多红色生物。
Well, I don't need lots of red creatures.
只要有一个红色生物就够了。
I just need one red creature.
这种就属于门槛型的机制。
So that's kind of a threshold one.
有时候我们也会做通用型的加持,比如‘加持所有生物’。
Or sometimes we've upgrades, enchant creature.
但如果被附魔的生物是红色的,那就更棒了。
But if the enchanted creature is red, bonus.
我们可以这么做,而且这种效果是在战场上生效的。
So we can do that, and and that's in the battlefield.
我们也可以关注你墓地里的牌。
We can care about things in your graveyard.
你可以把墓地里的牌重新拿回手中。
You can care about you can get back things in your graveyard.
你可以将牌放逐来支付墓地里牌的费用,同时关注颜色。
You can exiles to cost things from your graveyard and care about color.
你可以在墓地里设置一个阈值,根据颜色来触发效果。
You can have a a threshold in your graveyard and care about color.
在手牌中也是同样的道理,你可以利用手里的牌。
In your hand, likewise, you can have stuff in your hand.
你可以弃掉手牌中特定颜色的牌。
You can discard stuff from your hand of a certain color.
你可以展示手牌中特定颜色的牌。
You can reveal cards from your hand of a certain color.
比如在《大地的命运》里,我设计了两套卡牌机制,专门围绕手牌中某种颜色的牌数量来做文章。
Like in Earth's Destiny, I played around I made two cycles where I was playing around with caring about how many cards of a certain color were in your hand.
我真的很喜欢颜色这个机制,而《命运》就是个很好的例子——那是我独自设计的一个系列。
You know, I I really like color, and that that's good example where I get yours is destiny is a set that I designed by myself.
我开始深入探索,比如手牌中的颜色意味着什么,如果牌的颜色有影响,会怎么样?
And I I start really playing around with, like, oh, how about cards in your hand and having color, and what does that mean?
我们还可以关注堆叠区。
Also, we can care about the stack.
这也是另一个我们特别重视颜色的地方。
That's another place we care about color quite a bit.
当你施放某种颜色的法术时,或者每当施放某种颜色的法术时。
If you've cast a certain color spell or whenever you cast a certain color spell.
我们可以把这些效果放在具有重复触发能力的永久物上,也可以放在只在施放时触发一次的法术上。
And we can put them on permanents that have repeatable effects or we can put them on spells that just care once that will when you cast them, for example.
还有一个区域我没提到,就是你可以关注你放逐区里有多少张红色牌。
The the one zone I didn't mention, you can care how many red cards you have in exile.
我们平时不太这么设计。
We don't do that a lot.
不过我们是可以这么做的。
We we can.
另外一种玩法是,你可以关注牌的状态,或者更有趣的是,让某些效果触发,比如下次你打出一张红色生物时,它会获得某种效果,或者进场时带一个指示物。
The other thing that you can do so you can care about how many things are, what the state of them is, or the other fun thing you can do is you can sort of grant things like the next time I play a red creature, something happens to it or some effect gets generated or it enters with a counter.
但一般来说,‘颜色相关’的核心就是让你去关注颜色本身。
But then generally, the idea of color matters is you want to care about the color.
不过其中一个有趣的玩法,接下来我们聊聊《洛温·日蚀》。
But one of the fun things to do and now we'll get to Lorwyn Eclipsed.
《洛温·日蚀》里提到,颜色其实是一种特质,这一点挺有意思的。
So Lorwyn Eclipsed said, well, one of the neat things about color is it's a quality.
对吧?
Right?
这是一种事物的状态。
It's a it's a it's a state of something.
虽然我们确实会关注拥有大量某种颜色的牌,而阴影莫尔就很有代表性,它大约一半是单色牌,一半是混合色牌,而且都是盟军配色。
And while we can care about having lots of one color, and we do, and one of the things real quickly about something like like so Shadowmoor was basically 50% mono color, 50% hybrid, and it was ally hybrid.
也就是说,每种单色各占10%,每种盟军配色的混合牌也各占10%。
So essentially, 10% was each of the mono colors was 10%, each of the ally colored hybrid was 10%.
所以,假设你刚开始打限量Draft,想组一套单色套牌。
So just for start, just say you wanted to play a mono color deck in in draft.
通常情况下,你只能从20%的牌里做选择。
Normally, when you're drafting, only have 20% of cards to choose from.
这还没算上其他颜色的牌。
That's discounting even colors.
颜色确实能帮上一点忙,但你实际能选的牌也就20%左右。
Colors helps you a little bit, but, you have about 20% to choose from.
但在阴影莫尔里,你能选的牌有30%,因为除了10%的单色牌,还有两个10%是跟你颜色匹配的混合牌。
But in Shadowmoor, you had 30% because you had the 10% mono color and then the two, 10% of them, of in your color.
所以我打白色,或者想套白色单色牌,手里有白色牌,也有白蓝双色牌。
So I'm playing white or I wanna draft mono white, I have white cards, have I white blue hybrid cards.
还有白绿双色牌。
I have white green hybrid cards.
这些牌我都能用。
And I can play any of those.
所以你能选的牌就多了。
So there's just more cards available to you.
但Shadowmoor特别玩了一个设计:如果有些牌不只关心单一颜色,而是关心多种颜色呢?
But, and this is something Shadowmoor played around with is, what if I had cards that cared about color but cared about more than one color?
以前很多‘颜色相关’的牌,大概就是说:多用绿色牌就行。
Like normally, a lot a lot of the old guys color matters was more about we'll play a lot of green cards, you know.
但现在我们可以这么说:奖励你所有的蓝色和绿色牌。
But now we could start saying, oh, well, I reward all your blue and green cards.
奖励你所有的黑色和红色牌。
I reward all your black and red cards.
或者我可以直接说,每当你打出一张黑色牌,就会触发某种效果。
Or I can even say, whenever you play a black card, something happens.
每当你打出一张红色牌,就会触发不同的效果。
Whenever you play a red card, something different happens.
这背后其实有个很巧妙的设计。
So now, here's the neat thing about that.
这个法术会奖励你打出黑色牌,也会奖励你打出红色牌,但如果你同时打出黑红两色的牌,奖励还会更丰厚。
That spell says, reward you for playing black and I reward you for playing red, but I reward you even more if you're playing black and red.
因为这样一来,打出黑红双色的混血牌,或者真正的金卡,就有了额外的意义。
Because now playing a hybrid black red spell or playing a black red, you know, gold spell, it has extra meaning, you know.
我们开始关注的,不再只是单一颜色了。
It we can start caring about more than just single colors.
Shadowmoor 在这方面做了很多尝试。
And Shadowmoor really played a lot in there.
它会设计一些结界,你拥有某种颜色时获得一种能力,拥有另一种颜色时则获得不同的能力;或者一些生物,当你拥有特定颜色时会变得更强大。
You know, it would have enchantments that would grant you ability if you had one color and grant a different ability for the other color or creatures that got better if you had a certain color.
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所以我们开始尝试设计一些卡片,它们关注的不只是单一颜色,而是其他颜色的组合。
So we start playing around with the idea of cards that are looking for color that are not just its own color.
并不是说以前完全没有这种设计,确实有,但现在我们打算进一步拓展。
Not that that that some of that isn't there, it is, but we're starting to expand.
我们的想法是,希望你在构筑牌组时重视颜色搭配,但不再局限于传统的单色玩法。
Meaning, we want you to draft and care about color, but we wanna go beyond just mono color, which is kind of a lot of the old school ways of doing things.
而影落环境在这方面特别突出,它明确表示:当然,你可以玩单色,而且我们会比以往任何时候都更支持单色构筑。
And Shannamore really leaned into that, really saying, okay, yeah, you can play mono color and we're gonna enable mono color in draft more so than we ever have.
事实上,我本人就特别喜欢在Draft时选单色,这正是我享受的玩法之一。
In fact, it's the one I like to draft mono colors, one of the things I enjoy doing.
我并不是每次都选单色,但我总会先试试看有没有机会。
I don't always draft mono color, but I always test the waters to see if I can.
影落是唯一一个让我几乎每次都能顺利选到单色的环境。
And Shadowbar was the one environment where I could draft mono color almost every time if I wanted.
当然,有时候你根本不想选单色,因为抽到的牌会逼你不得不加入第二种颜色——这正是我想说的。
There's times you didn't want to and things you would draw that make you wanna play a second color as I'm I'm explaining here.
但如果你就想打单色,阴影更替、阴影更替、再阴影更替,那个环境特别适合这么做。
But if you wanna play mono color, shadow more, shadow more, shadow more, that draft was really good for doing that.
但另一方面,我们也开始设计一些牌,让你多色配合时能得到额外奖励。
But the other thing we try to do is we we could start making cards that are rewarded colors and playing more than one color.
哦,没错,如果你打红色,这张牌不错;如果你打黑色,这张牌也不错;单独用黑或红都能用,但要是黑红双色一起用,效果就更好了。
Oh, well, yeah, it's good if you're playing red and it's good if you're playing black and you can play black or red and this card is good in a black or red deck, but it's even better in a black and red deck.
所以‘鲜活’系列就是把这个想法更进一步,做了升级。
So Vivid is sort of taking that idea and one upping it.
‘鲜活’认为颜色本身是一种特质,我们有很多机制,比如双色符文,能帮你更容易凑齐多种颜色。
Vivid says color is a quality and we have a lot of tools like hybrid that's helping you get extra colors.
再加上,溅色本来就是一直存在的手段。
Plus, there always is splashing.
这也是个非常重要的点。
That's another big thing.
魔法的基础设计之一就是,颜色越多,牌力越强,所以总有一种天然的驱动力,让你想多用几种颜色。
If we wanna one of the things that magic just does at the base case is because you get extra power through playing more colors, there's always this push to play additional colors.
因为 mana 系统有局限,我们常常会‘溅色’,也就是虽然用了第三或第四种颜色,但基本地却不会带太多。
Because of the limitations of the mana system, oftentimes you do what we call splash, which is, yeah, I'm playing a third color or fourth color, but I'm not playing as many basic lands of those colors.
原因很简单,我只带这个额外颜色里最顶尖的那几张牌。
And the reason is, well, I'm I'm only playing the best of the best of that last color.
比如我有一张红色的直接伤害法术,或者一张 X 值法术。
Oh, I got a I got a direct damage spell, an x spell in red.
所以,我虽然红牌不多,但这一张就能帮我赢下整局。
So, okay, I'm not playing, a lot of red, but this could win the game for me.
我只需要一到两个红色法力就能施放它。
And I only need one red or two red to play it.
所以我选择溅色,而且它也不急着用,等后期再出就行,那时候我大概已经抽到牌组里放的山地,或者‘天堂鸟’这类能帮我产其他颜色法力的牌了——尤其是绿色。
So I'm going to splash it and then I don't need it till late game and by then hopefully I'll get the mountain I put in my deck or I'll get, you know, a bird of paradise or whatever it is in in, you know, my colors that let me get access to another color, and green in particular.
绿色和红色是最容易接入其他颜色的,其中绿色最占优势。
Green and red are the two colors that have the easiest access to other colors, green being king of it.
所以我们在设计 Vivid 时,其实就是对‘领域’机制做了一个小调整。
So the idea we played around with Vivid is, Vivid was just, basically a tweak on domain.
领域机制是我们当年在《入侵》扩展包里用过的。
Domain was a mechanic we used in invasion.
领域机制看重的是你拥有多少种基本地类型。
Domain cared about having basic LAN types.
但关键在于,基本地类型这种东西很难作弊。
The the key with basic LAN types though is that's harder to cheat.
你知道的,虽然有些双色地能算作多种类型,但总体来说还是有点难搞。
You know, it's hard I mean, there are dual ends that are multiple types and stuff like that, but it's a little bit trickier.
也不是完全做不到,比如用双色地来帮个忙。
Not impossible, like a dual end to help you some.
所以我们当时在琢磨这个方向,发现Vivid卡有个特别有意思的地方——它其实有两种完全不同的玩法,而且还能自由搭配。
So we were playing around that space and said, well, of the neat things about Vivid is there's two completely different routes to play Vivid, and you can mix and match them.
一种是溅色,也就是你为了用其他颜色的牌,特意加入那些颜色。
One is you splash, so you're playing other colors because you're splashing other colors.
另一种则是利用混合法术力,比如你打黑红套牌或者绿蓝套牌,但牌里有些卡并不严格要求是黑红或绿蓝,你可以利用这一点。
But the other is you're taking advantage of things like hybrid where I could play a black red deck or a green blue deck, but have cards in it that aren't black and red or green and blue, and take advantage of that.
这正是有趣的地方,显然《洛温》中的日食机制就契合这一点。
And that's the thing that is really that is fun and obviously Lorwyn Eclipsed plays into that.
我现在在上班。
So I I'm I'm at work.
那我们最后再讲几句。
So let's to finish up here.
颜色相关机制的一个难题是,随着时间推移,魔法中很多与颜色相关的机制都逐渐减少了。
So one of the challenges about color matters is that a lot of the the elements of color mattering in magic have gone down over time.
比如,如果我们现在把‘心灵闪现’放进一个新系列里,它的作用也不会太大。
Like for example, if we put slight of mind into a a set nowadays, it wouldn't do a lot.
卡片上明确标注颜色的词其实没剩多少了。
There's not all that many color words in in cards.
现在我们玩颜色相关的东西,更多是靠混合法术力这类机制,这些根本不用写明颜色文字。
That a lot of us messing with color is stuff like hybrid and things that are sort of not even written out with the words.
所以我还是挺喜欢颜色相关这个主题的。
And so I do like color matters as a theme.
事实上,伊克萨隆失落的相机,最早的设计版本,那时候它还只是个地下设定,还没叫伊克萨隆。
In fact, Lost Cameras of Ixalan, the early version of it, before it was when we were just an under underground set, it wasn't Ixalan yet.
我们当时有一整套机制,让你把坟场里的牌移出游戏来支付费用,而且非常看重这些牌的颜色。
We we had a whole system where you were exiling cards in your graveyard to pay costs and it matter what color they were.
所以,它用一种完全不同的方式让颜色变得重要。
So, like, it made color matter in a different way.
说到底,我想表达的是,‘颜色相关’这个主题现在更难做了,因为过去支撑这个机制的核心元素,已经不像以前那样自然融入游戏了。
Really, I guess what I'm trying to say is color matters as a theme is trickier because a lot of the core elements that make color matters work are not as organic to the game as they once were.
现在卡牌上直接写颜色的词变少了。
There's less color words thing on things.
比如我之前提到过改变颜色这个机制。
And for example, I talked about changing color.
蓝色和绿色还是能做这种效果。
Blue and green can still do it.
只是我们现在很少这么用了。
We just don't do it a lot.
我们很少这么做,主要是因为改变颜色带来的影响没那么大。
And the reason we don't do it a lot is not a lot of ramifications for doing it.
以前所有黑色咒语都有非黑色的副词,那时候能响应被横置而把黑色变色,其实影响很大。
You know, back when all black spells had a non black rider, hey, being able to turn black in response to being tared was actually really impactful.
比如野蛮猎犬就是个例子。
Like wild mongrel, for example.
野蛮猎犬变成黑色,这在当时真的很重要。
It really really mattered that wild mongrel become black.
现在因为我们少了这些副词效果,颜色相关的文字也少了,所以改变颜色就没那么关键了。
Nowadays, because we have less of those riders, we have less of those color words, it doesn't matter as much.
变色本身的意义已经没那么大了。
Changing color doesn't mean as much.
不过我们还是有一些手段的。
And so we do have some tools.
我要说,双色魔法是最主要的一个,因为我们现在在限量模式里更常使用双色魔法,因为它在限量环境中价值很高。
I will say hybrid is the biggest one because we're starting to use hybrid more for limited reasons just because it's very valuable and limited.
所以并不是说我们不会再看到颜色相关的机制,只是它不像错别字或者其他主题那样容易运用。
So it's not that we won't see color matters again, but it's just not a theme that's as easy to use as something like typo or other themes.
我真的很兴奋,这次我们终于用上了这个设计。
So I was really, really excited that we got to use it here.
你知道,‘影之深’就是一个以颜色为核心的系列,所以我们特别重视能把它做出来。
You know, mean, shadow more was a color type a color matter set, so it was important to us that we're able to do that.
像‘鲜活’这样的设计就挺棒的。
And something like Vivid is pretty cool.
我想说的重点是,像‘鲜活’这类设计,要让颜色机制真正发挥作用,需要大量配套支持,所以我们不会轻易加入。
I guess the real thing I'm trying to say is something like Vivid, something like that there's a lot of support you need to make color matters work, so it's not something we just throw in easily.
唯一的例外是,单色主题我们相对更容易实现,而且也确实经常用。
The with with the one exception is we can do monocolor matters a little more easy, and we do.
时不时我们还是会看到单色主题,这其实也算是一种颜色机制的体现。
And from time to time, we will see monocolor matters and that is color mattering in a way.
所以这一类颜色机制,我们是能做到的。
So that aspect of color mattering we can do.
我越不在乎具体用什么颜色、用多少种颜色,这种情况其实越少见。
The more open ended I care what colors are, how many colors, that is something we knew more infrequently.
并不是说我们永远不会这么做,我也挺喜欢的,但因为魔法机制本身的特点,颜色的运用不再像以前那么自然了,毕竟差异太大了。
And not that we'll never do it, I do like it, but it's just not as easy to do as it once was because of the nature of how magic is is color isn't quite as organic in the same way because of the variance it it created.
总之,各位,这就是关于颜色主题的全部了。
So anyway, guys, that is color matters.
希望你们玩《洛温:日蚀》和套牌构筑的时候玩得开心。
So I hope you guys are enjoying playing Lorwyn Eclipsed and drafting.
正如我之前说的,我们设计这个系列时原本打算有十个牌组方向。
Like I said, the way we designed the set was there's 10 archetypes.
但在测试过程中我们发现,玩家更倾向于选择那五个单色主题的牌组。
When we did play testing, learned that the five type archetypes, people wanted to play more.
所以我们第一次做了前所未有的调整——稍微往这个方向倾斜了一下。
So we ended up doing something for the very first time we'd never done before, which was we skewed a little bit in that direction.
我肯定还会继续做更多关于《日蚀》的播客。
I I I I'm sure I will be doing more podcasts along with Eclipsed.
我可以再多讲讲这个。
I can get more into that.
不过话说回来,很多与颜色相关的机制都体现在次要主题里,而且确实存在。
But anyway, a lot of the color matters on the secondary themes and they're there.
红色和绿色、绿色和蓝色的组合都玩得很有活力,也很有趣。
There's like both red green and green blue played in vivid and fun ways.
所以如果你喜欢颜色相关的机制,那洛温:日食绝对适合你。
So if you like color matters, it is definitely their Lorwyn Eclipsed.
它比一些其他类型的设计要更含蓄一点。
It's a little subtler than some of the type of stuff.
但只要你仔细挖掘,里面还是有很多有趣的东西可以玩。
But if you look in and dig deep, there's a lot of fun stuff there to do with it.
总之,各位,希望你们听我聊了这么多关于颜色机制的内容,不过我现在得去上班了。
So anyway, guys, I hope you enjoyed hearing me, talk all about color matters, but I'm at work now.
所以我们都知道这意味着什么。
So we all know what that means.
这说明我开车去上班的路程结束了。
It it's means the end of my drive to work.
所以现在我不聊魔法了,该去忙我的工作了。
So instead of talking magic, it's time for me to be making magic.
下次再见。
I'll see you all next time.
再见。
Bye bye.
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