Magic: The Gathering Drive to Work Podcast - 开车上班 #43 - 海市蜃楼 - 第三部分 封面

开车上班 #43 - 海市蜃楼 - 第三部分

Drive to Work #43 - Mirage - Part 3

本集简介

马克·罗斯韦特结束了他关于《幻影》系列的访谈。

双语字幕

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我正把车开进我家车道。

I'm pulling on my driveway.

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所以你知道这意味着什么。

So we know what that means.

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又到了开车去上班的时间了。

It's time for another drive to work.

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好的。

Okay.

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两周前,我开始聊Mirage的设计。

Two weeks ago, I started talking about the design of Mirage.

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然后上周,我继续聊Mirage的设计,但还没聊完。

And then last week, I continued talking about the design of Mirage, but I was not yet done.

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所以今天是Mirage设计的第三部分。

So today is part three of Mirage design.

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上周我开始做的是讲一堆关于卡牌的故事。

So what I started doing last week is I started telling a bunch of stories about cards.

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我的意思是,我就是在各个话题之间跳来跳去。

And the idea is I'm just jumping around.

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这些故事都是东一个西一个的。

The stories are all over the place.

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另外要记住的是,我并不是设计团队的成员。

The other thing to keep in mind is that I was not on the design team.

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这次我是开发团队的。

I was on the development team for this one.

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所以,我有很多在开发过程中发生的故事,但我的很多故事更偏向开发,或者是开发过程中发生的变化。比如上周,我讲了一些美术和风味文字的内容。

And so I have plenty of design stories that happened during development, but a lot of my stories are more development oriented or changes that happened during development or last week, for example, I talked about some art and some flavor text.

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所以这些故事都是零零散散的。

So these stories are all over the place.

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我学到的是,我讲的是我所知道的,因为我亲身经历或看到的东西最容易讲成故事。

I what I've learned is I talked about what I know just because the stuff I experienced or saw is is the easiest stuff for me to tell the stories.

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所以,除了在开发过程中和比尔一起工作,我其实并不太了解幻境设计期间发生了什么。

So I wasn't privy really to what I went on during the design of Mirage other than watching, you know, working on it with with Bill during development.

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不过话说回来,我还有不少故事要讲,那就继续讲吧。

But anyway, I got more stories to tell, so I'm going to tell them.

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好。

Okay.

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那今天呢,我先从非瑞克西亚巨舰说起。

So today, I'm gonna start with the Phyrexian dreadnought.

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好。

Okay.

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这张卡的来历是这样的。

So here's here's here's how that card came to be.

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事情是这样的,当阿尔法系列出来的时候,理查德做了两张卡。

So what happened is when alpha came out, Richard made two cards.

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一张叫深渊领主。

One was called lord of the pit.

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那是7/7的。

That was a seven seven.

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另一个叫自然之力。

And the other was called force of nature.

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那是8/8。

That was an eight eight.

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那些是万智牌里最大的生物,或者说,自然生物。

Those were the largest creatures in magic or, you know, natural creatures.

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我是说,岩石九头蛇可以变得更大。

I mean, rock hydra could get bigger.

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好的。

Okay.

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然后到了《古文明之战》,两个系列之后,第二个扩展包《古文明之战》里有一张牌叫非瑞克西亚巨像,是9/9。

So then antiquities, two sets later, the second expansion, antiquities, had a card called Phyrexian colossus that was a nine nine.

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然后过了几个系列,在《暗黑时代》里,有一张牌叫利维坦。

And then a couple sets later in the dark, there was a a card called Leviathan.

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那是10/10。

It was a ten ten.

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然后在冰河时代,几个系列之后,出现了极地裂痕,十一十一。

Then a couple sets later in ice age, there was polar cracking eleven eleven.

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所以你可以看出这趋势了。

So you can see where this was going.

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这是我们玩的一个小游戏,我们一直在超越自己。

It was a little game we were playing where we kept one upping ourselves.

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然后我们到了幻境。

So we got to Mirage.

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我对比尔说,比尔,比尔,我们得做个十二十二。

I said to Bill, I said, Bill, Bill, we gotta make a twelve twelve.

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比尔就说,我不知道。

And Bill was like, I don't know.

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你知道,我觉得我们不应该继续玩这个游戏了。

You know, this I'm not sure we should keep playing this game.

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基本上比尔就是这么说的。

It's basically what Bill said.

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你知道,他说,我不想为了做一个十二十二而做一个十二十二。

You know, he goes, I I don't wanna make a twelve twelve just to make a twelve twelve.

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但他又说,好吧。

But he said, okay.

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如果你能做出一个有意思的十二十二,我就把它放进卡组里。

If you can make a twelve twelve that's interesting, I'll put it in the set.

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所以这就是挑战了。

So the gauntlet thrown down.

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于是基本上,我得去搞一个有意思的十二十二出来。

And so basically, I had to go off and make a twelve twelve that was interesting.

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然后我回来跟比尔说,好吧,比尔。

And so I I I came back and I said, okay, Bill.

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我搞了个十二十二践踏者,费用只要一点法力。

I got twelve twelve trampler, cost 1 mana.

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对于那些可能不知道这张卡的人来说,它是一个十二十二的践踏者。

Now for those of might not know this card, it's a it is a twelve twelve trampler.

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它只需要一点法力值。

It cost 1 mana.

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当它进场时,你必须牺牲总力量不超过12的生物,或者牺牲阿非克西斯无畏舰。

When it comes into play, you must sacrifice up to 12 power worth of creatures or sacrifice Aphrexian Dreadnought.

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所以它有一点额外的代价。

So it it has a little extra cost.

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但比尔很感兴趣。

But Bill was intrigued.

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比尔就说,好吧。

Bill's like, okay.

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任务完成了。

Mission accomplished.

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挑战达成了,他就把它放进了系列里。

Challenge challenge, you know, achieved, and he put it in the set.

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那张卡后来还挺有名的,因为如果你正常玩的话,这张卡其实还行。

And that card is going on to have some notoriety because if you play it kind of honestly, the card is fine.

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但是有很多方法可以让你根本不用指望真的能保住那个疫苗驱动器,现在我付一点,我得到我的十二十二,对,对,它肯定会消失,因为它最终会成为你必须支付的十二点力量。

But there's a lot of ways to sort of have no expectation of actually saving the vaccine drive now where I pay one, I get my twelve twelve, yeah, yeah, it's gonna go away because it's gonna end up being the 12 power you have to pay.

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但是,你知道,它会触发一些东西,或者反正,有各种各样的花招,但那张卡对我来说一开始就是,我有点不知道。

But, you know, it triggers things or anyway, there's all sorts of shenanigans, but the car just started with me is kind of I don't know.

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就像我上周说的,我喜欢有一些持续的趋势和东西。

I as I talked about last week, I I like sort of having ongoing trends and things.

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我喜欢一些小的元元素。

I like little meta things.

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我喜欢ATOG。

I like the ATOGs.

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我喜欢那个大型循环。

I like the mega mega cycle.

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我可能和那些东西中的大部分都有很大关系。

I might have had a lot to do with most of that stuff.

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但是,总之,我一直喜欢的一件事是,我觉得有一个,当我说元游戏时,我指的是研发术语。

But, anyway, one of the things I've always enjoyed is I feel there's a when when I say metagame, I mean the r and d term.

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玩家们讨论的“元游戏”是指在比赛中用什么牌组、什么牌好。

The players talk about metagame about what to play at a tournament and what's good.

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而研发层面的“元游戏”,虽然术语略有不同,指的是涵盖万智牌的所有方面。

The r and d metagame, which is slightly different term, talks about all the things that encompass magic.

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万智牌不仅仅是打牌本身,还包括与之相关的一切。

The magic is not just the playing of the game, but it's everything that comes with it.

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而且很多社区建设,我喜欢做那些让人们能够期待或预测的事情,我觉得这是万智牌很重要的一部分。

And a lot of the community building is I like doing things where people can anticipate things or predict things, and I think that's an important part of magic.

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好的。

Okay.

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接下来,我们来谈谈“尸花绽放”。

Next, we will talk about cadaverous bloom.

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这是我设计的一张牌。

So this was a card I made.

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再说一次,我在《海市蜃楼》系列中并没有设计很多很多牌。

Once again, I I did not make tons and tons of cards in in in Mirage.

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我确实做了一些。

I made some.

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我讲这些故事是因为这些是我知道的。

I'm just telling the stories because these are the ones I know.

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人们经常问,你为什么总是讲你自己做过的事情?

People are often like, why are you always talking about stuff you did?

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我就说,因为我了解我自己做过什么。

And I'm like, because I know what I did.

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所以呢,我会讲一些故事,这些故事不都是关于我做的卡牌,但嘿,有些是。

And so anyway, I will tell some of these stories are not about cards I did, but, hey, some of them are.

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好的。

Okay.

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那么,关于“凋零绽放”。

So cadavers bloom.

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事情是这样的,这个系列里有很多双色卡牌,我们不太喜欢黑绿那张,所以就把它砍掉了。

What happened was we had a bunch of gold cards in the set and we we didn't like the black green one so we killed it.

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所以当时就缺一个黑绿的空位,一个金色的空位,必须得是稀有黑绿卡。

And so there was a black green hole, a gold hole, had to be rare black green.

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所以我就说,好吧。

So what I did was I said, okay.

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我们得做一张卡。

We gotta make a a card.

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然后我就想,黑色是干什么的,绿色是干什么的?

And I said, Well, what what does black do and what does green do?

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那时候,黑色主要就是,或者说现在也是,牺牲资源来换取优势。

And at the time, black was very much about or still is, giving up resources for advantage.

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你知道,就是花生命值来抽牌。

You know, that you pay life to draw cards.

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然后我就想,哦,那如果黑色可以弃牌然后得到点什么好处呢?

And I'm like, oh, well, what if black could discard cards and get something for it?

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然后我又想了想,好吧。

And then I thought about, okay.

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那它能得到什么呢?

Well, what what could it get?

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然后我说,好吧,那就是黑色的部分。

And I said, well, okay, well, that's the black part.

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你可以弃牌。

You can discard cards.

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他说,那绿色的部分呢?

He said, what's the green part?

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然后我说,绿色的部分就是获得法术力,你知道的。

And I said, well, the green part is getting mana, you know.

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而且当时黑色在法术力方面排第二。

And now black was, at the time, was number two in mana.

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所以那时候它有黑暗仪式之类的。

So it had dark ritual and stuff at the time.

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但绿色可以给你任何颜色的法术力。

But green, it could get you any color mana.

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所以就是这样,好吧。

So it's like, okay.

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黑色就是弃牌。

Well, black discards the card.

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你获得优势。

You get advantage.

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你知道,它得到一些东西。

You know, it gets something.

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通常,如果只是纯黑牌,可能只能产生黑色法力。

And normally, it's just a mono black card, it would be maybe black mana.

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哦,但这是一张黑绿双色牌。

Oh, but this is a black green card.

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你可以得到你想要的任何颜色的法力。

You can get any color mana you want.

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因此,对于不了解的人来说,我本质上是个约翰尼。

And thus, one of the things that I I'm a Johnny at heart for those who do not know this.

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我特别喜欢设计引擎牌。

I I love making engine cards.

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引擎牌是什么呢?就是你把一种资源转化成另一种资源的牌。

Engine so what an engine card is, is a card in which you take one resource and you turn it to another resource.

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而且它们很有趣。

And they're fun.

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我是说,它们能成为很好的大牌,因为你可以搞些花招,但也能成为很好的竞技牌,因为转化资源往往很危险,尤其是像这张牌这样不需要法术力的。

I mean, they they make good giant cards because you can do shenanigans, but they also make good spike cards because often converting resources can be very dangerous, especially as in the case of this card where it costs no mana.

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你手里的牌就是法术力。

You're starting cards in your hand in mana.

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所以它让你——这张牌引发了各种事情,它做了很多。

So it allows you to well, this card caused all sorts of the card did lots.

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这张牌最出名的是用在叫“繁茂绽放”或“繁荣绽放”的套牌里,其中“尸骸绽放”和“繁荣”一起用,还搭配了像“流浪资源”这样的其他牌。

So the most famous thing this card is for is a deck called pros bloom or prosperous bloom in which cadaver's bloom was played with prosperity as well with a few other cards like wandered resources.

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基本上,在“繁荣绽放”之前,大家对组合技套牌的看法是,人们会说,哦,是啊。

And essentially, what happened was so before prosperous bloom, the thought of a combo decks was people are like, oh, yeah.

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对。

Yeah.

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那确实挺有意思的。

That's that's fun.

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你知道,就是给孩子们玩的。

You know, for the kids.

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你知道,就像那种大家觉得好玩才去搞的玩意儿,并不是什么严肃的东西。

You know, like like, it was this goofy thing that people did, but it wasn't a a serious thing.

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也不是那种你会在比赛上看到的东西。

It wasn't something that you expect to see at tournaments or something.

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总之,迈克·朗带着那套繁荣绽放套牌出现在巴黎职业巡回赛上,还赢了。

Well, anyway, Mike Long shows up at Pro Tour Paris with the Prost Bloom deck and wins it.

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那真的让组合技套牌名声大噪。

And that really put combo on the map.

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你知道,那真的让很多职业选手开始想,哦,也许我对组合技的理解不太对。

You know, that really made a lot of the the the pros go, oh, maybe I'm not maybe I'm not really thinking of combo correctly.

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如果速度够快、变化够多,那组合技套牌确实有潜力,可以组出来。

That combo has the potent if it's fast enough and has enough versatility, oh, a combo deck can be constructed.

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而且,说起来也挺好笑的。

And, anyway, it's funny.

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有个好玩的故事,就是关于迈克·朗的。

One of things that here's a funny story is Mike Long.

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巴黎职业巡回赛那会儿,赛制规定只能用幻境和幻象这两个系列。

So PT Paris, you had to use the format was you had to use Mirage and Visions.

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那是环境构筑赛,但晴空号传说还没出。

It was block constructed, but Weatherlight hadn't come out yet.

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碰巧的是,要让“繁荣进程”组合技成立的所有牌,都正好在幻境和幻象里。

And it just so happens that everything you need to make process of Bloom work was in Mirage Visions.

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迈克坚信是威世智的设计团队故意把整套牌拆开,塞进这两个系列里,等着有人发现。

And Mike was convinced that r and d made the deck, chopped it up, and put in the two sets for, like, someone to find.

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我怎么劝他都没用。

And I I cannot convince him otherwise.

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我就说,那些组件都是不同的人做的。

I'm like I'm like, I all the pieces were made by different people.

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比如,卡达弗的绽放是我做的。

Like, made cadavers Bloom.

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我知道繁荣是比尔做的。

I know Bill made prosperity.

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艾略特也做了几张牌。

Elliot made a few of the cards.

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你知道,不是一个人做的。

Like, you know, it's not all made by one person.

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有意思的是,玩家总爱猜我们是不是都计划好了,有时候确实是。

I go and and it's funny because one of the things I is that the players always wanna assume whether we planned everything, and and sometimes we did.

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但有时候我们只是做了些开放性的有趣卡牌,然后它们就巧妙组合在一起了,你懂吧。

But sometimes just we made open ended interesting cards and they click together neat ways, you know.

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我们并不总是刻意安排这些的。

We did we don't always necessarily plant things.

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我知道,我知道,人们喜欢这么想。

I know I know people like like to think we do.

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而且我也不是说我们从来不会那样做。

And and I'm not saying we never do.

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我们确实有过。

We have.

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但有意思的是,

But it's funny.

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玩家们的期待,以及他们认为我们能做什么。

It's the expectation of players and sort of what they what they think we can do.

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好的。

Okay.

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接下来。

Next up.

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好的。

Okay.

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现在我要问你几个冷知识问题。

I'm gonna ask you some trivia questions now.

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就几个冷知识问题。

A few trivia questions.

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冷知识问题第一题。

Trivia question number one.

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《勇敢学徒》是《幻境》里的一张牌。

Daring apprentice is a card in Mirage.

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它是第一张发生过某件事的牌。

It is the first card to ever have something happen.

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这不是规则文本。

Now this is not rules text.

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不是关于规则,也不是关于这张牌的效果。

It's not about the rule it's not it's not about what the card does.

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而是关于这张牌,这个问题更偏向元层面。

It's about how the it's the question is more meta.

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就是说,这张卡在万智牌的大格局里做了以前从没做过的事。

Like, this card did something in the grand scheme of magic that had never been done before.

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答案是,它是第一张在发行前就被削弱过的卡。

And the answer is, it is the first card ever to be eroded before it came out.

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原因如下。

And here's why.

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这张卡上有一个异能,你可以用它来反击咒语。

So the card on it has an ability where you can use it to counter spell.

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当时,可能有些人不知道,万智牌最初推出阿尔法版的时候,其实有三种不同的卡可以在对手回合施放——抱歉。

And at the time, for those who might not know this, when magic first came out with alpha, there were actually three different kinds of cards that you could cast during your opponent you could sorry.

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三种非永久物卡。

Three kind of non permanent cards.

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有法术,有瞬间,还有干扰。

There were sorceries, there were instance, and there were interrupts.

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所谓干扰,就是在第六版规则之前,万智牌里没有堆叠。

So what interrupts were was before sixth edition rules, there was no stack in magic.

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当时的规则是,你可以施放你的咒语,而某些瞬间牌会打断说,嘿,如果你施放一个打断,除了其他打断之外,什么都不能响应。

The way it worked was you could cast your spells and certain spells interrupt said, hey, if I if you cast an interrupt, nothing can be played in response except other interrupts.

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而且为了让反击咒语发挥作用,它们必须是打断牌。

And in order for counter spells to do their thing, they needed to be interrupts.

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所以达伦学徒牌上本来应该写着,嘿,把我当作打断来使用,但我们忘了写。

So Darren Apprentice was supposed to say on it, hey, play me as an interrupt, but we forgot it.

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结果这张牌就没用了。

And the card did not work.

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它反击了一个咒语。

It countered a spell.

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但如果它不是打断牌,你知道,不能作为打断来用,你就没法反击那个咒语。

And if it wasn't an interrupt, you know, didn't work as an interrupt, you couldn't counter the spell.

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所以我们知道这张牌不会像它写的那样起作用,于是我们发了一个公告说,好吧,各位。

So we knew that the card wasn't going to do what the card said, and so we put a rod out saying, okay, guys.

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它其实能用。

It it works.

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它有效。

It works.

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它是个打断,或者说,能当作打断来用。

It it's an interrupt or, you know, works as an interrupt.

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有趣的是,第六版之后,这张卡被重新勘误了。

And the funny thing is after sixth edition, the card got errata back.

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所以它是有史以来第一张被勘误的卡,而现在它甚至都不需要勘误了。

So it was the first card ever to get errata, and now it doesn't even have errata.

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好的。

Okay.

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第二个冷知识问题。

Trivia question number two.

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在幻境迷踪这个系列正式命名为幻境迷踪之前,哪张卡叫幻境迷踪,然后我们改了那张卡的名字?

What card in Mirage was called Mirage up until the set officially got the name of Mirage, and then we changed the name of the card?

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我知道从那以后,我们做过一些系列,里面的卡和系列同名。

Now I know since then, we have made sets in which we have, you know, the the the the card in the set have the same name as the set.

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但那时候我们没这么做。

But at the time, we didn't do that.

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那这张卡是什么?

So what card was it?

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微光。

Shimmer.

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微光这张卡在设计阶段,甚至大部分开发阶段都叫幻境。

The card Shimmer was called Mirage during, I don't know, all of design, most of development.

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我们想保留这个名字,直到这个系列正式命名为幻境。

And we wanna keep the name until the set officially got called Mirage.

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所以很快说一下,我觉得上次我没提过这个。

So real quickly, I don't think I talked about this last time.

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另一个有趣的问题是,哪个系列有两个不同的代号?

So another interesting question is what set had two different code names?

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答案是幻境。

And the answer is Mirage.

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好的。

Okay.

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这个倒不难。

That that one isn't too hard.

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但这两个不同的代号是什么呢?

But what are the two different code names?

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嗯,当理查德第一次拿到这个系列,第一次把它整理出来的时候,制作它的团队给它起了个绰号,你知道的,叫“menagerie”,意思就是像动物园一样。

Well, when Richard first got the set, when he first put it together, the team that made it nicknamed it, you know, gave it a name of menagerie, which means like a like a zoo.

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当它到了威世智的时候,它有了一个新的绰号,因为所有的代码或者代号。

And when it got to wizards, it got a new nickname because all the code or code name.

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当时所有的代号都是麦金塔系统的声音文件。

All the code names at the time were Macintosh sound files.

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简单说一下,原因是我刚开始在威世智工作的时候,那时候每个人都用麦金塔电脑。

The real quick, the reason for that is, when I first started working with Wizards back then, everybody had a Mac.

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整个办公室都用麦金塔电脑。

The entire offices had Macs.

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那时候,每当你打开一个文件夹,如果那个文件夹的名字是一个Mac音效的名字,它就会播放那个声音。

And whenever you open a folder or back then, you open a folder that had the name of a Mac sound, it would go off.

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所以我们当时就用Mac文件名来命名我们的代码,这样我们的文件夹一打开就会发出声音,听起来挺傻的。

And so we named our codes at the time after Mac files so that our folders would open them and make a sound, which is sounds silly.

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听起来傻是因为确实挺傻的,但我们当时就是这么干的。

It sounds silly because it is silly, but we did that.

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所以Mirage到了Wizards那边,它的代号就叫Sosumi,大家都觉得这是个玩笑,就像“有本事来告我啊”,好像我们在做什么违法的事似的。

So Mirage's code name, once it got to wizard, was Sosumi, which people thought was a joke, like, you know, so sue me, like somehow we were doing something illegal or something.

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不过话说回来,我觉得那可能是最后一个了。嗯,Colsonep那边有个Mac叫“retro”,但除此之外,我觉得Sosumi是最后一个用苹果音效命名的代号了。

But anyway, I think that might even been the last well, Colsonep had a Mac named to be retro, but I I think the other than that, I think Susumu was the last Apple sound code name.

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不过,这套东西确实有两个代号。

But, anyway, the set does have two code names.

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这是个陷阱题。

The trick question.

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好的。

Okay.

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让我想想。

Let's see.

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我们再给你出一个趣味问答。

We do another trivia question for you.

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好的。

Okay.

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泰利姆托是这套牌里的一个人物。

Telimtor is a guy in the set.

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他是个角色。

He's a character.

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泰利姆托是个变位词,就像曼加拉是“anagram”的变位词一样。

Telimtor is an anagram, much like Mangara was an anagram of anagram.

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泰利姆托是哪个词的变位词?

What is Telimtor an anagram of?

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好的。

Okay.

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答案是“马桶先生”。

And the answer is mister toilet.

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好的。

Okay.

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那么下一个棘手的问题是,为什么?

Now the next tricky question is, why?

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为什么?

Why?

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马桶先生是谁?

What who is mister toilet?

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据我所知,马桶先生是唐·费利斯的绰号,我猜是这样。

And the best of my knowledge, mister toilet was a nickname of Don Felice is my guess.

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我知道不是查理、比尔或乔尔。

I I know it wasn't Charlie or Bill or Joel.

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理论上可能是霍华德或埃利奥特,但我相信是唐·费利斯。

In theory, it could have been Howard or Elliot, but I I I believe it was Don Feliz.

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哦,顺便说一下,我在第一部分里说了一个评论,后来发现有点不太对。

Oh, by the way, I made a comment in in part one that I I realized was slightly incorrect.

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所以我说唐·费利兹,唐·费利兹名字的变位词是费尔登的手杖。

So when I said Don Feliz, an anagram of Don Feliz's name was Felden's cane.

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那是不对的。

That is not correct.

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费尔登手杖原来的名字是费尔登冰杖,那才是唐·费利兹的变位词。

The original name for Felden's cane was Felden's ice cane, and that is an anagram of Don Felice.

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但后来改了名字,所以就不再是了。

But it got changed, so it is no longer.

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现在还有另一张魔法卡,它的名字也是唐·费利兹的变位词,我觉得是德利夫的锥体。

Now there is another magic card that has Don Felice as an anagram, and I think it is Delif's cone.

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对吗?

Is that correct?

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总之,这只是个小插曲。

Anyway, a little little side note.

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好的。

Okay.

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我还能问点别的冷知识吗?

Any other trivia questions I can ask here?

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哦,在说那个之前,先说说Tilem Tor。

Oh, before I get into that, Tilem Tor.

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关于Tilem Tor有个挺好玩的事。

So there's a little funny thing about Tilem Tor.

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我们当时在开玩笑,或者说,Tulum Tor是设计团队那边来的。

So we were making a little joke about or I mean, Tulum Tor came in from the design team.

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他们在拿某个团队成员开玩笑。

They're making a joke about one of the team members.

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其中一张牌,Tulum Tor的飞镖,在测试或设计阶段叫Tulum Tor的小飞镖,因为它只能打一点伤害。

And one of the cards, Tulum Tor's darts, in play to or in design was called Tulum Tor's tiny darts because it it plinks for one.

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它非常弱。

It's it's it's a very weak thing.

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但我们在测试的时候玩得很开心,总是说‘我用我的小飞镖戳你一下’。

But we had no end we had a lot of fun in playtest going, I I plink you with my tiny dart.

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而且我觉得名字在卡牌上放不下。

And I think the names didn't fit on the card.

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我们本来想叫它‘提利姆托的小飞镖’,但不知道是连续性团队不喜欢这个名字,还是别的原因。

We were gonna call it Tilimtor's tiny darts, but I don't know whether continuity didn't like the name or I don't know.

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我们后来改了。

We we changed that.

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可能真的是放不下。

They might not have fit.

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好吧。

Okay.

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那还有别的冷知识吗?

So is there any other trivia?

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直接聊点别的吧。

Just move on to some other okay.

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我接着聊点别的事情。

I'm a move on to talk to some other stuff.

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好的。

Okay.

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我时不时提到过,我曾经参与过《罗斯安》的制作。

So I from time to time, I've mentioned the fact that I worked on Roseanne.

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我是《罗斯安》编剧团队的一员,那是我电视编剧生涯的高光时刻。

I was on staff Roseanne, my my big my my high point to my writing career for television.

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但我还从来没讲过,我在《罗斯安》的日子是如何影响万智牌设计的。

But I have never yet told the story of how my Roseanne days affected magic design.

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好的。

Okay.

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那接下来就讲讲,我在《罗斯安》编剧团队的经历是如何影响《海市蜃楼》里一张牌的。

So here's a story of how a card in Mirage was affected by my time on the staff of Roseanne.

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好的。

Okay.

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对于那些可能不了解情景喜剧编剧团队是怎么运作的人来说,其实就是有一个房间,有剧本,基本上你们就坐在房间里,他们管这叫编剧室,然后你们一遍又一遍地过剧本,想办法把笑话打磨得更搞笑。

So for those that might not know how how a sitcom writing staff works, what happens is you have a room and you have the script and basically you sit in the room, they call the writer's room, and just you go through the script many many times trying to sort of up the jokes, just make the jokes funnier.

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通常的做法是,一个人或者几个人写一个剧本。

And what'll happen is the way the way it tends to work is you somebody writes a script or a couple of people write a script.

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第一周,演员们会把剧本演出来。

And the first week, the actors act it out.

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然后编剧们看演员表演,看看哪些地方效果好,哪些地方不行。

And then the the writers watch the actors, and then they see what works and what doesn't work.

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然后他们会记下那些笑话不太行的地方,再回来修改。

And then they take notes where the jokes kinda aren't working or something, and they come back.

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然后整个房间,所有人一起。

And then the the room, the whole right.

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房间里所有的编剧都试着去修那些笑话。

All the writers in the room try to fix the jokes.

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一般来说,因为我们是在做喜剧,我们会尽量让房间里的气氛轻松一些。

And in general, because we're trying to, you know, make humor, we're trying to keep the room pretty light.

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你懂我的意思吧?

You know what I'm saying?

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你肯定希望,如果你想做喜剧,你希望找那种,你懂的,就是能让气氛轻松有趣的人。

You you definitely want the you know, if you're trying to make comedy, you want people that sort of, you know, have a you want you want it to to be fun.

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所以经常发生的一件事就是,大家会互相逗乐。

And so one of the things that often happens is, you know, people do things to entertain one another.

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他们会讲故事。

They tell stories.

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有一天,其中一个编剧讲了个故事。

So, one of the writers, one day tells a story.

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他前一天去了动物园,然后给我们讲了个关于动物园的故事。

He had been to the zoo the previous day, and he told us a story about the zoo.

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动物园里有一种动物叫猫鼬。

So at the zoo, there is creature called meerkats.

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猫鼬就是那种小小的动物。

So a meerkat, these little tiny creatures.

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你看过《狮子王》吗?

Have you ever seen the lion king?

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我觉得提蒙就是一只猫鼬。

I believe Timur is a meerkat.

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你喜欢提蒙和彭彭。

You like Timur and Pumbaa.

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彭彭是一头大疣猪。

Pumbaa is a big warthog.

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所以那个塔米尔就是提蒙,我把他名字说错了。

So the Tamir is Timur, I'm making messing his name up.

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他是一只猫鼬。

He's a meerkat.

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所以猫鼬到底会做什么呢,我刚说到猫鼬。

So what a meerkat do actually, I'm just got meerkats.

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比如,在动物园里,他看着它们,其中一只猫鼬看到什么东西,就会用后腿站起来,把前爪收在胸前。

Like, at the zoo is he was watching them, and one of the meerkats would see something, and they would sit up sit up on their hind legs and take their front legs and hold them in front of themselves.

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现在是录音,所以我光演示没什么用。

Now this is a recording, so me demonstrating that does not do a lot good.

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想象一下,你的手举在胸前,但就那么放着,然后,你知道,就那样撑着,像蹲着一样。

Imagine if you you had your hands kind of held up against your chest, but sort of just sitting there and, you know, just holding holding down and, like, perched up.

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然后呢,一只猫鼬就蹲起来了。

And so what happened is one meerkat would perch up.

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只要一只猫鼬看到另一只猫鼬蹲起来,它也会蹲起来。

And as soon as one meerkat would see another meerkat perched up, he would perch up.

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然后就这样一直传下去,直到所有猫鼬都蹲起来。

And then that would keep going on until all the meerkats would perch up.

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然后过一会儿,它们就一下子散开,各干各的去了。

And then at one minute, they would sort of break and all go back to their thing.

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他就说这是件特别好玩的事。

And he was just saying it was this very funny thing.

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所以从那以后,我们就在房间里玩这种游戏。

So from that, we would play games in the room.

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所以我们开始玩这个小游戏,就是任何时候,编剧团队里的任何一个人都可以像猫鼬一样站起来。

So we started this little game that said, in any moment, any member of the writing team could perch up like a meerkat.

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如果有人这么做了,看到的人也必须像猫鼬一样站起来,直到房间里每个人都站起来,然后我们就解散。

And if they did, whoever saw them must also perch like a meerkat until every single person in the room perched as a meerkat, and then we would just break.

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有趣的是,我们从来没讨论过这个游戏。

Now the funny thing about this is we didn't talk about it.

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没人解释过。

It wasn't explained.

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就是自然而然地发生了。

It just kinda happened.

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有一天它自然发生了,就成了我们玩的小游戏。

It naturally happened one day, and it was this little game we played.

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最有趣的是,当房间里有人不是编剧团队的,不知道我们这个小游戏的时候。

Now where I got really fun was when somebody was in the room that wasn't on the writing staff and didn't know our little game.

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比如有一天,马丁·马尔,他在《罗斯安家庭生活》里演过她的老板,当时她开了一家小餐馆。

So for example, one day, Martin Mall, who was on Roseanne, he played her boss for a while when she owned a diner.

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总之,他偶尔会来编剧室帮忙,因为他真的非常非常搞笑。

Anyway, he would occasionally come to the writer's Room and help out because he he's very, very funny.

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他是个喜剧演员,而且他特别棒。

He's a comedian and and and he was awesome.

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所以我们很乐意让他来编剧室,只要有机会就让他来。

And so we gladly had him in the writer's Room whenever whenever we could.

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有一天,我们在那儿聊着什么事,然后有个人,我也不知道是谁,反正不是我,突然像猫鼬一样站起来。

So one day, we're in there and we're talking about something and somebody, I don't even know who, not me, somebody perches like yeah.

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像猫鼬一样站起来。

Purchases like a meerkat.

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我看到了。

So I see it.

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我也像猫鼬一样站起来。

I purchase like a meerkat.

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然后一个接一个,所有人都像猫鼬一样站起来。

And one by one, everybody purchase like a meerkat.

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但问题是,你得等所有人都像猫鼬一样蹲着才能休息。

But the thing is, you can't break until every single person purchase like a meerkat.

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而马丁·马尔完全不知道这回事,从没见过这个,他坐在那儿,而房间里其他人都安静地像猫鼬一样蹲着。

And Martin Mall, who has no idea, has never seen this do this, is sitting there as everybody else in the room is silent perched like a meerkat.

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于是他环顾四周。

And so he looks around.

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他好像在琢磨到底发生了什么。

He's, like, trying to figure out what's going on.

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最后,他终于也做出了那个动作。

And so finally, he makes the murky.

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他像猫鼬一样蹲下,然后我们就休息了,继续干活,什么也没说。

He perches like a meerkat, and then we break and continue on and say nothing.

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那真是个美妙的时刻。

And that was just a wonderful moment.

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我就看着马丁·鲍文,心想:这到底是怎么回事?

I'm just watching Martin Bowen like, what is going on?

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总之,我把这个故事分享给了研发团队,他们觉得非常好笑。

Anyway, I shared this story with R and D, and they thought it was very funny.

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我们甚至在研发部玩了一会儿那个猫叫的游戏。

We even played the Mirage cat in R and D for a little while.

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顺便说一句,当年我刚到威世智的时候,有个我们称之为“游戏”的东西。

Back in the day, by the way, a little side note is when I first got to Wizards, there was a thing that we referred to as the game.

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这个游戏就是有一系列规则,规定你必须做什么。

And what the game was is there was a series of rules about what you had to do.

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如果你不照做,就会……我也不知道。

And if you didn't do those things, you I don't know.

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可能会被捶一下胳膊之类的。

They got punched in the arm or something.

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所以基本上有一大堆规则。

And so, basically, there's a whole bunch of rules.

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这个游戏是个多层级的复杂玩意儿。

And the game was this multilayered complex thing.

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比如说,有些词你不能说,而且当某些词被说出来的时候,你得做某些事情。

Like, there's certain words you couldn't say, and when certain words words said, you had to do certain things.

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如果你做了某件事,如果没有的话,那你就不能说话,直到有人叫你的名字,这很复杂。

And if you did something, if not, then you couldn't talk until someone said your name and it was complex.

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这其实就是个小游戏。

It was just this little game.

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我觉得这个游戏是Scaff设计的。

I think Scaff had designed this game.

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他和他的朋友们在大学时设计的,不过总之,有一段时间,猫鼬游戏被并入了这个游戏,研发部也玩了一段时间。

He and his friends during college and but anyway, for a little while, the meerkat game got merged into the game, and R and D did it for a little while.

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它确实让我们觉得挺有意思的。

It it was it was it entertained us.

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不过总之,当我们做《幻境》的时候,因为我们在做猫鼬的事情,我们决定做一个猫鼬。

But anyway, when we were doing Mirage, the meerkat because we were doing the meerkat thing, we decided to make a meerkat.

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所以那个猫鼬,我甚至不知道那张卡在机制上跟猫鼬有什么关系,但就它是猫鼬这一点来说,这个系列里有猫鼬百分之百是因为我带进研发部的那个《罗斯安妮》猫鼬游戏。

And so the meerkat I don't even know that the card had anything to do mechanically with the card, but as far as it being a meerkat, the the having a meerkat in the set was 100% tied to the Roseanne meerkat game that that we I brought to R and D.

展开剩余字幕(还有 253 条)
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好的。

Okay.

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接下来,咧嘴图腾。

Next, grinning totem.

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好的。

Okay.

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我特别喜欢,我收到了很多理论。

So I love I I get a lot of theories.

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那些读过我专栏的人,会听到我的理论。

For those of that read my com, you'll hear about my theories.

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我觉得我的很多理论都被证明是相当有效的,并且已经成为研发部门运作的一个重要部分。

Many of my theories, I think, have proven to be pretty valid and and have become a pretty a staple of how r and d functions.

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但有时候我提出的理论并不完全像我预想的那样奏效。

But sometimes I come up with theory that kind of doesn't quite work out the way I thought.

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你知道,它并没有完全证明自己。

You know, it doesn't quite prove itself.

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所以我刚到那儿的时候有个理论,我管它叫“招牌卡”。

So I had a theory when I first got there of what I called the marquee card.

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这个招牌卡的想法是这样的:我觉得每个系列……其实我来之前《冰河时代》刚出,里面有一张卡叫“杰斯特的帽子”。

The idea of a marquee card was I thought that every set well, Ice Age had just come out before I got there, and Ice Age had a card called gesture's cap.

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不知道的人可能不清楚,“杰斯特的帽子”这张卡能让你翻对手的牌库,然后永久移除三张牌,就是整局游戏里都拿不回来了。

So for those who don't know, gesture's cap is a card that allows you to go into your opponent's library and permanently remove three cards, you know, for the game.

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在那张卡之前,我们从来没允许过玩家碰别人的牌库,或者把牌移出游戏。

And before that card, we had never allowed people to touch other people's libraries or take cards out of the game.

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就是,我们从来没这么干过。

Like, we we'd never done that.

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所以那张卡特别引人注目,因为大家都觉得,天哪。

And so the card was really eye catching because people are like, oh my god.

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这太厉害了。

This is amazing.

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不管它实际强不强,反正就是特别突破常规。

Even whether it was or it wasn't, it just was really out of the box.

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我当时说,也许我们每个系列都该有一张这样的招牌牌,而且我觉得它得是神器或地,也就是说它能放进任何牌组里。

And I said, you know, maybe what we want every set to do is have one card, and I thought it needed to be an artifact or a land, meaning it needed to able to go in any deck.

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作为招牌牌,它得是那种疯狂到让你前所未见的东西,但谁都能用。

The part of being a marquee card was this crazy did something you've never seen before, but that anybody could play.

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所以我决定,我们应该有一张招牌牌。

And so I decided that we should have a marquee card.

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于是我去找比尔,跟他解释了我的理论。

So I went to Bill and said, I explained my theory.

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我说,我们需要一张招牌牌。

I go, we need a marquee card.

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比尔就说,行,你要是能做出够好的东西,我就放进去。

And Bill was like, well, you make something good enough, I'll put it in.

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挑战就这么来了。

The gauntlet's thrown.

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所以《幻境》的很多部分就是接受挑战,然后我努力做牌。

So a lot of Mirage is gauntlet throwing and me trying to make cards.

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然后你注意发生了什么。

And notice what happened.

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我在设计《海市蜃楼》时,很多情况是我们遇到一个空缺,要么是这两种情况之一。

A lot of my design on Mirage was we'd get a hole, one of two things.

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要么是我们遇到一个空缺,我试着去填补它。

Either we get a hole and I try to fill it.

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比如,莫罗就是例子。

Like, Morrow example that.

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或者我觉得我们有需求,然后我会对比尔说,这就是我们的需求。

Or I felt we have need, and I would say to Bill, here's our need.

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比尔会说,那你就做张卡吧。

And Bill would say, like, well, make a card.

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然后如果,第一,这张卡足够好,第二,我能找到合适的位置,我就会把它放进去。

And then if I if there's a, if the card is good enough, and b, if I could find a spot for it, I'll put it in.

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有时候我会把这两种情况结合起来。

Sometimes I would I combine those.

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我觉得这是我想做的东西,而且正好有个空缺,我就把两者结合起来了。

I go it's a thing I'd wanna make, and there's a whole one I'd combine them together.

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总之,我说我们需要一张主打卡。

But anyway, so I said we needed to have a marquee card.

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比尔就说,那我们就做一张卡吧。

Bill's like, we'll make a card.

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于是我就做了“咧嘴图腾”。

So I made grinning totem.

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对于不了解的人来说,“咧嘴图腾”是一张让你去对手的牌库,从里面施放咒语的卡。

And so for those who don't know, grinning totem is a card that allows you go to your opponent's library and cast a spell out of your opponent's library.

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你是在施放对手的咒语。

You're casting their spells.

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我们以前从没这么做过。

We've never done that before.

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我是说,现在挺有意思的,因为每当我们做了点什么,后来万智牌就会做得更多。

I mean, now it's funny because, like, whenever we do something, then later magic does more of it.

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你知道吗?

You know?

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现在,打乱对手牌库的想法,比如把牌拿出来,或者对他们的牌做点什么,或者施放他们的牌,听起来也没那么疯狂了。

And now the idea of messing with the opponent's library, you know, taking cards out or doing some things with their cards or casting their cards don't seem quite as crazy.

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顺便提醒一下,在阿尔法版里有一张牌叫“命令之语”,可以让你从对手手里施放一个咒语。

Now be aware, by the way, there was a card in alpha that allowed you to cast a spell out of your opponent's hand, word of command.

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但我们从来没让你从对手的牌库里施放咒语。

But we we'd never let you catch spell your opponent's deck.

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所以,我就做了“咧嘴图腾”来实现这个效果。

So anyway, I made Green Tone to be that.

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它确实引起了一些轰动,但我后来意识到,那张主打牌,我也不太确定。

I mean, it definitely created some excitement, but it I later realized that the marquee card I don't know.

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我的理论其实没怎么站住脚。

My my theory didn't quite hold out.

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顺便说一句,我确实尝试过为“暴风雨”系列做一张主打牌,这挺有意思的。

I did, by the way well, I tried to make a marquee card for Tempest, interestingly enough.

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沃拉斯头盔,或者叫沃拉斯之盔,我记得是这个名字。

Volrath Helm or Helm of Vorath, I think it's called.

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但最后推出的那张牌,并不是我原本打算作为主打的那张。

But the card that got put out didn't end up being the card that I meant to be the marquee card.

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原本的主打牌应该是,因为沃拉斯戴上头盔就能控制别人的思想。

The marquee card was supposed to be because Vorath, with his helm, could control people's minds.

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本来应该是“心灵奴役”,但我们没能搞定。

It was supposed to be mind slaver, but we couldn't work it out.

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有一些规则上的问题,而且法力灼烧也给我们带来了麻烦。

There's some rules issues and Mana Burn was causing us problems.

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不过后来我在《米拉奇》里实现了这个想法,但那张牌原本是为《暴风雨》设计的主打牌,虽然最终没有出现在《暴风雨》里。

But anyway, I would later go to do it in Miragend, but that that card was made to be the marquee card of Tempest, although it never ended up in Tempest.

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好的。

Okay.

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接下来,哥布林修补匠。

Next, goblin tinkerer.

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好的。

Okay.

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有三件事是我特别喜欢的。

There's three things that I love.

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其实不止三件,但就这件事来说,有三件很重要。

I mean, more than three, but three of the matter for this case.

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我说喜欢,是指从万智牌的角度来说。

And when I say love, I I mean, magic wise.

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我很喜欢我的家人,也喜欢接触。

I love my family in touch.

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好的。

Okay.

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第一,我喜欢神器。

Number one, I love artifacts.

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在来威世智之前,我最喜欢的系列,毫无疑问,虽然我也喜欢阿尔法,但我最喜欢的扩展包是《古文明之战》。

Like before I came to Wizards, my favorite set, my bar none well, I mean, I love the alpha, but my favorite expansion was antiquities.

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为什么?

Why?

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因为就是神器嘛,你知道的,我特别喜欢神器。

Because it just artifacts, you know, I loved artifacts.

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我现在依然很喜欢神器。

I I still do love artifacts.

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我确实做了秘罗地,还做了艾斯波,还做了秘罗地创伤。

I did make Miragend and I made Esper and made scars of Miragend.

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所以,我真的是神器的粉丝。

So I I I'm a fan of artifacts.

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总之,我喜欢,呃……

Anyway, I love a a.

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第一,我喜欢神器。

One, I love artifacts.

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第二,我喜欢把东西变成别的东西。

Two, I love changing things and other things.

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在《古文明之战》里,我最喜欢的牌之一就是“神器转化”,后来我把它改成了“修补”。

My favorite card or one of my favorite cards in Antiquities was Transmute Artifact, which I would later go on to tweak with Tinker.

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好的。

Okay.

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后来我又用“修补”把它搞坏了。

I later go on to break with Tinker.

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但“修补”其实只是我想把我喜欢的神器转化那种感觉,稍微简化一下,说白了,就是把它弄坏。

But Tinker was just me trying to, like, take what I love about transmitting artifact and just, you know, simplify it a little bit, aka, I guess, break it now.

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不过总之,我喜欢把东西变成别的东西。

But but anyway, I love changing things and other things.

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第三,我喜欢坟场。

Three, I love the graveyard.

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超爱坟场。

Love the graveyard.

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比如说,如果将来真有这么个赛制,就是设计师选择赛,你选一个万智牌的设计师,然后你的牌组里就能用那个设计师设计的所有牌。

So for example, by the way, if there ever was the following format ever got made, the format is a designer's choice where you pick a designer of magic, and then you could play any card that designer made in your deck.

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我觉得那个赛制的冠军套牌会是罗斯沃特挖坟,因为既然我设计了挖坟机制,那我已经做出了打造史上最强挖坟套牌所需的95%的牌,因为我超爱坟场。

The winning deck of that format, I believe, would be Rosewater Dredge because I now that I'm make the dredge mechanic, I have made like 95% of the cards you would need to make the most awesome dredge deck ever because I love the graveyard.

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你知道的,像《桥下之桥》、《奈夫变形虫》之类的,我也说不好。

You know, Bridge from Below, Nerf Amoeba, I don't know.

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随便举几个例子。

Name it.

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我设计的牌里,绝大多数都能强力且高效地利用坟场,包括挖坟机制本身。

I I've made a vast vast majority of the cards that use the graveyard very powerfully and efficiently, including making the dredge mechanic.

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所以,把这三样东西结合起来。

So anyway, take those three things together.

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神器、喜欢改变事物、喜欢坟场,瞧,地精技师就诞生了。

Take artifacts, a love of changing things, a love of the graveyard, voila, goblin take to work.

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总之,那绝对是我在制作那种我自己想做的牌。

Anyway, that was definitely me kind of just making the kind of card that I would like to make.

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另外,我还喜欢这张牌的一点是,它是我以前称之为“谜题牌”的东西,那时候我和别人一起设计万智牌,就像国际象棋谜题一样,只不过这是万智牌,而且你是在对局中。

Also, another thing that I like about the card was, it's what I would I used to call it puzzle card, which was back in the day, I made magic with the puzzling, which was, you know, like like a chess puzzle except it was magic, and you're in game.

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就像,你知道的,直接赢下比赛之类的。

It's like, you know, win the game or something.

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你完成某个目标,通常就是获胜。

You did some objective, usually winning.

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而“修补之神”是一张很棒的谜题卡,因为你只需要在场上放几个神器,坟场里再放几个神器,然后你就有各种有趣的选择了。

And God of Tinker was an awesome puzzle card because all you had to do is put a couple artifacts in play, couple artifacts in your graveyard, and, like, now you had all these interesting options.

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你知道吗,真的,就一张卡,你就有这么多不同的路线,让解谜的人去探索,去搞清楚自己能做什么。

You know, it it really with with one card, you had all these different, you know, avenues for the for the person solving the puzzle to go down and figure out what they could do.

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所以这绝对既是我作为玩家喜欢的卡,也是我作为谜题设计者喜欢的卡。

And so it's definitely both the kind of card I loved as a player and the kind of card I loved as a puzzle crafter.

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好的。

Okay.

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接下来是什么?

What is next?

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接下来是,哦,另一个类似的问题。

Next is oh, another sort of question.

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第一张印出来的 Mirage 牌是哪张?

What was the first Mirage card to be printed?

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这是个陷阱题,你可能不知道答案,除非我在讲 Homeland 的时候提过。

Now this is trick question and probably not one you know unless unless I talk about this during Homeland.

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答案是 Memory Lapse,因为这张牌虽然是 Mirage 设计团队设计的,但实际上是在 Homeland 系列里推出的。

The answer is memory lapse because memory lapse, although designed by the Mirage design team, actually came out during Homeland.

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这是怎么发生的?

How did that happen?

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事情是这样的,Bill Rose 当时去了威世智。

Well, the way it happened was Bill Rose had come out to Wizards.

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我觉得他可能当时正在面试,但他因为某个原因来了。

I think he might have even been doing his interview for the job, but he came up for some reason.

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我在那里的时候,他们正在对 Homeland 做最后的调整。

And while I was there, they were doing the final touches on Homeland.

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所以他参与了,而且他们正好缺一张反击咒语。

So he sat in, and they had a hole for a counter spell.

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所以他们可能连卡图都有了,我也不太确定。

And so they might have even had the art of I'm I'm I'm not sure.

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但不管怎样,他们需要一张反击咒语。

But, anyway, they had a counter spell.

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我觉得实际上时间已经挺晚了。

I think, in fact, it was late enough.

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他们可能已经有卡图了,但就是缺一张反击咒语。

They might have had the art, but they needed a counter spell.

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然后比尔就说,哦,我有一张很棒的反击咒语。

And so Bill said, oh, I have a great counter spell.

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就在我的系列里,你知道,在《动物园》里。

It's in my set, you know, in in Menagerie.

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所以他们最后就拿走了,因为

And so they ended up taking because

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他们需要它,因为它

they needed it because it

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就是,他们就是需要点好东西,比尔有个好咒语,所以就放进去了。

was, like they just they needed something good, Bill had a good spell, so they put it in.

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所以记忆实验室最终在幻境之前出来了,尽管它原本是为那个系列设计的。

So memory labs ended up coming out before Mirage, the set it was designed in.

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这种情况还有其他例子。

There's there's some other cases of that happening.

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我们经常从未来偷东西。

We often will steal from the future.

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研发部门有一条规则,就是按时间顺序下一个要出的系列有优先权,如果他们真的需要什么的话。

One of the rules in r and d is whatever set is the chronologically coming out the next has priority if they really need something.

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所以如果你急需某样东西,而后面那个系列里有,只要那东西对即将到来的系列不是至关重要的,你通常可以拿走。

So if you're desperate for something and the setting at that's coming out after you has it, I mean, barring that thing being crucial to the upcoming set, you usually can take it.

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就是这样,因为就是这样。

It's like because that's it.

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有时候你时间紧迫,必须赶紧把它弄出来,所以需要替换它。

It's some time to replace it where you're like under the gun and gotta get it out the door.

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所以我们经常从未来借东西。

And so we, we borrow from the future quite a bit.

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好的。

Okay.

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接下来,吞噬狂暴。

Next, consuming ferocity.

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这张牌就是一个例子,它本来是个很棒的点子,也是我设计的另一张牌,但效果并没有像我预期的那样。

So this is an example of a card that was an awesome idea, another card I did, an awesome idea that didn't quite play out the way I hoped.

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我当时对这张牌的想法其实很简单。

So the idea I had about the card which was was very simple.

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就是,你知道,你给它附魔,或者这个咒语的想法是,你给这个东西注入一些魔法能量,它会变得越来越强,直到那股魔法能量把它烧毁,摧毁它。

Was you, you know, you you enchant it and then or the idea of spell was you make this you give this thing some magical energy and it gets stronger and stronger and stronger until the that magical energy just burns them out and destroys them.

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所以这个想法是,你把它施放在你的生物上,它会越来越好,但按照红色的风格,它最终会把自己烧掉。

And so the idea was that you cast on your creature and it gets better and better, but in true red fashion, it kinda burns itself out.

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就像,红色就是不考虑长远。

Like, it's it's just red not not thinking the long game.

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所以我做了这张卡,但结果它变得比我原本想的要复杂得多。

And so I made the card, but what ended up happening was the it just got more complicated than I really meant for it to be.

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这,这就是时不时会发生的事。

The just the this is what happens from time to time.

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这和“暂停”机制一样,当你做一张卡时,你脑子里想的是一个很简单的点子。

It happened with suspend is when you make a card and you, you know, you like, in your head, it's a very simple idea.

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但当你真的把它写出来,把文字放到卡上时,它就变得复杂多了,也就是说有很多琐碎的步骤,你得做,还得让玩家做,这些步骤让人摸不着头脑。

But when you actually have to write it out and put words on cards, then it just gets a lot more complex, meaning there's busy work that you have to do and make the player do that just are like, what?

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什么?

What?

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你懂吧?

You know?

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而“消耗狂怒”就是那种卡,理论上,在想象中,它的概念挺简单的。

And consumer for us is exactly one those kind of cards where, like, in in theory, like, in in in the mind space, and the idea of it is is pretty simple.

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对吧?

Right?

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但当你真的写出来,别人读的时候,你会觉得得读两遍才能反应过来,等等。

But when you actually write it out and people reading it, it's the kind of thing you read twice to go, wait.

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什么?

What?

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发生什么了?

What happens?

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悬疑就更糟了。

I'm suspense is even worse.

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你知道,我们就像,想法是,我知道它更便宜,但要花四个回合才能玩。

You know, we're like, the idea of, know, I get it for cheaper, but it takes four turns to play.

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但我们得处理所有那些计数器和别的东西。

But we have to manipulate all the counters and everything.

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这只会让人困惑。

It just it confuses people.

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所以现在我们设计时做的一件事就是,我们真的会把东西模板化。

And so one of the things we do now in design is we actually will template things.

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我是说,模板,但我们实际上会让规则经理早点做粗略的模板,这样我们就能看看,哦,这会不会像我们想的那么简单?

I mean, templates, but we will actually have the rules manager do rough templates early so we can look at something and understand that, oh, is this gonna be as easy as we think it's gonna be?

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因为在设计中经常发生的一件事是,你做了个东西,觉得它会超级超级简单、明显、直观。

Cause one of the things that happens a lot in design is you make something and you think it's going to be super super simple and obvious intuitive.

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但当你真的把它写出来时,就不是那么回事了。

And then when you actually write it out, it's not.

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就是那种,你需要

That the way what

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对游戏机制做的操作

you need to do with

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会让它变得,你知道,不那么出色,它没那么亮眼。

the game mechanics to make it happen makes it, you know, not not as a it it doesn't shine as much.

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而且,设计的一条规则是,你必须理解你向观众传达游戏机制的方式,你必须通过模板化来实现。

And and and that one of the rules of of design is you have to understand the means by which you have to communicate your game mechanics to the audience, that you have to go through templating.

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你必须通过规则来实现。

You have to go through the rules.

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而且有时候,那些看起来很明显的事情,当你真正要去传达的时候,其实并不明显。

And that sometimes what seems so obvious isn't when you actually have to communicate it.

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而且,这是一个非常重要的教训。

And and that that's a very important lesson to have.

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另一个重要的教训来自一张叫做“昆杜独眼巨人”的卡牌。

Another important lesson to have came from a card called the kundu cyclops.

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那张卡的效果是,每当有其他生物攻击时,它也必须攻击。

So that was a card that whenever another creature attacked, it had to attack.

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你懂吧?

You know?

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表面上看起来挺酷的。

And on the surface, it seemed pretty cool.

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就像是在说,如果有人攻击,我也要攻击。

It's like, well, you know, it's a card that says, if people are attacking, I'm attacking.

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你懂吧?

You know?

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但问题就在这里。

And but here's the problem.

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这张卡需要做某件事,但它依赖另一张卡。

It's a card that had to do something, but it cared about another card.

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问题是,人们总是攻击,而且他们根本不会去看他们的阿库纳独眼巨人。

And the problem is people attack all the time, and, like, they just wouldn't look at their Acuna Cyclops.

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他们不会去看它。

They wouldn't look at it.

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所以,他们没有任何东西提醒他们,哦,顺便说一下,你必须攻击。

And so, like, they had nothing to remind them that, oh, by the way, you have to attack.

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因为卡片上说,嘿,如果其他事情发生了,你必须做某事,而人们总是错过这一点。

Because the card said, hey, if something else happens, you have to do something, and people would miss it all the time.

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我们学到的教训是,制作一张卡,要求我必须做某事,但必须发生其他事情,这是不好的,你必须小心。

And what we learned is that, you know, it's bad to make and you have to careful to make a card in which, like, I must do something, but something else must happen.

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而且我们确实会做一些触发效果之类的。

And that that we do do some triggers and stuff like that.

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我们得小心一点。

We have to careful.

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而且通常,我们会把触发条件做得足够明显,让它真正起作用。

And usually, we make the trigger big enough that it matters.

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但问题在于,尤其是库顿独眼巨人,有时候玩家并不是没在想这件事。

But the problem, especially with the Kuton Cyclops was sometimes, like, the player, you know, it wasn't that they weren't thinking about it.

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他们只是觉得,哦,我不能用它攻击,就先放一边,然后新的生物出来了。

They just like, oh, I can't attack with them, put it aside, and then a new creature comes out.

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他们根本就没再想库顿独眼巨人的事。

They're not even thinking about the Kunda Cyclops.

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这又是一个例子,设计看起来很简单,但在实际对战中,人们总是搞错。

And once again, that's an example of a design that, like, seems simple, and and then in actual play, people kept messing up on it.

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所以我们现在不再那样做了。

And so we don't do that exactly anymore.

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我们现在会做的是,比如设计一张卡,上面写着,如果我攻击,其他东西也必须攻击,或者我必须和其他东西一起攻击,或者类似的情况,这样卡本身会提醒你,嘿,我必须和其他东西互动,而不是让你在没看我的时候还得记得我可能要做什么。

The what we'll do now is we'll make a card, for example, that says, you know, if, you know, I if I attack, you know, something else must attack or if, you know, I must attack with something else or, you know, things in which it sort of reminds you that the card itself says, hey, I must be involved with other things and and not like, you must remember even when you're not looking at me that I might have to do something.

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好的。

Okay.

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下一个。

Next.

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上次我提到过,幻境系列搞出了一些我们以前没做过的东西,而且它们是最早这么做的系列。

So one of the things that I talked about last time was how Mirage came up with some things that we hadn't done before, and they they were the first sets to do them.

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我讲了潜行和隐匿,但有一个我忘了提的,就是“先攻”这张牌。

I talked about stalking and skulking, and one of ones I forgot about was the card first.

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在限制赛中,每个颜色在普通牌里都得有办法处理生物,这点很重要。

So what happens is in limited, it's important that every color at common have some way to deal with creatures.

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白色当然有和平主义之类的效果。

White obviously has pacifism effects.

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黑色有生物去除。

Black has creature destruction.

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红色有直接伤害。

Red has direct damage.

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绿色现在有了类似“捕食”的效果。

Green now has a prey upon type effects.

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以前,它更多是依靠“诱引”之类的机制,让对手的生物被迫与你的生物战斗。

Before, it would try to do more stuff with lure or things in which its creatures will try to make you fight your creatures.

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我觉得“捕食”是更好的解决方案。

I think prey upon is a better solution.

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不过话说回来,蓝色也需要有办法。

But anyway, blue needed something.

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比如,蓝色能怎么做呢?

Like, well, how could blue you know?

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因为蓝色不擅长消灭生物。

Because blue doesn't destroy things.

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那不是蓝色的风格。

It's not blue's thing.

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对,蓝色可以反击生物,但如果蓝色没法反击呢?

And, yeah, blue could counter creatures, but what happens if blue can't counter them?

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所以我们想给蓝色一些应对的办法。

So we wanted to give blue some answer to it.

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最后我们想到的点子,现在已经成了蓝色常见的一个稳定部分,就是封锁牌。

And the idea we eventually came to, which has now become a pretty stable part of of blue in in in common, is the idea of a lockdown card.

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蓝色有个结界,上面写着,嗯,你不能重置。

The blue has an enchantment that says, well, you don't untap.

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你懂吧?

You know?

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有时候它横置一个生物,有时候不,但它给了蓝色一种应对手段。

And sometimes it taps a creature, sometimes it doesn't, but it gives blue kind of an answer.

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而且首先,我很确定这是我们第一次这么做。

And first, I'm I'm pretty sure it was the first time we had done this.

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这是第一张这么做的牌。

It was the first card to do that.

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关于《海市蜃楼》,我喜欢讲的一点是,它是,怎么说呢,第九个系列。

And and one of the things about Mirage that I like, I like to explain is that Mirage is was, I don't know, the ninth set to come out.

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我的意思是,那是一个相对早期的系列。

I mean, it was a relatively early set.

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而且每次我们做新系列的时候,总会发现新东西,而且,怎么说呢,让这个游戏变得很棒的一个原因就是我们一直在尝试。

And what happens is whenever we make new sets, we always stumble across new things and and and, like, one of the things that makes the game awesome is we keep experimenting.

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我们不断找到新的可行方案。

We keep finding new things that work.

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我们把这些东西带到游戏里,每个系列都在某种程度上推进了我们的技术,让我们知道还能做什么。

We bring those things to the game proper, and that each set kind of evolves our technology of learning what we could do.

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我觉得《海市蜃楼》在技术上是迈了一大步,有很多单独的东西后来都成了《万智牌》运作的基础。

And I think Mirage was a big step technological wise that there's a lot of individual things that got done that went on just to become how magic functions.

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你知道吗?

You know?

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除此之外,《海市蜃楼》是我所说的设计白银时代的开端。

On top of that, Mirage is the start of what I call the silver age of design.

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对吧?

Right?

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它真的是第一个有系列设计的系列。

It was the first set really that had block design.

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它也是第一个在设计和发展过程中,把限制赛作为重要考虑因素的系列。

It was the first set where, you know, limited the thought of limited was a big part of how the set got designed and developed.

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对吧?

You know?

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而且幻境之兆确实是一个里程碑。

And that Mirage was a a milestone.

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我的意思是,现在回头看,它可能显得有点平淡,因为比如说,我讲个故事,我在电影学院的时候,我们看了一部叫《火车大劫案》的电影。

I mean, I I think it it when you look back at it these days, it seems it seems a little on the bland side only because like, for example, the story I tell was I was in film school, and we saw a film called the great train robbery.

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看那部电影的时候,你会觉得它特别傻,特别幼稚,因为你知道,那些拍摄手法,没有任何特效。

And when you're watching this film, it seems like the goofiest, like you know, it just seems so childish because, like, you know, the the the the filmography is is, you know, we have no none of the effects.

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一切都显得很滑稽。

It's all very silly.

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对吧?

You know?

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看到最后,我们都在想,我们到底在看什么?

At the end, we're like, why are we watching?

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这简直是最蠢的东西。

This is the the dumbest thing.

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然后我的老师说,不对。

And and my teacher's like, no.

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不对。

No.

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不对。

No.

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不对。

No.

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你看,他们一开始在火车站,下一个镜头就到了银行,这就意味着他们在同一个地方,而观众一看,哦,他们在同一个地方。

How they were at the train station, and then the next shot, they're at the bank, you know, or that, you know, that meant that they're at one place, and if you cut, now you're at another place, and the audience goes, oh, they're at the same place.

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如果你来回切换镜头,观众就会相信他们在同一个地方。

If you cut back and forth, the audience will believe that they're at the same place.

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因为在这部电影之前,这种情况从未发生过。

Because that didn't happen before this film.

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以前根本不存在。

That didn't exist.

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有些东西在你脑子里根深蒂固,你看电影时自然而然就会这么想,就像理所当然一样。

Something that's so ingrained in your, you know, mental mapping of how you look at film, something that's like just a given.

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电影就是这样运作的。

Just that is how film works.

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就是这部片子开创了这种手法。

This is the this is the set that did it.

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你懂吧?

You know?

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而且,对,就是这样。

And that, you know yeah.

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现在看起来很简单,因为它做了以前没人做过的事。

Now it looks so simplistic because, well, it did something it hadn't done before.

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《幻影》在这方面做了很多。

Mirage did a lot of that.

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《幻影》做了很多巧妙创新的东西,但回头看的时候,可能看起来有点平淡,那是因为你习以为常、觉得理所当然的魔术元素,在当时却是关键的存在。

There are a lot of neat innovative things that, like, Mirage did that when you look back, it might look a little on the bland side, but that's because things you take for granted that are just part of magic were, you know, a key element of being there.

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所以,总之,我现在已经在上班了。

So, anyway, that is I'm I'm now at work.

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我已经停好车了。

I'm parked.

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我停了一会儿了,但我想把话说完。

I've been parked for a minute, but I wanted to finish up.

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所以,总之,我希望这是我关于《幻影》三部曲的最后一部分。

So, anyway, I I hope this is my my final part of my Mirage my three part.

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就像我说的,我对《幻影》的设计非常敬佩。

Like I said, I have great respect for Mirage design.

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我觉得比尔、乔尔、查理、唐、艾略特和霍华德打造了一个非常棒的布景。

I think that Bill and Joel and Charlie and Don and Elliot and Howard made an awesome set.

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你知道吗,我觉得开发团队正在逐渐成熟起来。

You know, I I think the development team is coming into its own.

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我的意思是,这真的是我们四个人开发的第一个真正的系列。

I mean, really, this was the first real set the four of us developed.

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是的,我真的很自豪。

And, yeah, I'm I'm very proud.

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我觉得,经过时间的考验,Mirage 是一个不错的系列,为很多事情铺平了道路。

I I think, like, you know, in the test of time, Mirage was a good set that that led their way to a lot of things.

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它不是最令人兴奋的系列,但我认为它打下了很多基础。

It wasn't the most exciting set, but I think it laid a lot of groundwork.

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而且我觉得它做了很多扎实的事情,后来被进一步发展和完善。

And I think it did a lot of good solid things that got built upon.

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而且在我看来,它在万智牌的历史中占有非常重要的地位。

And I I feel like it it has, in my in my mind, a very central place in magic history.

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就像我说的,它是设计白银时代的开端。

Like I said, it's the start of the silver age of design.

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这可是件大事。

That that's pretty big deal.

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好了,我得去设计魔法卡牌了。

So, anyway, I gotta go make some magic cards now.

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聊了这么多关于幻境的设计,挺开心的,但该去

So, it was fun talking all about Mirage design, but it's time to go

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做

make

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魔法了。

the magic.

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