Pattern Recognition #35 - Core Sets
Features Opinion Pattern Recognition
berryjon
6 July 2017
2581 views
6 July 2017
2581 views
Good afternoon everyone! My name is berryjon, and I am TappedOut.net's resident Old Fogey and part-time Smart Ass. Today, my credentials as a player who has been around the block and through the alleys for twenty years or so is about to come to the fore. Again.
I mentioned last week that this week I was going to talk about a set that is coming back. I also explicitly denied that it was Unstable, the third in the Unsets. And here, I reaffirm that denial. Rather, today, I am going to talk about what was, for a good 15 years or so, the backbone of the game.
Sit down, pull up a drink (because I won't be talking about Time Spiral, so here's my obligatory mention) and let me tell you why I am happy that Core Sets are coming back.
In the beginning, there was Alpha. And then Beta. Then Revised. Then Unlimited. These were all effectively reprints of the same cards, so we can probably round them all up as a single set. Then came Arabian Nights. Now, here's the thing about Arabian Nights that forms the core of what would later become the Core Sets.
You see, every expansion was meant to be a standalone product. This is true today, but back in the mid-90's, every set was intended to be played by itself or in conjunction with other sets. And this was held true for the next set - Antiquities. And The Dark. And you get the point, I hope.
But if you don't, let me lay this out for you. Limited is the format that allows players to play with only a single set of cards. But the limited format is just that - limited in nature. Small, and (hopefully) quite cohesive. And you were expected to be able to make constructed decks out of each individual set. This was before the Block format existed, mind you.
And then it did! Ice Age introduced the system of Blocks that exists (in one form or another) to this day, and with it, the idea that each set had to have everything needed to play the game began to fade out. Instead, each set took place in a larger whole, where cards could be found to work with cards in other sets because they were designed to do so, and not because of happy circumstance.
So we come to our first problem. One that would later be given a chilling reprise by the villain of The Incredibles. Allow me to paraphrase: "When every set is special, none of them will be."
Allow me to elaborate. When every set has something amazing going on with it, a grand theme or jaw dropping mechanics, you run into the problem of alienation.
I've mentioned before - and I'll keep saying it as many times as I have to - new players are the lifeblood of the game. But when you create sets that are designed to be more and more amazing, you run into the problem of not been able to draw in the new people you need.
Thus the idea of the Core Set was born, though it would be a while before it was identified as such. The Core Sets would be those sets where complexity and theme would be stepped back, stepped down in favour of approachability and accessibility in order to be a stepping stone for new players.
How many of you remember a time when sets and boxes were labelled either "Beginner", "Advanced" and "Expert"? No? Yes? Well, they were. Core Sets - and the preconstructed decks that came with them were considered Beginner. Normal expansion sets were Advanced, and specialty sets were Expert.
I ... may have Advanced and Expert reversed, but oh well. As long as I'm consistent. Right?
Now, as a man who has worked selling Magic Cards in a store, this is something I wholeheartedly approve of. A set that helps me sell new players on the game by pointing at a box and saying "This is for new players. Low investment in time and money, and can teach you the basics" is a good thing.
And then I can upsell them on other products. Because I work retail. It's what I do. ;)
Core Sets, retroactively assigned to Fourth Edition and every numbered edition forward, served then at the gateway into the game. And major rules changes tended to coincide with the release of a Core Set. 5th Edition and 10th Edition are the major milestones in my memory.
But there is more to rules changes here. 7th Edition was a massive standout in my mind. Mostly because of the artwork found in that set that was never reused. 8th Edition marks the start of Modern. M10 was named that because Wizards moved to 'publication year' for the sets, rather than edition number (I'll explain why in a moment). And Origins, because it tried to have its cake and eat it too.
So, M10. Back in 2009, Wizards had published 10th Edition, and was prepping for the next Core Set. And because the publication years didn't match up, they decided, thanks to Marketing and feedback from the customer base, to switch to marking Core Sets by the year of publication. And they held a contest to design the new set logo!
My preference lost. :(
But more importantly than a history lesson is how Core Sets interacted with Standard from 7th Edition (maybe Sixth?) up to the 10th/M10 divide. During that era, each Core Set came out at two-year intervals. That meant that there was only one Core Set in Standard at a time, as the cycle meant that one Core Set would kick out the previous Core Set. It was an elegant solution to making sure that newbie players had something they could depend on when they stepped into the Standard format, or Extended if they were feeling brave.
I'm sure you see the problem now. Moving Core Sets to one a year meant that the typical "sets for the past two years" definition of Standard had to get amended to "past two years of expansions, and the latest Core set", which was far more awkward to explain to people.
It also tied into the way Wizards printed sets. There are four 'slots' in a year for a set of cards. Let's call them "Fall", "Winter", "Spring" and "Summer". At the time, each block consisted of three sets, which would take up three of the four publishing slots in a year. Before the change, a Core set would take up the fourth slot on alternating years, forcing Wizards to find something to put into that fourth spot. It became enough of a hassle, that they decided to just publish a Core Set and a full Block each year.
Here's where we run into another, related problem.
Core Sets are designed for new players, and while that's a good thing, there is something about this requirement that you should all know.
Core Sets are also reprint sets. I recall (but please don't quote me on this), that each Core Set had to have a certain percentage of cards in it that were not new in order to keep a level degree of consistency between the Cores. I want to say 75% or so.
You, uh, may have noticed when I talked about Functional Reprints and the Reserved List, how, by their very nature, reprints tend to be on the boring side of things. And hey, guess what, that's what the Core Sets are! Boring!
... oh
Yeah, that's the problem. They're the same cards, year after year, and players didn't like that. Wizards can't work on an economic model that can't accept that a full quarter of their work will receive a sharp drop in sales when returning players turn their nose up at a set that is mostly cards they already have, and can turn to the secondary market to get the individual cards they want.
After, I want so say ... M11, it was obvious that the days of the Core Set was over. It was only a matter of time.
This came to a head with Magic Origins. The (formerly) last of the Core Sets.
Origins was an experiment, a last-ditch effort to salvage the concept of the Core. And it did this by trying to be both a stand-alone expansion in telling the story of the origins of the five members of the soon-to-be Jacetus League, and by having all the basic utility cards of a Core Set.
It didn't work.
Origins was plagued by trying to be both things at once, and the set suffered. The idea of flipping Legendary Creatures into Planeswalkers was neat, but suffered from being a very complicated mechanic (as in, they were the only flipcards in the set) in a set meant to introduce new players to the game. It also printed only half of the Pain Lands, the Invasion set, rather than the Ice Age set. And ... OK, I could go on, but this isn't the place to talk about all of Origin's failings.
The end result was the final nail on the coffin. Core Sets were out, and as a result, Wizards announced that they were moving from a three-set Block format to a Two-set Block format in order to better tighten design and to allow for faster cycling of sets through Standard.
One of these days, I'm going to go over Standard in detail, and really show off the evidence that Wizards has no clue what they're doing with the format. I'll scribble that in for ... later.
But what changed? Why are we getting a Core 2019 set?
Well, let's look at some of the reasons why Wizards killed it in the first place. Reprinted cards kept getting put in, but it's been, what, almost three years since Origins? There have been scant few reprints since then, so the market for them has improved with the dearth of sources recently. Yes, cards do get reprinted even now, but they are in the minority, not the majority.
Heck, when the announcement came down, you know what I heard most from TappedOut and other places? People wanted Core Sets for the Reprints. They wanted a set that would provide all the basic cards they want for Standard/Modern/Commander/Frontier (if it's still a thing by then), without having to jump through the hoops of dealing with the flavour of whatever set the card is in making a mess of things. Sometimes, a player wants the simplicity of a Lightning Bolt and not Fiery Impulse.
Another reason is the change in the way sets and blocks are being done.
Now, Core Sets are returning, starting in 2018/2019, taking up the "Summer" slot. The other three sets in the year will no longer be forced into a strict paradigm of how many sets are in a block, but can be flexible in nature. Three independently themes sets? Sure! A massive, year-long block with a cohesive theme? Sure! Something in-between? Why not?
Core Sets are just that. They are the core of the game, and the game is built around them. Imagine if you will, a spiral staircase. The Core sets are the inner pole, while the expansion sets are the steps. Sure, the steps and landings get the most attention, but the core holds everything together. It doesn't have to be splashy or amazing. It has to be reliable.
And let me tell you, being reliable is far more important any any degree of amazing.
Join me next week when I split hairs, and why a certain rule almost got tossed out before Planeswalkers made it important again.
Until then, I'm selling out! Or is that tapping out? Basic donors get a preview copy of the final article, while advanced donors get that as well as the opportunity to join me in a podcast version of the series where I talk and you respond.
How do you feel wotc will deal with one of the major issues of the Core set.
Namely, that having a starter product that comes out only once a year is a nonbo.
WOTC has said they are "solving" the identity issue with pushing it for new players, but that only ups the "year" issue.
To quote:
Who exactly is the core set for? If it's for beginners, why do we only put it out during one point of the year? Is that the one time we expect new players to start? And why do we keep adding new cards and bringing back mechanics? The beginners don't need any of that and it only leads to making the set more complicated.
If it's for the experienced players, why do we keep the overall complexity so low? Why do we only use returning mechanics and only one at a time? Why do we strictly limit what the set can do? The experienced players don't need any of that and it only leads to making the set less engaging.
Even at 75% reprints I question exactly how good the core sets work as a beginner product.
Honestly I felt Duels(and I guess MDN now) was a far more effective into product that has mostly obsoleted the core sets.
Free to play, easy to play (what with the machine handling all the work of actually running the game) teaches you the game with no human judgment, awkwardness or failings, doesnt require another person with cards, doesnt require you to find and go to a store, and is available on devices most people have anyway. Year round.
A Hearthstone esque mtg app(which I suppose would be the next coming of Portal, Duelmasters or Kaijudo) would be a much more effective "gateway drug" than a core set.
It seems wotc just felt pressured to do the core sets as "Standard Masters" and decided to say "MORE REPRINTS" as a way to cover their assess on the newplayer issue.
July 6, 2017 1:57 p.m.
Tyrant-Thanatos says... #3
@JimHarbor I completely disagree that Duels or any other digital platform could ever obsolete core sets. Most new players, in my personal experience, get into the game BECAUSE they have friends that play, friends that have cards. You can't play on those digital platforms with your existing player friends, because they won't be interested in it, or end up frustrated they can't use the cards they already own.
I will say that digital platforms are a good way to attract players aside from friends etc. but it doesn't effectively replace it.
Besides that, people constantly bitch about the price of cards these days (myself among them), and reprints can keep the costs down. Yes, they'll probably only reprint "simple" cards in core sets, but plenty of strong, valuable cards are simple. Dual lands of all sorts are for the most part simple and easy to grasp, and the price of manabases makes up huge portions of deck costs.
@berryjon, a great read as always, I can't wait to read your views on Standard and the way WotC is (mis)handling it.
July 6, 2017 2:59 p.m.
I'm aware that the reprints are effective for the enfranchised, but my issue is with how they will solve the new player issue.
What you see as a boon, i recognize as a drawback. Yes core sets are good for folks who know people who play magic but that's a limit. Duels doesn't require the massive social/financial infrastructure that analog games present. It effectively turns other humans into extra hardware needed to play the game. And most folks can materialize a person to play a game with on demand, especially the new folks.
Making your primary entry stream being people already touched by the edge of the game is just cutting yourself off. Those folks are going to be touched anyway, citing "friends can get folks into the game with it" is just a redundancy.
Magic's big 3 barriers to entry are the complexity, the price and the social infrastructure. A core set really only deals with one sort of, while Duels or a similar product deals with all three.
A new player product must focus on being the most accessible product possible and a core set is not that. You underestimate what a massive boon that removing the NEED for other players/lgs/fnm is. It's a sizable limit. That most of the game industry doesn't deal with.
The whole big multiplayer experience should be the advanced enfranchised option. Being able to play alone for free whenever you want is the optimal new player experience.
July 6, 2017 4:07 p.m.
Jim, I find your argument that Magic doesn't need nor should to have players actually meet play each other to be so manifestly and self-evidently wrong that I can no longer take you, or any of your arguments seriously.
Magic cannot and will not move to a digital-only format. It's outlasted every other competitor, and will continue to do so despite your opinions.
July 6, 2017 7:13 p.m.
TheRedGoat says... #6
Personally speaking I feel like I'm too new of a player to swing one way or another about core sets. I got into magic just as the Theros block was coming to and end (so M15 and Khans was next I think), and this was additionally coming off of Yugioh, which had started to release "synchro summon" cards that were just too damn OP for me to have a handle on.
I got out of that and into magic because comparatively Magic was cheaper, more "fun" looking, and while it was complex I was also the type of person that loved testing the interactions of cards between myself and my opponents, so the slight step up in complexity was okay to me. Once Khans came around though I was still a beginner and was partial to more of the simple to play cards than the versatile and OP ones.
Take a step back in looking for cards to collect and I discover what I missed between Theros and Khans, as well as between Theros and Ravnica. The core sets. I honestly figured that they were supposed to be smaller and simple in their card base because they were a transition from one block to the next. And I miss that transition even as an "enfranchised" player.
Sure it is kinda cool to read online the stories about the Gatewatch and know through that why we went from Zendikar to Innistrad, from Innistrad to Kaladesh, and so on, but I also think that is kinda unfair to a new player who maybe doesn't have that opportunity. Maybe they have a way for their family to get them to a card shop, but not to a computer with good internet. I can't imagine how much of the player-base, old and new, are restricted like this (though the older ones may not care as much about that anyway).
July 7, 2017 3:56 p.m.
If "core sets" include releasing some of the simple multicolor producing lands/manabase I am all for it... I'm a MAJOR advocate for making the manaBASE more simple and accessible to everyone who wants to branch out in the game. I'm a returned oldfogey who came back to the game but I choose to play mostly mono or 2 color EDH as I am sure as hell not going to put forth the crippling budget to maximize the efficiency/effectiveness of my manabase for any more colors than that (it gets either cumulatively more expensive or less effective the more colors you are hopping up)... Unless they add more things to commander like; (dual/triple color command towers)... Anyway I really would hope to see a major push for expanded ease of access to a more diverse manabase, the lack of this, in my experience, has been the most prohibitive to me as a returning player
July 7, 2017 10:55 p.m.
Tyrant-Thanatos says... #8
Gleeock, I agree, and personally feel like the lack of Core Sets is largely responsible for the increasing price of manabase. Core Sets often contained complete cycles of 10 dual lands, M10-M13 all contained Check Lands (Drowned Catacomb etc.), Ninth and Tenth Edition contained Pain Lands (Underground River etc.), Eighth had taplands at Uncommon, Fifth, Sixth, Seventh, and M15 only contained half the pain lands. So, historically, M14s failings aside, Core Sets have contained Dual Lands. Pain Lands and Tap Lands are not great, but 4 years in a row of Check Lands was nice.
And I think it's clear that Wizards has warmed up to the idea of decent dual lands, and I'd be excited to see annual Core Sets keeping things like Check Lands, Shock Lands, Fast Lands, Tangos, etc in circulation so that we can keep things like Standard manabase prices down. I know there are people that are against the idea of strong manabases in Standard, but at the very least, if we're going to have strong manabases in Standard, can they at least be cheaper ffs?
July 8, 2017 12:59 p.m. Edited.
As I mentioned last time when I talked about Dual Lands, it seemed to me that Wizards couldn't decide between Pain and Check lands for the Core sets.
Of course, if the Temples got knocked down to Uncommon, I would be estatic.
July 8, 2017 1:27 p.m.
Tyrant-Thanatos says... #10
@berryjon, agreed. Uncommon Temples in our first returning Core Set would be incredible. I haven't bought packs in years, but that would get even me buying packs.
July 8, 2017 1:38 p.m.
EXACTLY! I know quite a few mtg veterans who say the same thing & those dudes are even VETS not just returning players like me.
July 8, 2017 5:32 p.m.
jandrobard says... #12
Uncommon Temples would be great, because they were the sorts of lands that weren't seeing any play at all in eternal formats but were very viable mana-fixing in standard, making them valuable only for a standard rotation and then maybe in people's EDH decks when they skimp on the mana base.
Myr_Mythic says... #1
Good article. I always look forward to these. Keep up the good work, berryjon.
July 6, 2017 1:03 p.m.