I won’t be going over the entire mechanics suite of Zendikar’s history since there’s that giant middle chapter that isn’t relevant to our discussion whatsoever. But well, you can recall yourself, to eventually see what’s missing.
The first two visits to Zendikar had Allies, a way to tie together all the humanoids forming the adventure parties. They want to see each other arriving for the ability eventually keyworded Rally, and later on convoke each other through Cohort. Ultimately, it’s a parasitic mechanic that ignores all the other people who wants to form these groups in other planes, so we gotta think of something else.
In comes Party, where you’re fixed in building a team of four creatures, each with a specific class, so that cards can scales their effect based on how much of the party you have on board. Sounds difficult? I guess it is.
| Class | P | S | M | R | U | C | = | M | T | G |
|---|---|---|---|---|---|---|---|---|---|---|
| Rogue | B | U | 1+3 | 3+2 | 4+2 | 8+7 | BR | 3R | C+C | |
| Cleric | W | B | 1+1 | 2+2 | 3+2 | 4+2 | 10+7 | 1U | C+U | |
| Wizard | U | R | 1+0 | 2+1 | 3+2 | 4+2 | 10+5 | WU | 1W | C+U |
| Warrior | R | W | 1+1 | 2+2 | 4+3 | 4+3 | 11+9 | C | 1B | C+C |
| Partier | G | C | 1+0 | 1+0 | 0+1 | 2+1 |
Here’s the cards distribution that explicitly mentions the word party. The most common payoff is to discount the spell based on your current party wise, which you got a whole cycle at uncommon for instance (blue got replaced with Azorius, how much contribution does a Healing Salve has compared to an Ancestral Recall is up to you). All but one rare has an additional bonus for having a full party, without it one card would be knocked out of this table because it just spells out the four classes for its other ability. One last fact: Common has two classes per color of creatures that have party synergizes, so you can tell they tried hard to get this to work.
| Set | W | U | B | R | G | M | T |
|---|---|---|---|---|---|---|---|
| ZNR-M | 1* | 1 | |||||
| ZNR-R | 2 | 1 | 1 | 2 | 6 | ||
| ZNR-U | 3 | 2 | 2 | 2 | 1 | 2 | 12 |
| ZNR-C | 3 | 2 | 3 | 3 | 1 | 1 | 13 |
| Total | 9 | 5 | 6 | 5 | 2 | 5 | 32 |
Slightly related fun fact: In the ancient design stage of original Zendikar, MaRo thought about the land mechanic being this really thoughtful, skill testing thing: you can use your land drop as a mana to pay for cards. You can guess how fun that turns out to be, because I do have to ask you how much do you value the land drop in this scenario? Or maybe you’ve wisen up and realize these cards might just be for the topdeck game.
https://www.tumblr.com/markrosewater/651399363458957312/hi-mark-its-less-than-two-hours-until-my
About 9 years after Magic’s debut, WotC made a card game that tries to simplify Magic to great elegance called Duel Masters. In this game, your playable cards double as lands, because you can just put one of them upside down per turn at your lowest row. I won’t go into the whole discourse on whether this is a good idea or the land systems is sacred, just know that we now want to translate that to Magic.
Or the technology came first in DFCs and we just decide to just focus on the flashy transformations for 9 years, after all the fact you can’t have both sides here certainly reeks of Magic’s unspoken sense of not always being obviously appealing too much. These modal DFCs appear for three consecutive sets so that each one can have a different take of them. Ultimately, Zendikar’s approach of having all these back faces be lands to emulate Duel Masters turned out to be the most popular.
Because well, this is also around the era of Magic cards getting really wordy. And the designers couldn’t resist themselves when they got twice the space on each card. These lands avoided that trap because they all either arrives tapped, or you have the option to untap them for 3 life, so just a reminder at the bottom left can tell you pretty much all you need to know.
Let’s talk about that reminder, or well, let’s expand to the frame design of these cards.
So, on the top left, there’s a waterdrop shape rotated to the left to remind you to know there’s the other option. This waterdrop has a triangle in the front, and two triangles reminiscent of the EDM artist Avicii on the back, or you could just see it as pushing the space of this shape. These circles are colored according to the face’s colors, unlike the TDFCs, I guess that’s handy for distinction.
Bottom left of the card got this rectangle with reversed rounded corners, where it has a really tight arrow pointing in the same direction as the top waterdrop, followed by the card type or one creature type in the creatures’ cases (it’s the classes in this set’s case), in the right there’s either the mana cost or just writing out the land’s tap ability, there’s nothing to the right to justify the funky shape, but it does work well with the oval stamp. This bottom bar is thankfully colored according to the back side so it’s a fun accent on the cards.
To be honest, I have to wonder how useful this specific placement of information really is. Like it can’t be on the bottom right because creatures have their stats here, and it can’t be on the top because carving into the art box is a crime, especially if you even think about rotating this thing to vertical, I guess. Maybe you just learn from playing these cards over time to know when to care about the back side. Or the front side, if you put these cards to replace the land slots.
This one brings smiles to my face because look, it’s color balance. Imagine a miserable world where we make this exclusive to green or something.
| Set | W | U | B | R | G | M | T |
|---|---|---|---|---|---|---|---|
| ZNR-M | 1 | 1 | 1 | 1 | 1 | 5 | |
| ZNR-R | 1 | 1 | 1 | 1 | 1 | 6 | 11 |
| ZNR-U | 4 | 4 | 4 | 4 | 4 | 20 | |
| KHM-R | 4 | 4 | |||||
| Total | 6 | 6 | 6 | 6 | 6 | 10 | 40 |