ly powerful. If the haunt card was countered, discarded, or put into the graveyard with dredge, the haunt triggered. It was way too good, so we had to settle on the different reminder text for haunt spells (When this spell is put into a graveyard after resolving…) and creatures (When this card is put into a graveyard from play…). This version also meant that cards could haunt and rehaunt over and over as long as creatures were in play.
When the haunted creature dies, you may pay [cost] to [do X]. We tried tacking a cost onto the haunt ability, but it was too much information to process and actually made it play worse, as you had to keep mana untapped at all times in anticipation of the haunted creature dying.
When THIS comes into play, [do X]. When the haunted creature dies, [do Y]. There was a short period time when some haunt cards did different things at different times. Absolver Thrull, for instance, regrew an enchantment when it came into play and destroyed one with its haunt ability. As if things weren't confusing enough!
It took a long time, but we managed to get the ability down to a couple lines of reminder text and working in a way that is balanced.
In closing, here are some of the comments from the development of Orzhov cards lifted from out Multiverse database.
Mortify was in jeopardy for a short period of time for being too close to Putrefy. Later on we agreed that that similarity was a good thing, not a bad one.
AF 10/12: We aren't using this?
DAL 10/15: I like it, but I wouldn't want to make Putrefy (1BG Terminate/Oxidize) look really cookie-cutterish b/c we make this one too. That's probably no big deal.
AF 12/20: Putrefy has anti-regen clause. Should this?
DAL 1/10: Yes.
MP 2/4: This could remove from game, very useful against reclaim1/phoenix angel2.
HS 3/28 Add "no regen" clause? add life gain? add anything?
bs 4/5: this card is excellent where it is.
Belfry Spirit began life as a Black sorcery with haunt that made two Bat tokens. Development wanted to keep White as the primary source of flying tokens, so they made it into a White creature. For a while it was cheaper and made only one token, but that wasn't cool enough.
DAL 12/4: I can see the ALT precon now: "THIRST OF THE BATS!"
MJ 12/14: Wouldn't you choose to haunt the bats you just put into play?
AF 12/20: Yes. You figured it out.
HS 3/23 yes, white bats.
AF 3/28: What would this cost if the ability made 2 1/1's? 5 mana? Uncommon?
BD 4/12/05: As per discussions w/HS, this white creature makes black Bat tokens.
AF 4/12: Awesome change.
DAL 4/18: Can he be "Bat Spirit" so you can sac him with Batman3 and in bizarre Bat tribal decks? Outside of Kamigawa, you can have dual-type spirits.
Del 6/12: Dev changes back.
Cry of Contrition didn't change much, but it did generate a bunch of discussion.
bs 1/7: discard 2 might be a better idea.
DAL 1/10: It is discard 2... eventually. I like the current level - it's the Skull Fracture (Flashback Discard 1) of the set.
MT 3/15: Saying it is like Skull Fracture isn't going to sell me on it. Weird that it is so cheap.
bs 4/5: this card seemed good in testing. haunt is very easy to pull off in constructed... as there are a number of creatures decks like to sacrifice anyway.
AF 4/6: Is this the haunt effect we want to be good? Neither exciting nor fun.
NH 4/16: I think there are only 3 spells with haunt...might it be worthwhile to have them all become creatures for consistency and rules simplicity?
HS 4/15 I disagree with Nate from the future, and I disagree with Aaron as well. I have found this to be interesting just because it works differently than 90% of our discard cards, and there is the hope that you can get to use the haunt effect as an instant later. That said, I am concerned about power level.
AF 4/18: Block planning issue... We should be able to do good discard in the RB guild.
bs 4/25: this isn't broken. it seems worse than blanche5.
bs 5/2: block discard isn't very good in general. it's this card and blanche. delete should come prepared.
Seize the Soul was an uncommon at first, and didn't have haunt.
DAL 4/22: Should not step on the toes of Putrefy and Wilt6. Should say "nonblack"...."nonwhite" would actually be a cool choice here too, since it makes a white token.
bs 4/25: i'm fine with either of dl's suggestions.
AF 5/3: While I like this, I feel that by putting "nonblack nonwhite" we are making this a guild card, but it doesn't fit the mold for what gets a watermark. We could (a) give it one anyway, (b) change it back, (c) give it haunt, or (d) do nothing. I don't like (d).
MT 5/10: If we gave it haunt would it be able to haunt the 1/1. That would be cool.
bs 5/12: design says that this should get a guild symbol.
bs 5/13: given haunt, love.
DAL 5/16: Weird that the BW guild makes 1/1 flying Bat tokens and 1/1 flying Spirit tokens...art probably means this can't make a bat....
MJ 5/17: this is going to be the absolute house outside of Ravnica. Destroy 2 creatures & chump a third in an opponent's attack.
HS 6/2 Has this been seeing much(any?) play?
Del 6/3: No room for reminder text on this card. Any chance it could be bumped up to rare?
BB 6/3: would this be cooler if it made white-black spirit tokens?
MLG 6/8: Devin mentioned this earlier... Has there ever been a set that contained two token creatures with identical stats, color, and abilities, but different types?
Del 6/13: About the token thing -- no, at least not from INV forward. Token creature types are usually kept constant within the block to cut down on art costs. At this point, the art seems to lock us into having both Pegasus7 and Spirit.
Agent of Masks was a common 1/1 for 1WB in design, and was called “Goth Sniper.” He got bigger and moved to uncommon.
AF 12/20: This guy was common, and could go back if the bleeder thing needs more support.
MR (12/21/04): This guy (along with Mummy's Wrap8) are the two gold cards that best define W/B. I agree that this could be moved to common if we need the W/B stronger in limited.
Del 4/4: Could make better in multiplayer as "each opponent loses 1 life. You gain life equal to the life lost this way."
Believe it or not, the Ghost Council didn't wow everyone at first, even when it didn't cost any mana to use its ability!
HS 12/16 This is the guild leader? I was expecting something a bit more exciting. Maybe change his ability to triggering every turn? Maybe a 2 life swap instead of 1.
AF 12/20: The exciting thing about this guild leader is that he might be playable.
DAL 1/10: Looks pretty exciting to me.
bs 1/13: creative confirms that this meets what the guild is trying to do (and that this is reasonable for the guild leader).
MT 3/22: Why no flying?
HS 3/29 it needs flying?
NH 5/9: This guy makes me happy, but sometimes I wonder if he would feel more black/white with a lower power higher toughness?
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