Achieving Zendikar, Part III    • Boards   • Print Author Image
If you're interested in working for Wizards of the Coast, make
sure you check out the end of this article.  The letter W!elcome
to the third week of Zendikar previews and part III of my tale
of Zendikar design. If you haven't read part I or part II, I
suggest you do so as today's column assumes you have. So where
were we in our tale? My design team (myself, Doug Beyer, Graeme
Hopkins, Ken Nagle and Matt Place) had explored the design space
of land-based mechanics ending up creating the landfall mechanic
and numerous lands that produced spell-like effects.  We then
worked with the creative team to come up with a world that made
sense with the land emphasis. We ended up with an "adventure
world" concept, where the land took on special qualities that
made it both valuable and dangerous. With this world in mind,
the team designed three more mechanics for the set: quests,
Traps and Allies. In addition, we made flavorful Equipment and a
few other indi