Magic: The Gathering Drive to Work Podcast - #1041: Costless Artifacts, Part 1
Episode Date: June 9, 2023This is part one of a two-part series where I talk about zero-mana artifacts. ...
Transcript
Discussion (0)
I'm not pulling out of the driveway. We all know what that means. It's time for Other Drive to Work at Home Edition.
Okay, so today I'm going to start talking about, I'm going to do a card-by-card episode.
I'm going to talk about artifacts that cost zero.
There are 44 of them in the game's history, and so I'm going to start talking about them
and just sharing stories about when and how they came about.
Okay, so first up, Alpha had six of them.
They are pretty famous.
We have what we call the Power Nine.
They are six of the Power Nine, so pretty popular.
So I'm talking about Black Lotus, Mox Emerald, Mox Jet, Mox Pearl, Mox Ruby, and Mox Sapphire.
So let's start with Black Lotus.
So Black Lotus costs zero. They all cost zero.
So I'm going to read you the original text on it.
This is when it was first printed.
It says, add three mana of any single color of your choice to your mana pool, then is discarded.
Tapping this artifact can be played as an interrupt, and it's a mono artifact.
discarded. Tapping this artifact can be played as an interrupt, and it's a mono
artifact. So for those
who don't know, in early magic,
the artifacts were divided into
mono artifacts, poly artifacts,
artifact creatures,
and I think static artifacts were just
called artifacts.
But anyway, the idea of a mono artifact
was the tap was implied
without shown. So
a mono artifact, you had a tap to use it,
but it didn't have a tap symbol.
And eventually we realized that that was just confusing.
And so then on, we would start adding tap symbols.
Mono artifact did not last very long.
Okay, so Black Lotus is pretty famous
as being sort of the pinnacle of, you know,
I don't know if it's actually the most powerful magic card.
There's fun discussions to be had,
but what's the most powerful magic card?
But Black Lotus definitely sort of has a special, you know,
of all the cards.
Like, if you could own one card of magic,
the one that's, you know, the most exciting to own
and show people is a Black Lotus, so that's pretty cool.
So I think when Richard made it, he was trying to...
I mean, basically the idea was
I think he made the Mox Emerald...
Sorry, the Emerald, the Moxes.
I think he made the Moxes as a neat way
to sort of be off-balance from a land.
Obviously, he understood they were more powerful
than the land. He made them rare.
But the idea, I think, of the Moxes
were, okay, here's a way
to sort of get ahead a little bit on mana. You know, they cost zero. Now, once again, I should
stress, the way Richard built the set when he built Alpha was he assumed that people would
consume what they normally consume when they buy a game. So somebody would spend, you know, $20,
$30 on the game, on cards, and then they'd have this small
card pool.
So the idea was, maybe you have a Mox, maybe two at most, but, like, you're not going to
have a lot of them.
And the idea was, in small number, they're kind of nice.
They give you a little bit of boost, you know.
So in the world that Richard envisioned, where no one person really had more than one or
two of them, you know, it occasionally had helped games a little bit.
But the world in which decks were nothing but moxes,
that was just beyond the scope of what, you know...
It's hard to design a game and assume it's going to act not like normal games.
Magic didn't, but you can't design the game assuming that, you know...
You can't design it to be a phenomenon.
Phenomenons happen very infrequently.
So he just made it to be a game.
And so the idea was, I think the moxes were made as just clean and simple ways to sort of get a little bit ahead.
I thought Richard thought it was, you know, they were fun cards that help you jump a little bit.
Only one mana.
And because they were permanent, I think he liked the idea of, okay, well, I have these that are permanent.
I'll have one that's a one-shot.
And my best guess is,
because of the boons,
I think Richard liked the idea of sort of threes.
I think that was sort of on his brain.
I mean, the Black Lotus isn't a boon.
The boon is, there's five spells in Alpha.
Healing Salve, Ancestral Recall,
Dark Ritual, Lightning Bolt, and Giant Growth
that for one mana give you three of something.
It's not a boon. This costs zero, not one.
But I just think the idea he liked three,
and so the idea is you can get one permanently or three as a one-shot.
It turns out that getting three as a one-shot is insanely powerful,
but it was a fun card.
Like I said, I think Richard was much more comfortable
with a higher variance in power level
because of the nature of how he thought it would be played,
that no one person was going to have more than one Black Lotus,
and most people wouldn't have a Black Lotus,
so it'd be a special thing.
Obviously, with the Moxes, what he wanted was,
he wanted them to be Precious Stones,
and so he just went and found whatever precious stone
was that color. Like, emeralds
are famously
green, rubies are famously red,
sapphires come
in multiple colors, but blue is one of the colors they come
in. I think the
interesting thing, pearl, obviously,
are white. I think jet was interesting
in that that's one of the ones that is, you know, I think Jet was interesting in that, that, that's,
that's one of the ones that is, you know, we think of sort of the most famous of precious gems,
but there's not really a top tier, I guess it was Black Opal, um, he could have done Opal,
I guess, but anyway, he decided to go with Jet, so, um, anyway, so the set came out,
so the interesting story, I'll tell you my story about Mox Emerald.
So when I first got into the game, I was just really excited.
I instantaneously, I'm like, this is going to be the next thing.
I remember I called my dad the day I saw the game.
That night that I was at the game convention where I bought the cards.
And I said to him, Dad, this is going to be the next big thing.
I said, it's the next Dungeon Dragons.
And so when I went to visit my dad later that year, I brought him some cards. When beta came out, because I was trying to find people
to play with, I bought two boxes of beta starters and two boxes of beta boosters so that I could
try to get my friends involved. I was trying to find people to play. None of that worked out great
per se, although my dad did get into the game. Anyway, I got my dad a bunch of cards, and when I visited him, he opened it up.
And one of the things he opened was Mox Emerald.
And I didn't, at the time, think it was a good card.
I just didn't own it yet.
And I was intrigued by it because I didn't own it.
And so I traded him...
I had two fungosaurs.
And I swear, I swear, I thought the trade of a Fungusaur for Emerald was to my dad's advantage,
because I thought Fungusaur was so awesome that I thought I was giving him a really good card.
I, in retrospect, I mean, my dad and I joke about it, but I mean, it's, it was, uh, one of my crazier trades.
I didn't really understand. At the time, I was really intrigued by, like, this seems like a forest.
Why, why is it not just a forest? And I wasn't, I was missing the whole, like, this seems like a forest. Why is it not just a forest?
And I was missing the whole, you can only play one forest a turn,
but you could play Mox Emerald in addition to your forest.
I didn't quite get that right off the bat.
But anyway, so early on in Magic, Magic started out of the gate saying,
zero artifacts are a thing.
Obviously, colored cards, at least at the beginning, couldn't cost zero.
We would later make technology
and things that allow us to do that.
But there were no colored artifacts,
sorry, there were no colored spells
that cost zero early in the game's life.
That would happen later.
And I'm only talking artifacts
in this podcast.
So I'm not,
I think all my artifacts
are actually colorless.
I don't think I have any colored,
no, there are no colored artifacts
that cost zero.
Okay, next up, we get to Ornithopter.
So this is in Antiquities.
So Antiquities, the East Coast Playstructures made it.
Skephalias, Jim Lynn, Dave Petty, Chris Page.
And I think they were trying to make some real...
Like an Ornithopter is something that was designed back in the days
that was kind of like a flying machine.
I don't know, like Leo da Vinci, maybe?
I don't know who actually invented the ornithopter,
but it's something that's invented the idea of a simple artifact that can give flight.
I don't know if anyone's actually designed an ornithopter that actually works.
I don't know. Maybe they have. I don't know.
So anyway, they designed this card,
and the idea they're fascinated by is,
can we make an artifact creature that costs zero?
And so they ended up making,
it's a zero-two creature with flying.
And so the idea is, in a vacuum,
by itself it can't do anything, right?
It's got zero power.
But if you enhance it in any way,
if you do anything to pump it up,
okay, you know, you get the flying
and the zero two part for free.
I mean, it costs a card,
but it doesn't cost any mana.
And they were very excited by that.
So the funny story about Ornithopter is
Richard had a meeting with somebody
to talk about making another trading card game.
Magic was the first, but Wizards...
Early on, the reason Deckmaster's on the back of Magic card
is Wizards really had a dream of making lots and lots of different trading card games.
Hold on one second, I'm going to take a drink.
And so Richard was meeting with somebody,
some license, some other
company that we were trying to license
a thing to, and we were talking about,
he was talking with them about making a trading card game.
And the person said,
okay, but I just don't want you making
anything that's broken.
And he was referencing to this broken card,
and Richard was trying to figure out what he was talking
about, like Black Lotus, or, you know, what was he talking about? And the card he was talking about was Ornithop card. And Richard was trying to figure out what he was talking about. Like, Black Lotus?
Or, you know, what was he talking about?
And the card he was talking about was Ornithopter.
The thing he thought was most broken was Ornithopter.
And we had a big laugh at that in R&D.
And just the... I mean, Ornithopter is really interesting.
And we'll get into, like, what can you do for zero mana.
Obviously, the Black Lotus and the Moxes are more than you're supposed to get for zero mana.
Those are highly, highly powerful cards.
Ornithopter is actually the first zero cost.
That is fine.
We could print it tomorrow at zero.
In fact, we have.
It was in, I believe it was in Brother's War.
At least it was on the bonus sheet, if not in the main set.
And that is a printable card.
So Ornithopter is the first zero cost card that was at a power level that was the correct power level for a zero-cost card.
And like I said, we printed it again.
Okay, next up, there were three zero-cost artifacts.
The next would be in the dark.
So remember, Alpha came out.
There was Arabian Nights, no zeros.
Antiquities had one zero.
Legends had no zeros.
Then we get to the dark, which was the fourth set.
So the dark had in it three cards.
So first is Dark Sphere.
Cost zero, artifact.
Tap.
Sacrifice Dark Sphere to prevent half the damage done to you
by a single source rounded down.
The idea of Dark Sphere was it was supposed to protect you from something.
But I think early on they were nervous about what they made cost zero.
And so the idea that it could prevent you from all the damage, that just seemed like
too much, and so
they're definitely hedging a little bit here
they're like, okay, well I want to save it
and I don't want to use it just to prevent a little bit of damage
so maybe if I have it out
it makes it hard for you to, like
my guess is this was made
the darkest before my time at Wizards
but my guess is, they were thinking about things like fireballs.
Like channel fireball was definitely a thing in the early days.
Channel's a spell where you can turn life into mana.
So it allowed you to do giant fireballs.
And so I think Dark Sphere, the idea of Dark Sphere was
it was supposed to protect you against one large spell.
Fireball being probably the most famous example.
But it ended up being very narrow.
I mean, maybe it's all placed somewhere,
but not that I know of.
And I think it's a good example of us being,
sometimes we're a little wildly uncautious with zero,
and sometimes we're very cautious.
We're a bit overcautious with Dark Sphere.
Okay, next up, Fountain of Youth.
So a zero cost artifact.
Two in tap, gain one life.
Now this was a pretty popular card back in the day.
One of the things we've learned is that new players
really, really enjoy life gain.
And they enjoy... Zero cost artifacts
are very intriguing because it's like, oh, it's free.
And so the idea that it's free and I can gain life off it
made this a very popular card. I don't think
it was ever a particularly powerful card.
But it was definitely
a popular card. And the fact that it costs zero...
Like, this is... One of the interesting things
is... And I mentioned this
earlier, but let me go into a little more detail.
So when you pay for a card,
there's actually two costs.
One is the mana cost. You're paying some amount
of mana. But the other is that you're using a slot, a card slot.
If you go back and listen to my podcast on card advantage,
cards have meaning and value, and they're worth something.
So the idea that a zero-cost card has no cost,
well, it has no mana cost,
but you are spending a card, and the card has some value.
So one of the interesting things about costing zero-cost cards
is trying to understand the value of what you're getting.
So Fountain of Youth is a good example where you don't even get anything exactly.
You just get the right to spend mana to do something.
So the idea essentially is, oh, once per turn, it allows me to turn two mana into one life.
And, hey, look, I mean, I know there were decks early on
that were more controlling decks that used Fountain of Youth.
I probably, once again, early Magic used what was available,
and Fountain of Youth, in a control deck where I'm just sort of stalling
and not using my mana, at the end of my opponent's turn before it's my turn,
if I have two floating mana, Fountain of Youth just turns that into life.
Now, it wasn't
a great card, so not a lot of control decks used it,
but it saw a little bit of play in control decks,
I think. Maybe not the best control decks, but
it did see a little bit of play, because it allowed you to
sort of slowly
gain life over time as you were stalling,
which could just help you, you know,
help you stall the game more.
Okay, next, the third card
in the dark was Tormod's Crypt.
So Tormod's Crypt costs a hero artifact.
Tap Sacrifice Tormod's Crypt to remove all cards
in target player's graveyard from the game.
Okay, so Dark Sphere saw, I think, no play.
Fountain of Youth saw a little tiny bit of play, I think.
Tormod's Crypt saw lots and lots of play.
So Tormod's Crypt was an answer
for cards that cared about the graveyard.
And it was a pretty good answer.
Like, if your opponent is reanimating things
or really using the graveyard,
this really wipes out that resource.
And there have since been other answers.
So Tormod's Crypt is not the only answer.
But there was a period in time where if I was fighting a deck and they were doing shenanigans with the graveyard, this was my answer.
And Tormod's Crypt got run in a lot of decks.
Of these three cards from the dark, this was the one that got played by far the most.
And was a competitive card. Now, I think the card was more of a sideboard card
than a main deck card,
unless the metagame was such and such direction
you just main decked it.
But it was a very strong sideboard card,
just because it is a very loud, clear answer.
And the funny thing is,
I don't know whether it needed to cost zero.
I think if it costed one,
probably it still would have seen play.
But it's interesting.
I think Tormod's Crypt is the first card here, as we go through it,
where it cost zero, it was powerful, meaning it got played in tournaments,
but we can still reprint it. It's not too powerful.
Tormod's Crypt is within a power band we can still make.
So, Tormod's Crypt, for example, if we finally get a card that's cost zero,
that's played in tournaments tournaments that is still doable today
that is in a band that we can do
okay, next up
is Deleth's Cone
so Deleth's Cone costs
zero
so
today I'm reading you the original text, when it was printed
what it had, because these are fun to read
tap, sacrifice Delella's Cone.
A target creature you control attacks and is not blocked.
You may choose to gain its power in life.
If you do so, it deals no damage to opponent this turn.
So the idea of Della's Cone, it's a one-shot.
It sort of, instead of doing damage, you gain life.
Now, it only works on creatures.
But the idea is, now, it's not. Now, it only works on creatures. But the idea is...
Now, it's not a surprise because it's sitting out there.
Your opponent's aware that they can do this.
But basically, it takes one creature
and sort of flips it.
So instead of losing life to that creature,
you gain life to that creature.
Yeah, not a particularly strong card.
Oh, the one interesting thing about Delos Cone, though, is...
So, Don Felice was one of the designers of Mirage and Visions.
And they made a card for him.
What was the card?
Oh, Felden's Cane.
Felden's Cane was originally, I think, like Felden's...
It was...
Originally, Felden's Cane was Felden's something else
and anagrammed to Don Felice.
And then they changed it based on the art
because it didn't...
I forget what the original name was.
Probably you can figure it out
because it spells...
It anagrams to Don Felice.
Anyway, because of the art, they had to change it.
And so this card became,
in its place,
obviously Felton's Cain was earlier,
but to make up for it,
Delos Cone is the anagram of Don Felice.
So in a trivia question,
what is the anagram of designer Don Felice?
It's Delos Cone.
So another name.
Felton's Cain obviously saw a little bit more play's Delos Cone. So another name. Felton's Cane obviously saw a little bit more play
than Delos Cone.
Okay, next up we have Mana Crypt.
So Mana Crypt did not come out in an expansion.
It came out, it was a book promo card.
It was, so it was one of the Harper Prism book promos.
I forget which one. I think it was in the last of the books Prism book promos.
I forget which one.
I think it was in the last of the books.
Anyway, so it's a cost zero.
It's an artifact.
During your upkeep, flip a coin.
Opponent calls heads or tails while coin is in the air.
If flip ends up in opponent's favor,
mana creep deals three damage to you.
And then tap, add two colors, manage your mana pool,
play this ability as an interrupt. So basically, it's kind of like Sol Ring
in that it taps for two,
although it costs zero and not one,
but 50% of the time it does three damage to you.
My guess is that this card...
I know the book cards were made
to match flavors of things in the book.
Is it Mana Crypt? What's the name of the book? Could have been called Mana Crypt. I don't think it was, though. of things in the book. Is it Mana Crypt?
What was the name of the book?
Could it be called Mana Crypt?
I don't think it was, though.
Anyway, in the book,
there was a thing called the Mana Crypt.
They were trying to match it.
So I think the idea they had is,
oh, it's like Sol Ring,
but you could take damage.
So, you know, Sol Ring,
you spend one mana,
but you know you're never taking damage.
Mana Crypt costs zero,
so you're saving one mana, oh, but you'll
average some amount of damage
during the course of it.
What they didn't take into account
is the difference between zero and
one is quite powerful
in the game of Magic.
Mana Crypt is the next broken card
we're talking about, and
by far the best of the book cards.
I don't know if any of the book cards. I don't know if
any other book cards saw,
if they did, they saw a teeny, teeny, tiny bit of play.
But Mana Crypt saw lots and lots of play.
Mana Crypt was, it's a very
powerful card. And it's a good lesson
about the differential between
0 and 1. That
taking an average of 1.5 damage
per turn, it's still better
than paying 1.
So let that sink in. Let's assume the card just said you took taking an average of one and a half damage per turn, it's still better than paying one.
So let that sink in.
Let's assume that the card just said you took one and a half damage every turn,
assuming half damage is a thing.
That that, that taking one and a half damage every turn
for zero is a more powerful card.
Well, is it more powerful?
Sol Ring's really powerful.
I'm not sure it's more powerful.
Let's just say it's as powerful.
And Mana Crypt's a lot to play. I mean, I guess Sol Ring's really powerful. I'm not sure it's more powerful. Let's just say it's as powerful. And Mana Crypt's got lots to play.
I mean, I guess Sol Ring's got lots and lots to play.
So maybe I'm incorrect that it's more powerful,
but is it at least as powerful?
That Mana Crypt was, you know,
that it wasn't weaker.
So anyway, Mana Crypt's got lots and lots to play.
It might be the most powerful,
most powerful... Most powerful...
Let me think about this.
I mean, it's the most powerful promo card
for sure of all time.
Yeah, oh, it might be the most powerful card
used in coin flipping.
That's what I was going to say.
It might be the most powerful card
used in coin flipping.
Okay. Next up, I was going to say. It might be one of the most powerful cards used in coin flipping. Okay.
Next up,
Jeweled Amulet.
So,
Jeweled Amulet,
so,
Ice Age had three cards in it.
Jeweled Amulet,
it's one tap,
put a charge counter
on Jeweled Amulet,
note what type of mana
was used to pay
this activation cost,
use this ability only
if there are no charge counters
on Jeweled Amulet,
remove the charge counter from Jeweled Amulet
to add one mana to the type last used to put a charge
counter on it. Play this as an interrupt.
So basically, this is a confusing card.
What it did is, it could store
colored mana. So let's say I had
an extra red mana in my turn. I could
sort of put the red mana into Jeweled Amulet
and then on a future turn, I could get the red mana
out of it. So it
sort of stored your mana, is the idea.
It's written kind of confusingly.
Let's see.
Yeah, it's funny.
Even the current text is...
It's wordy text.
Mostly what it did is it allows you to store colored mana.
Next are Urza's Bauble.
Urza's Bauble costs zero artifact.
Tap Sacrifice Urza's Bauble to choose a card at random from target player's hand. Look at that card. Ignore the disability that that player has no cards left in their hand. So essentially this card let you cycle it, right?
I could, for zero mana, I could tap and get another card.
So essentially it made your deck from 60 cards sort of into 56 cards
because it didn't cost anything to use
and replaced itself.
It also gave you a minimal, minimal thing.
You got to see a card from the opponent's hand.
That could be relevant in certain circumstances.
Urza's Bobble...
So, the interesting thing is,
so Urza's Bobble and all the cantrips in Ice Age
don't give you a card
until the beginning of the next turn. And the reason for that is Urza's Bobble. Urza's Bobble and all the cantrips in Ice Age don't give you a card until the beginning of the next turn.
And the reason for that is Urza's Bauble.
Urza's Bauble is the reason for that.
They were worried if this gave you the card right away,
it would be too good.
And so all the cantrips in Ice Age
are the slow trips that you get them next turn
because they thought Urza's Bauble would be too good
if it had it.
And then finally, Zurn and Orb.
Zero artifact, zero colon,
sacrifice the land to gain two life.
It's funny.
In the current version,
it's sacrifice the land, colon, you gain two life.
So we liked doing zero colon in the early days.
Anyway, Zurn and Orb,
as we get into other broken things,
Zurn and Orb was also a powerful tournament card.
I talked about this in the Ice Age pre-release, um, podcast.
Um, Xur and Orb got, uh, banned in formats and restricted in formats, I think.
And anyway, it's a very powerful card.
Um, Found of Youth turns two mana into one life.
Um, Xur and Orb turns a land into two life.
Uh, and, but it doesn't, you can just sac it anytime you want.
You can sac as many lands as you want.
So it wasn't involved in a lot of things.
It's a very powerful card.
And it is definitely another one of the...
Let's see, how many broken zero-cost cards?
We're up to...
Seven, eight?
Yeah, there were six in Alpha.
There's Mana Crypt, there's Xernorb.
So we're up to eight.
So if you don't balance a zero-cost card, it definitely six in Alpha. There's Mana Crypt, there's Zernorb. So, we're up to eight. So, if you don't balance a zero-cost card,
it definitely can cause problems.
And apparently, by the way,
getting mana out of a zero-cost card
is usually quite good.
Okay, next, Goose Deceptor.
Goose Deceptor costs zero.
It's an artifact.
If Goose Deceptor leaves play or you lose control of it,
put all cards under Goose Deceptor into your graveyard. Tap. Put any card from your hand face-down under Goose Deceptor leaves play or you lose control of it, put all cards under Goose Deceptor into your graveyard.
Tap. Put any card from your hand face down under Goose Deceptor.
You may look at that card at any time.
Tap. Return any card under Goose Deceptor
to your hand. Okay, so this
is famous, among other things, for being
the first card I ever made that saw print.
There are actually three. This is from
Alliances.
Alliances has three zero-cost cards. I'll get to the other two
in a second.
I made... There are two other cards that I made,
but this is one of the ones I made. So one of the first cards
to ever see print that I made.
The idea behind it was
that you could hide cards from your hand
so that you can do things with your hand and not lose those
cards.
This card would see tournament play.
In fact, there was a deck
around the time of Pro Tour Rome,
so when Urza's Saga was out,
there was a deck that used this
with Lion's Eye Diamond,
and anyway, it did shenanigans,
and this card that seemed,
the funny thing about Goose Deceptors,
it seemed like, what are you doing with it?
You're putting cards in your hand, you know,
and in the right combination with the right sort of
circumstances, it was really strong.
Now, it's not particularly a strong card in a vacuum.
It was very strong in that circumstances.
But anyway,
I was happy that one of the cards
I made, one of my first cards I ever made, like, was in a
tournament deck, so that was sort of cool.
Next up, Lodestone Bauble.
Zero cost artifact. One tap.
Sacrifice Lodestone Bauble to put cost artifact. One tap, sacrifice Lodestone Bauble
to put up to four target basic lands
from any player's graveyard
on top of his or her library in any order.
That player draws a card
at the beginning of their next turn.
So the idea here is
it allows you to get back your land.
It works with like Xern Orbs
or Xern Orbs in a different set.
It allows you that if you sacrifice your land for something
to get them back, it wasn't particularly strong
and I know
that in Ice Age there were some things
that sacked land, there might have been
a few that sacked
snow covered land because that was a
Ice Age Alliance thing
anyway
not super memorable card
next, Shield Sphere
zero cost, zero six
counts as a wall
if Shield Sphere is assigned as a blocker
put a minus zero, minus one counter on it
so the idea is
it's a zero six wall, but every time it blocks
it shrinks, and so it can block six times
so Shield Sphere
so this is a good example
of a card that I think
I mean, we wouldn't print it today
only because we don't really want to, I mean,
we might reprint it today in the right set,
but we wouldn't put it in a premier set
because we don't use minus zero, minus one
counters anymore.
But Shield Sphere is interesting in that
there are
definitely decks, like Fruity Pebbles
was an old deck
that would keep
casting the same card
multiple times, doing damage with it.
And so Fruity Pebbles really wanted
a zero-drop creature.
I think they used Ornithopter
for some of the time. Shield Sphere got used
for some of the time. So, I know
Shield Sphere has seen tournament play
just because
a zero-drop 0-6, when you're
trying to be defensive and not offense, is better
than a 0-cost 0-2 flyer.
Now, given you can only block
so many times with it, but whatever. If you can block
usually six times, it's doing its job.
And a lot of the
reason it got played was shenanigans with it
being a 0-cost card.
Okay, next up.
Lion's Eye Diamond.
This is from Mirage.
So, Lion's Eye Diamond
is a very
interesting story.
So, Charlie Cattino made this
card because
he wanted to make a bad lotus.
And, uh, so originally, Lion's Eye Diamond wanted to make a bad lotus. And so
originally,
Lion's Eye Diamond is zero. Sacrifice Lion's Eye Diamond.
Discard your hand.
Add three mana of any one color to your mana pool.
Play this ability as a Manasaurus.
So originally it tapped for Cullis
because Charlie liked
making bad cards.
So he was trying to make a bad version of a lotus.
And in development,
I said, look,
if we're going to make a bad Lotus, it should at least be a Lotus.
So I got them to change it to make it colored mana.
So here's a good example
of how powerful Black Lotus is.
So we redid Black Lotus,
except you had to
discard your entire hand.
So it's Black Lotus with the downside to discard your entire hand,
and that card is still broken
and still causes infinite problems in different formats.
This card has been banned and restricted.
So Lion's Eye Diamond,
we really made it as a card that we thought was going to be...
I think we thought it was just a bad card.
Ha ha, it's funny bad.
And it ended up being a little better than bad.
So it is funny.
So Lion's Eye Diamond is a good example.
If you ever want to know how powerful it is.
Okay, next up from Visions is Phyrexian Walker.
Zero mana, zero three.
So we had made a zero mana, zero two flyer.
We made a zero mana,-6 that can block 6 times
so the next step was to try a 0-3
Phyrexian Walker
once again, 0 cost
creatures
Fruity Pebbles and stuff
I think Shield Sphere got used the most
of these, Phyrexian Walker might seem a little bit
of play
but something about it, players seem very excited
about 0 cost creatures and so seen a little bit of play. But something about it, players seem very excited about zero-cost creatures.
And so,
note that thus far, none of them have
any power.
Obviously, there's enough of these that I'm going to do a second
podcast on them. And in the second podcast,
we do get to one, eventually,
that has power. But we haven't got there yet.
So, Phyrexian Walker was just
another attempt to do
a zero-Cross creature.
Okay, we're going to end today to hammer home the theme of how powerful a Black Lotus is.
I will talk about Lotus Petal.
So, I made Lotus Petal in Tempest.
So, Lotus Petal costs zero.
Tap, sac, add one mana of any color to your mana pool.
Play this as a mana star.
So it's a black Lotus for one mana.
Not three mana.
For one mana.
For one mana.
Broken.
It's been banned and restricted.
So even Lotus, when you take away two of the mana,
just for one mana, is still quite good.
I mean, this was clearly made...
Obviously, we called it Lotus Petal,
so it was clearly made as we were trying,
a lot of early Magic,
we made what we call fixed cards,
where it's like, oh, let's take this broken card
and make a not-broken version of it.
And we would make it weaker,
and then a lot of the time it was still too good.
So take Black Lotus,
give a third of its abilities,
and still too good.
Okay, guys, so it's clear to me, as I look at my, I and still too good. Okay, guys,
what's clear to me, as I look at my, I have a lot more cards to talk about, and
so I'm going to have to do another section
of this. So, hope you guys enjoyed part one.
It was a lot of fun to talk about cards. I love
doing these card-by-card things.
But anyway, guys, I am
now at my desk. So we all know what that means.
This is the end of my Drive to Works. Instead of
talking magic, it's time for me to be making
magic. I'll see you guys next time.
Bye-bye.