Magic: The Gathering Drive to Work Podcast - #1061: Cards with Set Names
Episode Date: August 18, 2023In this podcast, I talk about all the cards that are also set names. ...
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I'm not pulling in my driveway. We all know what that means. It's time to drive to work at Home Edition.
Okay, so today's topic I got online. Someone on Twitter suggested this for me.
So I'm going to talk about cards, 22 cards in Magic that all have the name of an expansion, or of a set, I should say.
So I'm going to walk through, talk about how these cards got made, and then talk about...
Some of these were named after sets.
Some of them had sets named after them.
Some of them had nothing to do with the set.
So all sorts of things have happened.
So we're going to walk through those stories today.
And I'm going to go chronologically of when the cards came out.
So very first set, very first card is Visions.
So this is from the original from Legends
way back in 1994.
Cause one white mana, it's a sorcery.
Actually, let me read you the actual Legends version.
You may look at the top five cards of any library.
You may then choose to shuffle that library.
And so
the flavor was, Visions of Glory
spare my aching sight, ye unborn
ages, crown not on my soul.
Thomas Gray, The Bard.
So, basically
so
Visions, it was a random
do-nothing card in Legends.
One of
the things about Legends design
is the team that made it,
this was very early in Magic, and
they had a lot of cards that sort of
like, sounded like weird
effects, you know, and
Legends sort of has this reputation
of like, there's some really powerful effects, and there's lots
of like, eh.
Visions was one of the more eh effects.
But anyway, when we
were naming, so
Mirage, there was a Mirage block.
When you're naming the second card on the Mirage block,
Visions was,
that's what it ended up being called.
But I remember at the time,
I think I actually brought up, I said,
you know there's a card called Visions, is that a
problem? And the answer was,
eh, there's a lot of magic cards.
You know, we can't not name things after magic cards.
You know, magic set names are a lot more restrictive.
So no, you know what?
We're not going to draw the line.
You know, so...
Although the interesting thing is,
in Mirage,
so before Visions came out,
there was a card that you guys would know as Shimmer.
Two blue-blue enchantment.
When you play Shimmer,
choose a land type.
All lands of the chosen type gain phasing.
That was originally called Mirage.
And we decided that we, at the time,
didn't want to have a card in the set
with the same name as the set.
So we changed it to Shimmer.
So when we got to this set,
we're like, you know, I said,
okay, well, we just said we didn't want to have Mirage and Mirage.
Is it okay to have Visions? There's a card called Visions. And yeah, I said, okay, well, we just said we didn't want to have Mirage and Mirage. Is it okay to have Visions?
There's a card called Visions.
And yeah, we said, okay, look, there's going to be a lot of magic cards.
Sets are restrictive.
Okay.
So we said, fine.
Fine.
Cards and sets can have names.
Visions made that call.
Okay.
So the next card is from Ice Age.
It's called Cold Snap.
Two and a white enchantment.
Cune of upkeep two.
What that means is on your first turn, you have to pay two or it goes away.
Then four or it goes away.
Then six.
Then eight.
It keeps going up by two.
During each player's upkeep, Cold Snap deals one damage to that player for each snow-covered land he or she controls.
Who knows from whence the winter comes?
Okay.
So the story behind Coldsnaps.
So this, um,
in Ice Age, um,
they were just
trying to make a card that punished people for having
snow-covered land, but they didn't want to
cover too much. You can tell this is
early. It's white doing damage, which
is a little quirky. Um,
but, uh, and the C cube of upkeep was like,
well, we don't want to punish too much.
But it does one damage for each
snow-covered land. So the idea is
if you're playing all snow-covered lands,
this could be
something. Now the problem, what ended up
happening in Ice Age was
there was too much negatives toward the
ice-covered lands
and not enough positives, so there was a little bit of play, but not much. It's just there was too much negatives toward the ice-covered lands and not enough positives.
So there was a little bit of play, but not much.
It's just there was too much negative,
too much disadvantage to doing it.
Interesting.
So when we were making the set cold snap,
we decided that we wanted to name it
after something that was in the Ice Age block.
We would use the same technique in a second
when we got to the Time Thrower block.
So anyway, basically we looked through all of Ice Age.
I think we looked through alliances as well,
but we kind of wanted it to be from Ice Age.
And the name we liked best was Cold Snap.
Now you'll notice the actual name of the expansion
is not two words.
It is all one word.
But the card is two words. I brought that up at the time. And you're like, well, we like it better as one word. But the card is two words.
I brought that up at the time.
And you're like, well, we like it better as one word.
And that's fine.
It's still reminiscent.
I think we like Cold Snap because it was reminiscent of Ice Age.
The idea of cold.
It was a card that referenced a card in the set.
So that's how that came about.
Okay, the next card is in Homelands. It's Prophecy.
One-way mana sorcery.
Reveal the top card of target opponent's
library to all players. If it is a land,
gain one life. That opponent then
shuffles his or her library. Draw a card
at the beginning of the next turn's upkeep.
Yeah, this was one of those
quirky cards where
it just was like kind of a minimal effect. Now this was one of those quirky cards where it just was like kind of a minimal effect.
Now, this is one of the early cantrips where when cantrips first got introduced, they got delayed by a term we call slow trips.
So this Homelands was ready for Ice Age.
So we hadn't yet come to the conclusion that we should just draw a card right away.
But the idea is this essentially was a cantrip, although a slow trip.
And it didn't give much. It just sort of
let you get a land
if you got lucky or gain a life.
Actually, you don't even gain a life.
Yeah, you didn't
get the land. You just, you got a life if you hit
a land. I don't know. It was a very minor effect.
The one interesting trivia thing about Prophecy
the card was
this is a fine trivia question.
Name the card that has the reflection of a legendary creature in the same set.
In Ishan Shade, it's an eyeball.
The card is an eyeball, and you see Ishan Shade in it.
And in the story, I think there's a prophecy about Ishan Shade.
Anyway, so this is another example where, oh, okay.
So this is the first time.
Visions and Coldsnap.
Well, Visions didn't exist yet.
Happened later.
Coldsnap didn't happen later.
Prophecy, I guess.
Oh, yeah, never mind.
It's the same thing.
We named Prophecy.
It just had its own name.
It fit in the flavor there.
And then years later, we were trying to name a set, and we liked the name Prophecy.
Like, well, there's a card called Prophecy.
Like, whatever.
That's fine.
Okay, next up, we get
to Tempest. So,
the card is Apocalypse.
Two red, red, red
sorcery. Remove all
permanents from the game. Discard your hand.
There's a future in which I can see
only mist in a single shadow.
Oracle and Vec.
So, Apocalypse was us trying to make
a board
wiper that was red. Something
that had been done a few times, but actually not a lot
back then. The interesting
thing about this one is this
removes enchantments, which really red's not
supposed to do. I mean, it blows up everything.
I think at the time we were like, well,
okay, red can't really destroy enchantments,
but what if it just blows up everything?
But nowadays, I think we would leave the enchantments. We wouldn't blow up the enchantments.
But anyway, I guess the idea here is, like, it's all for broke, right?
You have to destroy everything and discard your hand.
Anyway, I don't think—the Scarves saw a teeny tiny bit of play, but...
Anyway, so Apocalypse is another set.
So we're still at sets that the card came before the set.
So Apocalypse would be in the Invasion block.
It was the third set that had an enemy theme.
And once again, I think at this point we're just like,
okay, we can name sets after card names and not worry about it.
Okay, next up is in Stronghold, Torment.
Torment's one and a black.
Enchant creature.
Enchanted creature gets minus three, minus oh.
Volrath has killed me.
All that remains of me is the scar, Taimgarth.
Oh, the flavor of this was a cool card.
So this is part of the Weatherlight story.
Volrath is really good at torturing people.
And so,
Tongarth gets captured.
And so the way he tortures Tongarth
is he scars him
because Tongarth is so vain about how he looks.
And anyway, this card is all about that.
This is a pretty simple card.
I'm not sure whether this is the first time
we did minus N minus O as an enchantment.
The idea we liked a lot about it was, well, I'm not sure whether this is the first time we did minus N minus O as an enchantment. The idea we liked a lot about it was, well, I'm weakening you, but I'm not killing you.
You know, I'm just lowering your power.
So the idea of a negative aura that sort of affects the creature, but doesn't kill the creature.
Okay, so Torment, again, will come later.
Torment's the second card, third card.
The third set, yeah, the second set, sorry,
in the Odyssey block.
So we are still on cards that later
they become set names.
Next up is Onslaught.
Onslaught is from Exodus.
So Onslaught is oneslaught is from Exodus.
So Onslaught is one red mana enchantment.
Whenever you successfully cast a creature spell, tap target creature.
You can tell this is from early on.
This is, so Tempest is like 98.
Because red is not supposed to be tapping creatures.
I think we did a lot of experimenting in the early days of trying to like, oh, what if, like, red, for example, has panic effects.
So the idea that red could keep a creature from blocking is something that it could do.
So, I mean, I get where we were going at.
Tapping target creature is not that different than it can't block.
Although you can cast instance on your opponent's turn to tap attacking creatures.
That's a little different.
Also, it's another good example where we try to separate colors.
Like the idea that red makes target creatures not be able to block it,
where white taps them, or blue taps or untaps them.
Like, they're similar, but they're different,
so they feel a little bit different.
Anyway, Onslaught, this was the second set of the... I'm sorry, the first set of the Onslaught block.
So, is this the first large set?
Yes.
So, Onslaught is the first time that we had a card
that would later go on to be a large set.
Visions...
No, Coltsnap was small.
Visions, Coltsnap, Prophecy, Apocalypse, Torment,
all small sets.
Onslaught was a large set.
Okay, next we get to Time Spiral,
which is in Urza's Saga.
So Time Spiral is four blue blue sorcery.
Remove Time Spiral from the game.
Each player shuffles his or her graveyard and hand into his or her library.
Then draw seven cards.
You untap up to six lands.
So this is what we call the free mechanic.
It's something I designed in Urza's Saga.
At the time, I think Bill decided that we shouldn't do cantrips every set,
that, like, cantrips are more exciting if we
rotated them. Same we did with multicolor.
We had this philosophy early on that, like, part of
making things exciting is just don't do them for a while.
And we have found that certain things
do work like that, but certain things that are just
general functional things don't.
Cantrips, multicolor,
that's kind of functional. Every set should have access to them.
We shouldn't, shouldn't hold back.
But anyway, we couldn't make
cantrips.
So the free mechanic was me turning
cantrips on their ear. So what a cantrip
is, is an effect that's small
in which you pay
mana, but you don't lose the card.
Right? That
you draw to replace the card.
So it's like, okay, I'm paying mana, I'm losing my mana,
but I'm not losing the card.
So the idea of the free mechanic was,
what if we flip that on its ear?
What if we have effects where you get the mana back,
but you don't get the card back?
But the idea behind the free mechanic is,
well, I can't cast it until I'm able to cast it,
so I actually have to spend mana,
but then it untaps the mana.
The free mechanic might be one of the most broken things,
mechanically, that I've made.
The problem essentially is that the untapping is very valuable.
And it just says untap lands.
It doesn't specify basic land or anything.
So if the land you untap tapped for more than one mana,
which is something we used to do in the early days,
so we don't really do much anymore,
it allowed you to go up in mana.
So I can cast a spell, a free spell,
and not only did I not pay for that spell, sort of,
but I went up in mana.
And especially with something like Tolarian Academy
that can tap for a lot of mana,
it just did kind of crazy things.
And the weird thing about the free mechanic is
it's hard to balance,
because there's a lot of free spells that if they cost one more, they might be more powerful, not less.
So Time Spiral was created, I mean, I made the free mechanic, but the card itself I think was made by William Jockish.
So when I first started at Wizards, there were four people that were full-time on Magic.
It was me, Bill Rose, Mike Elliott, and William Jockish.
Henry Stern would join us
maybe a year or so later.
Anyway, I believe it was
William's suggestion
that we do Time Twister,
free Time Twister.
Surprise, surprise!
This went on to be
a very powerful spell.
I mean, the free mechanic was broken,
but this particular effect
was especially good
because, you know,
what you want after your time spiral?
Mana to cast all the spells you just got.
So it's very efficient.
Okay, so this is the first
set, I'm sorry, the first named card
where, well not true,
I guess Cold Snap we named it after an Ice Age card,
but this is the second time
where when we were making
the set Time Spiral,
we thought it would be fun for that block, since it had
a Nostalgia theme, to name all three sets after an existing card. So Time Spiral, we thought it would be fun for that block, since it had a nostalgia theme,
to name all three sets after an existing card.
So Time Spiral was our choice.
The set was all about the past and manipulating time.
And so anyway, Time Spiral just felt like a cool name.
Next, Morning Tide. So Morning Tide showed up in Torment.
Okay, so one and a white, Sorcery.
Remove all cards and all graveyards from the game.
The spirits of the righteous shall rise
into the night. Even driftwalkers will fly
like Avon. Major Tarot.
Okay, so Morning Tide.
Odyssey block
was a block all about the graveyard.
So one of the things you do in a set
where you're playing in a certain theme is
make sure you give some answers.
So black, white, and green
all have some ability to
remove cards from graveyards.
And so this was just a pretty
sweeping one. Two mana, remove all cards
in all graveyards.
And then Morning Tide
was the second set in the Lorwyn
block. I think we ended up calling it Morning Tide because we liked Morning Tide and Evening Tide was the second set in the Lorwyn block.
I think we ended up calling it Morning Tide because we liked Morning Tide and Evening Tide
so that they could parallel each other
between the two mini blocks.
But anyway, that is that card.
Next up is Planar Chaos, two and a red, enchantment.
At the beginning of your upkeep, flip a coin.
If you lose a flip, sacrifice Planar Chaos.
When a player plays a spell, that player flips a coin.
If he or she loses a flip, counter that spell.
So planter
chaos was in Judgment,
which is in the Odyssey Black.
It's in the Odyssey Black. And
it's just a weird card. It's just a quirky
card.
It definitely is something that
you know,
I think sometimes we
make cards that are kind of, like, red is the color of chaos.
And so we like doing stuff that just feels chaotic.
That's what that card is.
It's just like, who knows what's going to happen.
And we want, you know, crazy things to go on.
So, anyway, I think that's cool.
I realized I skipped a card, by the way.
I'm going to go back.
I skipped Conspiracy.
Conspiracy was in Mercadian Masks.
So Conspiracy says,
three black black enchantment.
As Conspiracy comes into play,
choose a creature type.
Creatures you control and creature cards
in your graveyard, hand, and library
are the chosen type.
So it's a typal thing.
It's weird.
I mean, I think we literally put it in black
because we liked
the name conspiracy
which felt like a black card
the ability really
should be in blue
and not in
and we later remade
this in blue I believe
I think we did
at least we've tried to
if we haven't actually made it
but it just fit the name
there was a lot of flavors
of conspiracy
I think they were trying
to capture the flavor
of there was
in the Mercadie Mass story there's a conspiracy of conspiracy. I think they were trying to capture the flavor of... In the Mercadie Mass story, there's a conspiracy going on.
And I think they felt that this card was a good thing for that.
So that's how it ended up in black.
It's kind of quirky.
So this ended up to be a supplemental set.
There's Conspiracy and Conspiracy Take the Crown.
That's all about...
It's a multiplayer draft set that also manipulates the draft.
There's cards called conspiracies that manipulate the draft.
And this is another example where the card pre-existed the name of the card.
Okay, next up is, oh, sorry.
I jumped off Planar Chaos. I didn't explain Planar Chaos.
Planar Chaos, when we were trying to name the three sets,
we liked the first set being Time Spiral.
The second set was all about, you know, things being different and weird.
So we liked to name it Planar Chaos.
And the third set, it was Future Sight.
So Future Sight is my next card.
Two blue, blue, blue.
Mercadian Masks.
So it's play with the top card of your library revealed.
You may play the top card of your library as though it were in your hand.
I did an article about this in one of my recent articles
talking about upcoming sets
or talking about sets that just came out.
I think this is the first card.
You look at the top of your library.
You can play stuff off the top of your library.
Basically, this is from the Onslaught block.
The flavor text of this card is
My past holds only pain and loss.
I will conquer it by creating the perfect future.
Ixodor, Reality Sculptor.
So Ix, uh, Ixodor was the bad guy of the story.
Kamal was a good guy.
Uh, and he could sort of shape reality, so we were sort of playing in that space.
Um, the art is interesting in that it shows different points in his life,
so he's remembering things.
Um, anyway, my, my main memory with future sight was
when it came out there used to be a scry magazine was a magazine put out um and they would pick the
worst card of each set and they picked future sight is the worst card of the set and i remember
the time going look this is a dangerous crazy card i made this card and i i'm like maybe this
card isn't broken but maybe it is is. Like, you're gonna pick
this as the worst card in the set? I couldn't believe they picked it.
And then years later, we banned it. So,
poor choice for worst card in the set.
Anyway, Future Sight.
We knew that the first set
was about the past, and there's no name that said the past.
We like Time Spiral. Second set
was about sort of alternate reality. We like Player Chaos.
The third set was about the future. So, we're like, hey,
we have a card that, like, we
went to look for cards we thought were evocative
and future sight seemed cool, so we used that.
Okay, next up is
March of the Machines. Now this is
technically, technically, the set
is March of the Machine, not
March of the Machines. So I'll
draw a little caveat that this is not exactly the name.
It's very close. So this
card is from Mirrodin.
So it's three and a blue.
Each non-creature artifact is an artifact creature with power and toughness,
each equal to its converted mana cost.
It's an enchantment.
So I'm blinking on the name of the card.
This card was essentially a green card in early magic.
And it was a fun card.
Fraylees? What's the name of the card? I'm blinking on the name of the card. It was a green card in early magic. And it was a fun card. Fraylies?
What's the name of the card? I'm blanking on the name of the card.
It was a green card in early magic.
And
basically,
the...
Green hates artifacts.
Blue loves artifacts, and green hates artifacts.
So green seemed to be the worst
color to put this ability in.
So basically, when I was making
Mirrodin, I'm like, let's fix that.
Let's just do, oh, Titania Song.
Titania Song. So Titania Song
was originally in Antiquities.
And I like Titania Song. I made a lot of fun
decks with Titania Song, but the color pie
guy in me said, look, Titania Song is not the color it's supposed to be in.
So Martian's Machine was me just color
correcting and putting in the correct color
what the ability's supposed to be, but it's a fun card.
Okay, so
next up, we have Conflux.
So Conflux, the first set, that
is a card named after a set
in the set that it's named after.
So we chickened out Mirage and changed it, but we did
not in Conflux. So Conflux
is three white, blue, black, red,
green for a sorcery. Search your
library for a white card, a blue card, a black card, a red card, and a green card.
Reveal those cards and put them into your hand, then shuffle your library.
After years of world-bending machinations, Bolas's triumph is at hand.
Spoilers, it wasn't.
So this is in the...
Conflux is the middle set of Shards of Alara.
And we just wanted to make an exciting... Oh, so the way it worked was Shards of Alara. And we just wanted to make an exciting...
Oh, so the way it worked was
Shards of Alara had a three-color theme.
Conflux had a five-color theme.
And Alara Reborn was all gold cards
and kind of had a two-color theme.
Yeah, that's weird.
It's a weird thing.
That's what we did.
So anyway, in a set all about
five-color madness,
five-color craziness,
we thought
that we should have some five color cards
and so one of them, we thought this was
a really really cool card, it tutors for five different
cards of five different colors
it shows Bolas casting a spell
so anyway we named it Conflux
we got over our whole let's not name sets
the same name as cards
okay next up is Hour of Devastation
so this shows up in the is Hour of Devastation.
So, this shows up in
the set Hour of Devastation. So,
again, we finally said, okay, we can just
name cards after themselves.
So, it's a sorcery. All creatures lose
indestructible end of turn. Hour of Devastation
deals 5 damage to each creature and each non-Bolas
planeswalker. Everything here
exists or perishes at my whim, including
you, Gatewatch, Nicole Bolas.
So basically in the story,
the Gatewatch go to stop Nicole Bolas on Amonkhet,
and it goes disastrously,
and he, I mean, it was the first act of a three-act story,
so he defeats him, obviously.
It's interesting, we had to lose the indestructible,
because in the actual story of the Hour of Devastation,
he destroys all the gods, which were indestructible.
That's why that line is there, so that it matches the story.
And then we put non-Bolas Planeswalker in because Bolas would not destroy Bolas, so we thought
that was flavorful. We like putting non-stuff when it adds extra
flavor. So like Conflicts, Hour of Devastation just was in Hour of Devastation.
So it was a card named after the set it was in. Okay, next up
is Indominaria.
Was Weatherlight.
So I think this is the first time.
Let me go back and look here.
We have cards in which there would later be a set named that.
But I think, and there's cards in which the set it's in is named that.
But I don't think, I think Weatherlight's the first time
we name a card named after
an existing set. So,
Weatherlight costs four mana for
a legendary artifact vehicle flying.
Whenever Weatherlight deals comment damage to a player,
look at the top five cards in your library. You may
reveal a historic card from among them and put
it into your hand. Put the rest on the bottom of your library
in a random order. Artifacts, legendaries,
and saigas are historic. Crew, three.
And it's a four or five vehicle.
So basically, Weatherlight
was the first name,
it was the first set in which the Weatherlight saga
started. It was the third set in the
Mirage block. But we actually
wanted to, like, we were back in Dominaria,
vehicles were a thing, we were like,
you know, Weatherlight was a vehicle, but vehicles
didn't exist at the time we made the Weatherlight, so we're back in a place, you know, we finally are back in Dominaria. Vehicles were a thing. We're like, you know, Weatherlight was a vehicle, but vehicles didn't exist at the time we made the Weatherlight.
So we're back in a place, you know, we finally
are back in Dominaria. There's another Weatherlight.
How do we not make a vehicle out of the Weatherlight?
And we talked a little bit about there's a set called Weatherlight,
but at this point, we're like, okay, there's seven cards
overlap. So we just called it Weatherlight.
Okay, next up,
Mirrodin Besieged.
So now we're getting into,
this is Modern Horizons.
So now, I think Weatherlight this is Modern Horizons. So now
I think Weatherlight was named Weatherlight
not because there was a set named Weatherlight, just because
that was what the card should be called because it was the Weatherlight.
Mirrored and besieged
is us making a card
where the name of the card
wasn't, like we're purposely
doing this on purpose now. We're making a card that's named
after a set on purpose. So mirrored and besieged
two and a blue enchantment.
As Mirrodin of the Siege enters the battlefield,
choose Mirrodin or Phyrexian. Mirrodin,
when you cast an artifact spell, create a 1-1
colorless Mirrodin artifact creature token. Phyrexian,
at the beginning of your end step, draw a card, then
discard a card. Then if there are 15 or more artifact
cards in your graveyard, target opponent loses
the game. So, this is 100%
top-down design, so
we can call it Mirrodin Besieged.
Mirrodin Besieged was in Scars of Mirrodin.
It's the set where the Mirrins fight the Phyrexians, and only one will win.
And we didn't tell you that we had two names for the third set.
It was either New Phyrexia or Mirrodin Pure, depending on who won.
Phyrexians won and became New Phyrexia.
But this was made in Modern Horizons literally as just a nod to that.
Okay, next up.
So this is War of the Spark.
There is no actual card called War of the Spark.
This is Heroes of the Realm.
And we got a Heroes of the Realm R&D or Studio X for making the War of the Spark set.
So we decided to make a War of the Spark.
So it's three in a black.
It's in a saga.
As the saga enters, and after you draw a step,
add a lore counter, sacrifice after three.
That's a reminder text for sagas.
Chapter one.
Each player may put a Planeswalker or zombie card
from War of the Sparks from their hand
or graveyard onto the battlefield.
So it's literally...
So because this is Heroes of the Realms,
we have some freedom.
This is not a printed card, so we wanted to make reference to it. So the idea is it this is Heroes of the Realms, we have some freedom. This is not a printed card,
so we could do a lot...
We wanted to make reference to it,
so the idea is it's referencing War of the Spark,
which is what we're being rewarded for.
We got the thing.
Number two, sacrifice any number of creatures
and or planeswalkers.
Each opponent sacrifices that many creatures
and or planeswalkers.
A lot of characters died.
Number three, exile up to one target bolus.
Proliferate three times.
Well, the bololas got defeated.
So once again, this is not designed to be played.
It's designed to be read and sort of...
It's got a really cool stained glass that shows all the characters.
And on one side are the Eternals, the other side are the Planeswalkers.
Anyway, it's a really cool card.
Next, this is from Modern Horizons 2, Urza's Saga.
Chapter one. So this is Enchantment Land so that we can 2, Urza's Saga. Chapter 1.
So this is Enchantment Land, so that we could make it Urza's Saga.
Chapter 1.
Urza's Saga gains tap, add Cullis.
One Cullis.
Chapter 2.
Urza's Saga gains two and tap, create a 0-0 Cullis construct artifact.
Creature token with this creature gets plus one, plus one for each artifact you control.
In Chapter 3, search your library for an artifact card with mana cost zero or one, put it in the battlefield, then shuffle.
So this card came about...
I think Allie made this card.
Allie Medwin
made this card.
I think she was tickled by the fact that
you can make a card called Urza's Saga,
and its land type could be Urza's Saga.
Assuming it's an enchantment and the land,
Urza's is a land subtype
and Saga is an enchantment subtype. Well, clearly it has to be a Saga, because it's called Urza's Saga and it's sub enchantment and the land, Urza's is a land subtype and Saga is an enchantment subtype.
Well, clearly it has to be a Saga because it's called Urza Saga and it's subtype Saga.
And it needs to be about Urza's.
So all these different abilities are referencing different Urza cards, referencing the Urza lands and different what Urza cards do.
It's a beautiful, beautiful design.
It is really quite cool.
But anyway, that is Urza Saga.
The next
is another Heroes of the Realm card
that was celebrating the Secret Lairs.
And it's called the Secret Lair.
Legendary Land Lair. Tap
Add Colorless. Tap Save the Secret Word
and one man of any color,
scry one, you gain one life.
So this was made
by the Secret Lair team. Mark Hagen's in charge
of the Secret Lairs. Supposedly
only Mark Hagen knows the secret word.
And Secret
Lair itself
was named after
I made a card in
Unhinged
called R&D's Secret Lair.
And when we set up in the latest
in our office, in the latest place we set up, we had tables that we could play at. And I put up R&D's Secret Lair. And when we set up in our office, in the latest place we set up,
we had tables that we could play at.
And I put up a card called R&D's Secret Lair.
I put up the card by that area.
So everyone referred to it R&D's Secret Lair
because I put the card up.
So anyway, he got inspired by that
and ended up calling the whole project
Secret Lair for his project.
Okay, three more cards.
I'm going to finish this up real quick.
The Brothers' War,
which was in The Brother's War, which was in
The Brother's War,
is a saga, three in a red.
It's an enchantment.
One, create two tap power stone tokens.
Two, choose two target players
until next turn each creature they control
attacks the other chosen player, each coming to Fable.
Chapter three, The Brother's War deals
X damage to any target and X damage to any other target
where X is the number of artifacts you control.
So anyway, we were making a set called
The Brother's War. It makes sense to have a
saga called The Brother's War. I think we had
one called The Antiquities War, which is another
name for The Brother's War in
Dominaria. But we did not use the name
The Brother's War, and so this just was a cool place
to put it. The story is pretty
red, so we put it in red.
Okay, next up.
All Will Be One. So,
All Will Be One was in Phyrexia All Will Be One.
So, this is not called Phyrexia All Will Be One,
but we'll count it.
Three red red enchantment. Whenever you put
one or more counters on a permanent or player,
All Will Be One deals that much damage to target opponent,
creature and opponent control,
target opponent, creature and opponent controls, target opponent, creature and opponent controls,
or planeswalker and opponent controls.
Oh, to target opponent, creature and opponent
controls, or planeswalker and opponent controls. You have three choices.
The invasion tree broke through the blind
eternities and sent Phyrexia Perfection
coursing across the multiverse.
This was the moment where the invasion begins.
It felt only right to call it
All Will Be One, and it was cool when they said
All Will Be One.
Okay, the final card we'll talk about today is Rise of the Eldrazi
that is in Commander Masters
so to stay relevant
so Rise of the Eldrazi costs 9
Cullus Mana, Cullus Mana, Cullus Mana
it's a sorcery, the spell can't be countered
destroy target permanent
target player draws 4 cards, take an extra turn
after this one, exile Riseia the Eldrazi.
And still the Titans were not sated.
So I think what this does is the original three Eldrazi Titans, the legendary Eldrazi,
each had an ability that couldn't be countered when you cast them.
And these are the three abilities together.
I'm not sure whether or not the mana cost adds up or anything.
But it is the three Eldrazi abilities as a card.
So, yeah.
And it's from
the Rise Eldrazi is the set that
the three Eldrazi first showed up in. So that's why
it's kind of a fun name. Just so you
understand, it's now become a game for us
to try to make cards that take names
of expansions and make them into cards.
It has become a game.
Mirrored into Siege, The Brothers War, Urza's Saga, Rise of the Drazi
is us sort of playing in that space.
So we will be doing more.
In fact, there are more up and coming.
I've seen some.
So it is something we enjoy.
It's a little game we like.
We will continue to do it.
Anyway, I hope this was fun. A little jaunt through.
Look at random magic cards.
I've heard from players they enjoy when I do
card-by-card episodes and they
like it when I do weird themes. So I thought
this was a fun theme that was recommended.
So, hope you guys enjoyed it. But anyway,
guys, I can see my desk. So we all know what that
means. It means this is the end of my drive to work.
So instead of talking magic, it's time for me
to make it magic. I'll see you all next time.
Bye-bye.