Magic: The Gathering Drive to Work Podcast - #1074: Alternative-Win Conditions
Episode Date: September 29, 2023There are many ways to win a game of Magic without reducing an opponent's life total to 0. In this podcast, I talk all about alternative-win conditions. ...
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I'm not pulling out of my driveway. We all know what that means. It's time for another drive to work at Home Edition.
Okay, so today's topic is alternative win conditions, what we also refer to as alt-win conditions.
So, when Richard Garfield made the game of Magic, he built in a win condition.
The win condition is each player has 20 life, and when it gets to zero life you lose
and so that is how your
opponent beats you, they're getting you to zero life
but
there are other ways in Magic
to win and one of the
fun things about alt win conditions is
they really let you sort of
think differently
build different kind of decks
and just play in a way that
is not the way you normally play.
Okay, so the first
alt win condition actually
was built into the very fabric
of the game. So when Richard was
making magic, there's a problem.
What if we get to a game state where
neither player can defeat the other player?
Let's say the board, you know,
gets all gummed up, I don't have any evasive
creatures. Okay, well what's going to make the game end? Like, the game needs to end
at some point. So Richard came up with the idea of, okay, well, you have cards in your deck.
What if, if you just can't draw a card, you lose the game? And like I said, that was originally
made much more as a means just to ensure that the game ends. But early magic, somebody says,
okay, I'm going to play a control strategy.
I'm going to keep my opponent from doing anything. How do I win? Oh, wait a minute. I don't need,
as long as I make sure that I have more cards than my opponent, which can happen from just
starting with more cards, or maybe I have one or two effects that shuffle cards in,
and that I'll beat my opponent because I'll get them to a state where they can't draw a card.
And then there started to be card drawing cards that you could use on your opponent,
like if they were low enough and I target my opponent with them,
sometimes I could kill them with the draw spell because they couldn't draw enough cards.
Once that became a thing, in Antiquities, which was the second ever expansion,
the East Coast playtesters that designed that set
made a card called Millstone.
And so Millstone was the first card
that actively put cards from a player's library
into their graveyard.
So by the way, Millstone is where the term mill comes from,
which may not make sense in a vacuum.
And so anyway, the idea was that this was,
you know, I could be more aggressive. I could defeat you because instead of vacuum. But, and so anyway, the idea was that this was, you know, I could be more aggressive.
I could defeat you
because instead of trying
to take your life down to zero,
I could go after your library
rather than your life total.
And it became a very fun
sort of alternate strategy.
It was popular with mill decks,
not mill decks, it is milling.
It was popular with control decks
because a lot of times
if you stall the game,
it just could be a means to win
without having to actually
have creatures yourself.
That a single millstone
could win the game for you.
Milling became popular enough
that we started putting,
most sets nowadays have milling.
Milling's primary blue,
secondary black.
The other colors can mill themselves
in certain
circumstances, although
more green, green than red than white.
White does it the least.
And we started just sort of incorporating
one of the things we do all the time,
not every set, but we'll often do an
uncommon blue card that
has repeatable milling. The idea
being if you get this early, maybe you can build around
it. So we've definitely had mill strategies
be something that's a draftable thing.
But anyway, milling has gone on to be
sort of something that shows up
not in every set, but in a lot of sets.
And it is definitely something that
occasionally matters if you have long games
where, you know, it gets to the point
where somebody can't draw.
Okay, next up, the next all-win condition happened in the third expansion, Legends.
In it were two cards that could give the opponent poison counters.
So the idea of a poison counter is that if my opponent ever gets ten poison counters, they lose the game.
So the idea was, it just was stressing in a different sort of way,
the idea that I'm not trying to necessarily deal damage to you,
I'm not necessarily trying to run out of cards,
I'm just trying to get you this counter.
Now, we tend to tie poison to creatures,
meaning the most common way that you will get poison to somebody is
through attacking with creatures.
We do have a few ways to give small amounts
of poison to the opponent that aren't creatures,
and we do have some mechanics
like proliferate, that once
they have a poison counter, can give them more poison
counters. So there
definitely are different ways to play a poison
strategy. There's a very aggro
way, where you're attacking with a lot
of small creatures. Or there's
a very controlly way where I'm trying to control
the situation. I give you a little bit of poison
and then I fan the poison to
defeat you.
Milling first started, like I said,
in Legends. It actually went away
I think the last one
we made was
sometime during Mirage Block.
In fact, Tempest was going to have a poison theme
and it didn't because we removed poison from the game at the time.
And then I went on a lifelong quest to get poison back into the game.
So, by the way, both milling and poison, I've done separate podcasts
solely on them. So if you want to learn more about milling and how we make milling cards or more about the fate of poison and how I finally got poison back in the game, I podcast all about that.
Poison, anyway, returned.
There were two cards in Future Sight that teased the return.
And then in Scars of Mirrodin, we brought it back in a big way.
We tied it to the Phyrexians.
In Future Sight, we created a mechanic called Poisonous.
And then when we actually, in Scars of Mirrodin,
ended up not using Poisonous and ended up using Infect.
The difference is Poisonous, when you hit somebody,
no matter how much damage you do with the creature,
the Poisonous is how much poison they get.
Infect was tied to the creature.
So if I have Infect, let's say I'm a 2-2 with Infect,
if I hit you,
normally you get two poison counters.
But if I Giant Growth
and make it a 5-5,
then you get five poison counters.
Infect,
there are some strategies
in larger formats
with sort of aggro poison decks.
Those tend to use Infect
because Infect plus,
you know, Giant Growth type effects
can win the game very quickly.
And then in Phyrexia All Be Won, poison came back again
because, once again,
it's very much tied to the Phyrexians.
I do think we'll do more poison in the future. It won't always
be tied to the Phyrexians, but
what we learned is it's the kind of mechanic that we
don't want to do too often, but if we
sort of space it apart and every
seven years or so do a
poison, people seem very excited by it.
Okay, the one other thing before I get into sort of the card-by-card stuff is this alt win condition is tied to a format.
It's a win condition that the format enables.
So in Commander, when they were building Commander, they were trying to figure out how exactly – what happens if one player just gains a lot of life?
How does the game end?
And so they came up with something called commander damage.
So commander damage says if your commander, and specifically only your commander, deals 21 or more damage to your opponent, then they lose.
They lose what's called commander damage.
It's a good example.
One of the things you'll notice, by the way, both milling and Commander Damage Fall in this is, they sort of came about, not because
something needed in a vacuum, but like
oh, well we need answers to things
and this is kind of the fallback answer.
Okay, now
early in Magic, there weren't, so
the very first alt win
condition card was actually
in Unglued.
It was the Cheese Stands Alone.
Four white, white enchantment.
If you control no cards in play other than
the Cheese Stands Alone and have no
cards in your hand, you win the game.
It's very interesting to note
by the way that a lot of these early alt win cards
were my doing
because I liked alt win conditions.
There's a lot of
this early stuff is me pushing them because I thought they were wind conditions, so there's a lot of the a lot of this early stuff is me
pushing them because I thought they were cool.
Chiefs End Alone will return
later in Black Border called
Bearing Glory. I think they're
very, very close to being the same card. There's some
slight things, but they're basically the same card.
Then, in
Invasion, we made Coalition Victory.
Sorcery,
three white, blue, black, red, green.
You win the game if you control a land of each basic land type
and a creature of each color.
Okay, so let's talk about sort of individual card designs
as I'm giving you some here.
So both the Chief Stands Alone and Coalition Victory
are examples of board state alt wins.
And what that means is I'm going to tell you something
you have to do on the board.
If you do that on the board,
then you can win the game.
Now, in Odyssey,
I made a cycle,
a five-card cycle
that was an alt win cycle.
So there's one of each color.
So Epic Struggle is another example of this.
Two green, green enchantment.
At the beginning of your upkeep, if you control 20 or more creatures,
you win the game.
So the idea of a upkeep, if you control 20 or more creatures, you win the game. So, the idea
of a board state alt win
card is, I'm just challenging you
to do something.
And what makes a good alt win card in general
is that it has to be something
that's not easy to do.
If it's something that you can just easily
do, it just becomes this...
It's not fun, right?
The reason the alt win cards are fun, and why they tend... It's not fun, right? The reason the all-win cards are fun and why
they tend to be Johnny-Jenny cards
is it challenges you, the player, to
figure out how do you do that? How do you
win with Cheese Stands Alone? How do you win with
Coalition Victory? And there's a lot of clever
things like Coalition Victory. It doesn't
say you have to have ten different creatures. It just
says you have to have a creature of all the different colors.
Oh, so if I play a creature of multiple
colors, that means I have to make less
cards.
And a lot of the fun,
especially of some of the board ones
is, can I come up with a weird board
state where you really have to think about how you have
to build it?
Epic Struggle is sort of like, I just want a lot of creatures.
Well, I'm in green. Green makes creatures.
How do I make that happen?
And the fun state there, I think, how do I make that happen? And the fun state
there, I think, of the board state ones
is just trying to be creative and thinking
about what you can do that
has to be, you know, something that
the player has to think about. The other thing to
keep in mind is, you'll notice
with the
Epic Struggle, it says at the beginning of your upkeep.
All five of the cards say at the beginning of your upkeep.
Something we learned from
She Stands Alone and Coalition
Victory. In fact, it's
funny.
Baron Glory does this where
She Stands Alone does not. She Stands
Alone, if it's true,
you win right away, where Baron Glory
says it waits.
So let me explain why we do this.
Why a lot of cards that are all
win set at the beginning of Depth of Keep, or why they're
triggered. Because we want to give the opponent
an opportunity to do something about it.
Some cards happen early enough to
do something with them. We'll talk about those in a second. But
the board state ones, usually I get to
the board state, and I don't want
to play my enchantment or
whatever card's going to win the game for me too
early, because I don't want you to get rid of it.
So I sort of wait till the board state is true and then I play it.
But to make sure there's some back and forth, normally we give the opponent sort of a turn
to deal with it so they have an opportunity to do something about it.
Okay, the next category is the counter category.
So I will use my red card from the cycle, Chance Encounter, two red, red enchantment.
Whenever you win a coin flip, put a luck counter on Chance Encounter. At the beginning of your
upkeep, if Chance Encounter has 10 or more luck counters, you win the game. Okay, so the idea of
the counters is maybe I want to see if you can do something, but I want to track it over time.
So for example, Chance Encounter says, hey, I want you to build a coin flipping deck,
and I want you to win some number of times. Well, how do I do that? Oh, well, I track it with
counters. And so the idea of counters is that you want to sort of make some condition, and then you
can use over time of tracking it. Another good example of this is, let's see, Helix Pinnacle.
Green enchantment, Shroud.
X, put X tower counters on Helix Pinnacle.
At the beginning of your upkeep, if there are 100 or more tower counters on Helix Pinnacle, you win the game.
And then there's an equivalent one called As Luck Would Have It from Unstable.
Green enchantment, Hexproof.
Whenever you roll a die, put a number of luck counters on as luck would have it, equal to the result
then if there are 100 or more luck counters on as luck
would have it, you win the game
so as luck would have it and helix pinnacle
are both saying, I'm challenging you to do something
helix pinnacle says, I need you
to spend 100 mana
as luck would have it says, I need you to roll
100 of die results
and so obviously both of those beget
a certain kind of deck, helix pinnacle wants you to have a deck that produces lots and And so obviously, both of those beget a certain kind of deck.
Helix Pinnacle wants you
to have a deck that just
produces lots and lots of mana.
Huge amounts of mana.
As Luck would have it,
it wants you to make a dice deck.
And Chance Encounter
wants you to flip coins.
It wants you to have
coin flipping cards.
So I think a lot of what
the counter ones are doing
is they're trying to encourage
a style of play
and then giving you something
that reinforces that.
Now, some things like caring about having 20 creatures,
like Epic Struggle, you can do in a board state way.
And part of the fun of a board state is now you have to do it,
you have to maintain that board state.
Well, I can play creatures, but you can destroy the creatures.
So I have to get to a game state where I have 20 left.
Whereas the counter ones, you don't undo
I mean, barring cards that remove counters
you don't really undo that, you know
every time I roll a die, I'm getting
counters to put on it. And that's why you'll notice that
as luck would have it, it has Hexproof
and Helix Pinnacle has Shroud
because it was earlier. Because
we didn't want you spending all this time and energy
and being so close to winning and then just
you know, naturalizing it or disenchanting it.
Okay, the next thing is what I will call the zone state.
So let's talk about Mortal Kombat.
Two black black enchantment.
At the beginning of your upkeep,
if 20 or more creature cards are in your graveyard,
you win the game.
So this is kind of like the board state,
except it's looking at something outside of the battlefield.
It could be looking in your hand. It could be looking in your hand.
It could be looking at your library.
It could be looking at your graveyard.
And the idea essentially is that some of them,
I mean, all of them affect how you build your deck,
but also some of the fun ones affect how you play.
So for example,
Mortal Kombat, you're trying to get cards in your graveyard.
So, not only do you make a deck such that you can do this, but also
it encourages you to be aggressive with your creatures.
If your creatures die, that gets you closer to winning.
You want to cast a lot of spells.
So, it definitely...
One of the fun things about building an alt-win
card is you want to not just
make a fun deck building experience,
but have fun challenging things to happen while you're playing.
Okay, another one from my cycle of onslaught cards, which falls in this category as well, is Battle of Wits.
Enchantment.
At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game.
So Battle of Wits is interesting.
Mortal Kombat clearly influences how you play.
Battle of the Wits is more of just putting a stake in the ground and says,
okay, you want to win with Battle of the Wits,
you need to have 200 cards in your library,
which means you need about,
usually Battle of the Wits deck have like 250 cards,
because you need to make sure when you get there,
that you in fact still have 200 cards.
Battle of the Wits is interestingly, of the five from Onslaught, Because you need to make sure when you get there that you, in fact, still have 200 cards.
Battle of the Witches, interestingly, of the five from Onslaught, is the one that had the most tournament play.
And so, I mean, it was a fringe tournament card, but it definitely saw play in tournaments, and it did well in some bigger tournaments.
But the interesting thing, like, the thing that Battle of the Witches does and does really well is part of what you're trying to do when you design an alt win card is you're challenging the player.
You're sort of like, I dare you.
I dare you to do this.
The Battle of Wits is I dare you to play a 250-card deck.
I dare you.
And the people embrace that.
And Battle of Wits was particularly fun because when you show up, like, I don't have to tell you I'm playing a Battle of Wits deck. When I sit down with a 200-plus card deck, you're like, oh, he's playing Battle of the Wits was particularly fun because when you show up, I don't have to tell you I'm playing a Battle of the Wits deck.
When I sit down with a 200-plus card deck, you're like, oh, he's playing Battle of the Wits.
And so that is really fun. And I think the alt win cards that do the best job are things that just encourage fun behavior.
Another thing that we can care about is we can care about the battlefield.
We can care about zones.
We can care about sort we can care about the battlefield, we can care about zones, we can care about sort of states. So, test of
endurance, two white, white, enchantment.
At the beginning of your upkeep, if you have 50 or more life,
you win the game. So, life
is, ironically, life is how you
determine whether you win or lose most games.
If you get down to zero, you lose.
But this card says, well, instead of going down, you go up.
Well, what if you go high enough
and you just, you win for being high enough?
And so that is a lot
of fun.
Okay. Another
thing that we can do is
so we can't
really talk about you win without also talking
about you lose.
So we definitely, so
let me bring up the card Door to Nothingness.
So Door to Nothingness costs five, and it is an artifact.
Door to Nothingness enters the battlefield tapped.
White, white, blue, blue, black, black, red, red, green, green.
So 10 mana total, two of each color.
Tap.
Sacrifice Door to Nothingness.
Target player loses the game.
in total, two of each color, tap, sacrifice door to nothingness, target player loses the game.
So this is, so one of the things about win the game is we also had to design lose the game.
So we were talking about alt win conditions, like if I make my opponent lose the game, especially in a two-person game, then I win. Interestingly, Door to Nothingness,
the original Door to Nothingness,
actually said,
destroy target creature or player.
We thought that was super funny.
And the idea was, well, most of the time you win the game,
but every once in a while, you know,
for style points and multiplayer play,
maybe you'll kill a creature.
It'd be fun.
But we were stopped by the rules manager.
The rules manager said,
you cannot destroy
a player. That is not
how the game works.
You have to make them lose the game.
So I would later go make
Baron Von Count in Unstable,
which you do a countdown as you play
cards, and then when it gets to one, it
destroys target player.
Unsets can do things like
destroy target player, the rules don't
exactly let you have.
Anyway,
so Door to Nothingness is a good example of
sometimes, that's more blatant.
We don't do a lot of
just straight up lose the game.
There are a
whole bunch of lose the games where
we're trying to make you do something
and lose the game is kind of the control
to make sure you do the thing we're telling you.
Like you need to do thing X.
If you don't, you'll lose the game.
So some of the way that people will win the game,
an alternate way to win the game,
is to play a card that is a lose the game card
and then you give it to your opponent.
So for example,
Demonic Pack, two black
black enchantment. At the beginning of your upkeep,
choose one that has been chosen. Demonic
Pack deals four damage to a creature and
player, and you gain four life. Target
opponent discards two cards. Draw two cards.
You lose the game. So,
for example, one of the ways that Demonic Pack can be
an all-to-win card is I
do the first three things,
and then I give it to my opponent. You know, I donate it. There's a bunch of ways to give it to
your opponent. Give it to your opponent, and then they suffer the lose-the-game thing. So,
lose-the-game can definitely interconnect with that. So, another fun way, let's talk about little tweaks here and there.
For example, let's talk Phage.
So Phage was a character from – what was Phage from?
She was from the Onslaught story.
And so what Phage did is when Phage hits somebody – here, let me read the actual card.
Where's Phage?
Okay, so Phage is... Where's Phage?
Okay, I'm just going to have to look for Phage directly.
Okay, one thing.
When not in my car, I can just look up cards.
Phage the Untouchable.
Three black, black, black.
So seven mana total, four which is black. She's a legendary creature, avatar minion, 4-4. So the idea was she was a person that had a death
touch. And so the flavor we thought was
really cool, this was my
card, was, well,
if she touches you, she kills
any creature she touches, she kills any
player she touches, she kills.
But once again, what makes a good
alt win card is, well,
you have to get through. And yeah, any
creature that blocks her, she'll destroy, but you
still have to get through and get to the player.
There have also been some fun
alt win decks where one of the
rules of Phage is, because
we didn't want you reanimating her,
we put in this thing that you lose the game
if somehow she enters the battlefield and you didn't cast
her. There's some
weird decks you can make where you
give Phage to other people in a way that will make them lose the game.
Okay.
Let's see.
So let me look at some other fun alt win cards.
Oh, now I know about ABCs.
One blue blue enchantment.
At the beginning of your upkeep, if you control permanence with names that include all 26 letters of the English alphabet, you win the game.
Yeah, one of the things that's fun, the unsets tend to do alt-win.
I think every unset has had one alt-win in it.
And the reason – it's funny.
The reason I did that originally, the reason that the She-Stand-Loyal was unglued was we were a bit hesitant in the early days to make alt-win cards.
was we were a bit hesitant in the early days to make all win cards,
but I think I made enough of them
and sort of the players sort of embraced them
that I got the rest of R&D on board.
The fun thing that I like a lot,
and like now I know my ABCs to me
is the perfect example of a fun alt win card,
which is here's a challenge.
You have to get the following on the battlefield.
All 26 letters of the alphabet.
Okay, well, what letters are easy to get? What letters are have to get the following on the battlefield. All 26 letters of the alphabet. Okay.
Well, what letters are easy to get?
What letters are hard to get?
What cards out there have a lot of neat interactions?
One of the fun things about this is
there are a couple two and three card combinations
where you can win the game if you get those two
or three cards out.
But the dynamic is
I have to go build my deck, and I
have to think of ways in which I can crisscross
and do things, and I think
that's the fun of alt-win cards.
Sort of the thing that I
always enjoyed about them is
I enjoy the
challenge that they make. I enjoy how
they really push boundaries and
make you have to rethink things.
And so that is... I don't know.
I get a big kick out of them.
And a lot of times what we do when we make new ones – like here's a pretty popular one.
Laboratory Maniac.
Two in the blue, two, two, creature, human, wizard.
If you draw a card where the library has no cards in it, you win the game instead.
So this is saying, you know that whole milling thing we were talking
about? Let's turn that on its head.
What if, if you manage to
mill yourself completely,
you win the game instead of losing the game?
It takes something that means something, and you
flip it on its head.
Or like Near Death Experience,
two white, white, white enchantment.
At the beginning of your upkeep, if you have
exactly one life, you win the game. So the fun thing there is like, okay, I have to be at a point, but exactly at a certain point.
And being at one is very close to losing.
So it is a tricky thing to do.
Or like Biovisionary, one green blue, two three, creature, human wizard.
At the beginning of the end step, if you control four or more creatures named Biovisionary, you win the game.
At the beginning of the end step, if you control four or more creatures named Biovisionary, you win the game.
And obviously in a – not Commander, but in a normal sort of modern or something, you can play four copies of this.
But the way to really win with it isn't just to get four copies – the four printed copies.
It's can I copy it?
Can I do things which I'm getting more out because I'm using extra means to get them out?
Anyway, they're just a lot of fun. The thing that's neat about them is – so the other thing, a little history of him.
In the early days, so the first one ever was Chief Sands Alone.
That's in Unglued.
So Unglued is like 98.
Coalition Victory is two years later in 2000 in Invasion.
And then we did the first cycle in the Battle of the Witch, Chats and Counter, Mortal Kombat, Test of Endurance, Epic Struggle.
That was an Odyssey.
So Odyssey is the set after Invasion.
And then the next card that's even – yeah, it's not even an alt win, naturally.
It's like Platinum Angel, Platinum Angel, 7 mana, Artifact Creature Angel, Flying.
You can't lose the game and your opponent can't win the game.
So that's not exactly an alt win.
It's playing and can't lose sort of space.
But I think the next time you win the game is Darksteel, yeah, Darksteel Reactor, which showed up in Darksteel.
Four Artifact, Darksteel Reactor is indestructible. At the beginning of your upkeep, you may put a charge counter to Darksteel. Four artifact, Darksteel Reactor is indestructible.
At the beginning of your upkeep,
you may put a charge counter to Darksteel Reactor.
When Darksteel Reactor has 20 or more charge counters on it,
you win the game.
So the idea here is A, in 20 turns I'll win the game,
but more likely, if I can manipulate things to get it up,
I will win there.
Then, Bear in Glory, we finally took um the cheese stands alone and we
converted it over to a card we changed
it to be a trigger at the beginning of upkeep but other than that
it's basically cheese stands alone
but what's happened since then is
we I think
and normally what happens with magic is
early on there's some hesitancy
about something uh somebody
in this case me will push a little bit
get more out there. And once
the players start seeing it and playing with it,
it starts sort of picking up steam
and that it became apparent
that there's, I mean, not everybody likes
all wind cards. It's definitely a flavored taste.
But, you know, something like
Battle of Wits that really took the
tournaments by storm and, like, when someone
brought a Battle of Wits deck, you would talk about the Battle
of Wits deck. It was something that would raise conversation.
And so over
time, I think what has happened is
especially as we embrace the more
casual side of things, there's been an
explosion of alt win
cards. You know, there's
a lot more. Like I said, it
took five years for the
first one and then
maybe we'd make one or two more as it went by.
And then essentially we started making more.
We normally don't make more than one in a set.
And not every set has an alt win card.
But it's definitely something where we've had a lot of fun with it.
And I think that the biggest thing for us has been to try to figure out where the challenge is.
Because when you're making an alt win card, you want to make something that players can do, that is possible.
But you want to do in such a way that there's a real challenge to doing it.
And I think we found a lot of sweet spots of fun things to play around with.
It is neat to look at all the different ways there are to win.
And so I think that's been a lot of fun.
It is something we will continue to do.
It is definitely something that's become sort of ingrained as part of Magic.
And I...
It is funny.
Like, one of the things about working on this game for so long
is I can think back, like the early days when like when I put
the alt win cards in Odyssey block
it was definitely
people talking about it like oh wow is this something
we're going to do and every set
three sets in a row
the way it worked is Battle of the Wits and Chance of Counter
were in Odyssey
Mortal Kombat which was the block set
was in Torment because it was a block set
and then Tests of Endurance and Epic Struggle which was the block set, was in Torment because it was a block set. And then Tests of Endurance and Epic Struggle,
which was the white-green set, were in Judgment.
And that at the time was a pretty radical idea.
The fact that I would do, first of all,
more than one alt win card
and do five of them in a row in a set
was pretty crazy.
But now, you know, it's just something that's...
It's something we see all the time.
So anyway, that's why I thought it would be fun to talk about it today.
Alt-Win cards have a soft spot in my heart.
And it's neat to see all the ways they've expanded and continue to be made.
So for example, let's see.
What is this?
Tales of Middle-Earth Courageous Resolved.
So here's the latest of the Alt-Win cards.
Instant.
Up to one target creature you control gains protection
from each of your opponents. Until end of turn, draw
a card. And then Faithful Hour
if you have five or less life, you can't lose
this turn. You can't lose the game this turn.
Oh, this is not actually an alt win card. It is
a can't lose card. So, a little back to
form of the approach of the second sign. So, this is Infinity.
So, I guess the most recent one was actually in Infinity.
Four and a white enchantment.
With enchantment entered the battlefield,
you gain seven life. You become a card until
you leave your library, or that library is shuffled.
Put yourself seventh from the top,
balancing the cards on top of your head. When you
draw yourself, you win the game. When
one or more cards fall off your head, exile them and all
cards in your head, then sacrifice the enchantment.
This is an uncard,
so obviously it's a little on the sillier side, except for the
acorn card. I love the idea of when you draw yourself, you win the game
that's what got me to print this card, by the way
George, a fan, made this card
I read that line, and I was like
okay, we are definitely putting this in a set
well, in this specific set, because it was an acorn card
anyway guys, I hope you enjoyed
my jaunt through
alt win conditions, there's a lot of fun
stuff here, we will keep making more
but I hope you guys enjoy them and they are something that still, to this day jaunt through alt win conditions. There's a lot of fun stuff here. We will keep making more.
But I hope you guys enjoy them.
And they are something that still, to this day,
brings a smile to my heart.
Anyway, guys, I can see my desk.
So we all know what that means.
That means instead of talking magic,
it's time for me to be making magic.
So I will see you all next time.
And I hope some of you have some fun with some alt win conditions.
Bye-bye.