Magic: The Gathering Drive to Work Podcast - #1121: Top 20 Evergreen Mechanics, Part 1
Episode Date: March 22, 2024During my MagicCon: Chicago talk where I listed my top 20 mechanics of all time, I also showed a slide for my top 20 evergreen mechanics and said that one day, I'd do a podcast on it. Today ...is that day. This is part one of two.
Transcript
Discussion (0)
I'm playing my driveways. We all know what that means. It's time for the drive to work.
Okay, so at MagicCon Chicago, I did a talk called the 20 Top Mechanics of All Time.
I then turned that into three podcasts.
But in the talk, one of the things I did was I said,
I'm not going to count every one of the things I did was I said I'm not going to count evergreen mechanics
when picking the top mechanics
but I put up a screen of the top
20 evergreen mechanics
and then said I'll probably do a podcast
about that sometime. Well guess what
today is that day
at least the start of that day
I'm pretty sure this is more than one podcast but
I'm going to talk about the top
20 evergreen mechanics of all time.
Now, I will state that I spent a lot more time making my list for the talk and that I threw this together.
I think this list is decent, but I didn't spend as much time on this one as I did on the other one.
But I do think about evergreen mechanics a lot, So I do have lots of thoughts on evergreen mechanics.
So number 20 was hexproof.
So during Future Sight, I was making future shifter cards, cards that showed the future.
And I thought it might be a fun opportunity to get some keywords.
There are a bunch of keywords that we use all the time, or, I mean, mechanics we
use all the time that weren't named.
And so I thought it'd be nice to just go through and name some of them.
And we, I ended up, I tried to, I tried to do a whole bunch, and I ended up getting,
I think there were four.
ended up getting, I think there were four. I think that's when Reach and Death Touch and Lifelink and Shroud all got named. Shroud's important. So Shroud was an ability that says I can't be the
target of any spells or abilities. Nobody. Nobody can target it.
So we made Shroud in Future Sight, and then what happened was no one played it correctly.
Everyone were like, well, I understand it can't be targeted by my opponent's spells
and abilities, but clearly, clearly I can target it.
It's my thing.
And Shroud is supposed to be, no, nobody can target it.
But no one, or not nobody, but a lot of players just didn't play it that way
because it just didn't intuitively seem like they should be able to target their own thing.
That's how people play.
And so we finally said, okay, instead of having everybody play it wrong, we'll just change it.
So instead of Shroud, we've changed it to Hexproof.
And Hexproof means nobody but you can target your creature with spells or abilities.
The reason Hexproof's number 20 is that...
Oh, I really, really quickly, before I get into Hexproof.
In making this list, I purposely chose to do evergreen mechanics
that I thought we used all the time,
but I avoided what I call sort of mostly game actions,
like draw or discard.
So I didn't put those on my list.
Just a little copy of that.
Okay.
So anyway, hexproof has proven to be
a little non-interactive.
That when you put hexproof on something,
it's hard to deal with.
At least you can't deal with the spells.
Now, obviously you can deal with it in combat.
But if you sort of put hexproof on a
creature with evasion, it's near impossible to deal with, and it's not that hard to put evasion
on things. So, we're very cautious with hexproof. It hasn't gone away for a couple reasons.
One is, temporary hexproof is quite interesting and valuable, a way to sort of protect things.
And conditional hexproof can be interesting.
Like I have hexproof when I'm untapped.
And there's a small subset of things that we want to have hexproof. A classic example is, let's say we make a combo piece.
Something that says, okay, you know, whenever you do this, get a counter.
When you get 20 counters, you win the game.
It's not much fun that someone invests all this time and all this energy
and works toward this goal and the last second you just destroy it, right?
So we'll put hexproof on those.
There are certain things where hexproof is valuable.
So the reason we haven't got rid of it is there are places and times and uses for it
that are useful, but it is hard to use as a general thing.
We just don't want to put hexproof on lots of things.
So that is why it's number 20 in my list.
Number 19, First Strike.
So First Strike is one of the mechanics today
that goes all the way back to Alpha.
It was in Alpha, Elvish Archers,
and I think there were a few others.
White Knight, Dark Knight had First Strike.
So First Strike,
so Hexproof means you can't be targeted.
First Strike means that I do damage to you
before you do damage to me.
The reason that First Strike's
all the way down here at 19,
people are like, why so low?
Is we've learned that Hex,
not Hexproof,
we've learned that First Strike has a problem.
It is too good defensively. That if I
get a First Striker out, it really
shuts down the board. It's hard
to deal with a First Striker. Without being able to destroy
it with a spell, it's hard with creatures
to deal with a First Striker.
So you'll notice, we do use
First Strike, but a lot of the First Strike
we use these days tends to be
either
on your turn turn or on attack
or as an attack trigger.
We like aggressive first strike.
Aggressive first strike is an evasion ability, sort of.
It makes you hard to block.
So we like aggressive first strike. We don't like
defensive first strike.
But that's baked into first strike.
So we...
I'm not never. We do occasionally.
Usually if we put first strike on something,
it's something that we want to be
a little more on the aggressive nature.
We don't make a lot of defensive first strikes anymore.
And so it's a good mechanic
in that it's flavorful.
It just is one of those things,
and we've learned that over the years,
that the differential between attack and defense
banding is not on this list but banding had the same problem where banding on offense was kind
of interesting I mean it was confusing but from a gameplay standpoint it played well but banding on
defense was just brutal and it would it just shut down boards and so one of the things we've learned
in general when making mechanics is you really have to think about how defensive it is.
Mechanics that end up being too defensive just don't make great evergreen mechanics.
Okay, number 18, Defender.
So when magic first got made, there were walls in it, like wall of stone, wall of wood.
And the wall creature type just had built into it,
can't attack.
The can't attack was, defender means can't attack.
So walls had built into it that.
So occasionally we make a card that said,
you know, target creature becomes the creature type of your choice.
But we have to say not walls,
because walls had baked in mechanics to it.
So we finally said, okay, let's...
And the other one was legends.
Before legendary was a super type, it was a creature type.
That was the two that had baked-in rules to it.
So we said, okay, let's stop doing that.
We turned legends into legendary for creatures.
And we said, okay, we're going to make a brand new mechanic called a fender,
which basically means you can't attack.
All walls will have defender.
So no wall will change how it works, but will pull out that can't attack from the
keyword. So now if you make something a wall, it doesn't inherently have
defender. Although whenever we print a wall, we'll make sure that it does.
Defender has its time and its place. Defenders are
interesting in that if the defender doesn't have a way to attack,
like some defenders have a way by which it can attack.
But if a defender can't attack, we can count it not as a creature from a design skeleton standpoint.
And a lot of ways you can think of it more as a way to protect yourself,
more so than a way to do damage.
And players generally like Defender in the sense that, I mean, it's a drawback.
Like, players don't like drawbacks, and Defender is one of the few drawbacks that people are okay with.
And there is some love for Defender matters, like wall matter stuff,
where like, oh, my walls can attack. There's just something there that people enjoy.
Okay, number 17 is reach.
So reach was another one of the mechanics
that got made during FutureSight.
Reach lets you block flyers and...
Reach lets you block flyers.
The reason we keyworded it was
that it was very hard to, my reminder
text from flying, when
Reach didn't, it's not that,
Reach, the actual mechanic goes back to Alpha.
Giant spider in
Alpha had basically Reach.
The ability goes all the way back.
It stems from the fact that Green
basically doesn't have flying, or doesn't have very much flying.
And so Green needs answers
to flying. And so Reach was a nice, clean, like Green doesn't fly, or doesn't have very much flying. And so green needs answers to flying. And so reach was a nice clean... like green doesn't fly but it has answers
to flying. And the reason reach became a keyword was it allowed us to write
flying in reminder text very cleanly. Oh I can only be blocked by creatures with
flying and reach. It is interesting in that there's not a lot of mechanics that
are subsets of other mechanics.
Meaning if I have flying, I basically have all the abilities of reach.
Now, technically, there's things that affect flyers that wouldn't affect a reach creature.
So it's not 100%.
But it's a lot of the subset, a lot of what reach is.
So reach is valuable in that it helps us deal with evasion for flying
because there's a lot of infrastructure of flying in making a set.
So reach is valuable there.
All sets have reach.
It's secondary in red.
I mean, it's something we do need and use from time to time.
It's pretty key for green.
In order for flying to do what flying does, we need answers for flying.
But it's a little bit ho-hum.
It's not the kind of mechanic we can cycle out.
Um, and so it is definitely a mechanic that like doesn't excite anybody.
It's just more there for you.
Like, it's never like, oh, we're making a cycle of creatures and each one gets a keyword.
Like giving something a reach is functional, but it's never exciting.
Okay.
Number 16, mill.
Okay, so Richard Garfield in the game of magic built in an alternate backup,
which is, okay, what happens if no one wins?
Like what happens if no one does enough damage?
Or you get in a state where no one can attack?
And the answer was, okay, well, at some point,
someone is not going to be able to draw a card.
The first person to not be able to draw a card loses.
The act of not drawing a card loses the game for you.
And then in antiquities, the East Coast playsearchers,
Scafali, Jim Lynn, Dave Petty, and Chris Page,
decided it might be fun to lean into that
by making a card that specifically cared about that.
And they made Millstone.
And what Millstone does, it actively mills you.
It puts a number of cards.
Millstone does two cards.
But anyway, over the years, milling has become something.
It was an unnamed mechanic for many years.
And we kept talking about it for years about what to name it.
The problem with mill as a word is mill comes from millstone.
And millstone is something you like crush grains with.
Like metaphorical.
Like millstone was like I'm metaphorically crushing your brain and your memories like you would crush wheat.
Like it's in a vacuum if you don't know the card millstone.
If I say the mill you it doesn't make any sense in the sense that
the words don't mean anything.
We searched for words.
The problem we had
is any word that made sense
for the flavor of
I'm getting rid of your memories
in your deck
also sounded like
I was making you discard cards.
And so, you know,
if I make you forget or something,
like, is that milling
or is that just discard?
And so in the end, what we decided was people called it milling. Maybe
there wasn't a term that inherently implied it. Sometimes we have vocabulary
that you just got to learn and mill's one of those. But
once people learn it, it sort of feels natural to people, even though
you know, I don't know if the average person even knows that milling means that you crush
grain with stone wheels.
But anyway, it is a neat mechanic in that a lot of players, especially less experienced players,
it is a very impactful thing to do.
Milling two cards means you lost the card.
You mill my Ship and Dragon, for example, we gave.
Like, oh no, I lost my Ship and Dragon.
And the reality is it could have been on the bottom of your deck. Like, more experienced
players understand that, like, look,
there's some cards you're not going to draw and
milling really
is just sort of, in some ways, shuffling the
library, which isn't super
impactful. Like, milling really doesn't
mean anything unless one of two things
are true. You mill them out for the win
condition,
or there's something, there's some graveyard synergies where it can matter. Now, we do a lot of graveyard synergies, and so milling is something that we include where we can. I know in
Playbooster World, it's going to be more as a secondary effect rather than a card, as all the
card does, because the card can be blank in certain circumstances
and limited.
Like, if you're not
trying to mill somebody out
or you're not
specifically playing
into sort of
a graveyard strategy.
But, the idea of
milling as an ETB effect
or now an E effect,
I guess,
enters the battlefield
as becoming enters.
So, I've got to figure out
whether we're just
calling those
enters effects.
Anyway,
so mill
definitely has some richness.
It is something that certain players get very excited by.
Mill strategies are very fun.
Whenever we put mill strategies in,
there's players that really enjoy milling out your opponent.
It's just a different way to play.
And so I put that there at number 16.
Number 15 is indestructible.
So most of these,
while I had a lot to do with keywording a lot of these,
I didn't have a lot to do with making a lot of these, a few.
This is one, this might be the only evergreen mechanic I just made.
There's a few I had a hand in, I guess.
But anyway, this came about during, we were making,
we made Odyssey and then we made dark steel or not odyssey i'm sorry mirrodin and then we made dark steel and then um fifth on uh and in dark steel i was having a talk with
bill rose one day and bill was saying i was talking to bill about how my strategy of just
making new mechanics was you know you just have to figure out, like,
what are things that players want,
either want or don't want.
Like, either things players want and then give it to them
or things players don't want
and help them keep that from happening.
And Bill said, oh, that's very interesting.
So what, okay, what don't players want?
And I joked and I said,
well, they don't want their cars to be destroyed.
And then I'm like, wait a minute, bing, bing, bing. I'm like, okay, what if't players want? And I joked and I said, well, they don't want their cars to be destroyed. And then I'm like, wait a minute,
bing, bing, bing.
I'm like, okay,
what if we made a mechanic
that kept your stuff from being destroyed?
That's where Indestructible was born.
So it ended up being a mechanic,
well, ended up being in Dark Steel.
Originally, it wasn't a keyword.
It was just vocabulary.
Because Indestructible means can't be destroyed.
Okay, you can't destroy it.
Enough people thought it was a keyword
because we ended up,
it ended up becoming evergreen pretty quickly.
It's just, it was useful in a bunch of places.
And so we ended up making it a keyword
just because people were treating it like a keyword
and there's some subtle differences
between keywords and not keywords.
So indestructible became a keyword.
We have to be careful. Like hexproof, keywords. So indestructible became a keyword. We
have to be careful. Like Hexproof,
you can't just put it on too many
things. What we tend
to like most is either
indestructible as an action, a
temporary action, indestructible end of turn.
It's how we sort of mimic what the old school
regeneration was. Like, oh,
I can become
an indestructible end of turn. It's sort of like, well,
I won't die. Also,
is good conditionally, either
in the sense that you're indestructible under certain circumstances
or I have to work and earn my way
to indestructibleness.
We also have used indestructible
somewhat on some gods.
We like the idea that the gods are
hard to get rid of. The ones
in Pharaoh said indestructible.
There's some challenges with indestructible permanents, so it's not something we can do a lot of.
But anyway, I put it at 15.
So number 14 is fight.
So one of the challenges is colors have weaknesses.
One of green's core weaknesses is its over-reliance on
creatures. So green, one of the things about that is we like the idea that like every color needs
to have answers for creatures. And green does not have spells that destroy creatures directly.
But we like the idea, like for a long time, green just couldn't destroy creatures and it was problematic. And it had...
We played around with things like provoke and things
or lure.
We're like, you have to block me.
But it caused some weirdness
and if you can tap the creatures
and they don't have to block.
So in the end, what we decided was,
is there a way to let green sort of like
have a one-on-one fight with somebody, right? Can I,
you know, it's kind of like getting in combat, but
it's outside of combat. Just like,
can you and I sort of get in combat just right
now? And we came up with the idea
of fighting. Originally, it was
started just as like words on
cards, but like we realized it
answered a really interesting problem for us,
which is in Limited, green needs
answers to other creatures, in Constructed Hoop, especially in Limited. It needs answers to other creatures,
and so fighting, which means, you know, I do damage to you, you do damage to me,
which is a lot like being in combat, has just proven to be a really useful tool for Green.
We also have something we call Bite, which isn't keyworded,
which is I just do damage to you.
I don't get damage back.
Fight is we each damage each other.
Bite is I just sort of damage you.
But anyway, fight has been a key part of green
and just a very usable tool.
Anyway, so I put that at 15.
Did I say 15? 15. Oh, no I put that at 15. Did I say 15?
15. Oh, no, sorry.
14. 13 is equip. So in Mirrodin,
for a long time, going
all the way back, I think, to like Arabian Nights,
like Arabian Nights had flying carpet.
The idea that I have an object, and then
one of my creatures wants to use the object is a
pretty flavorful, cool thing.
I have a sword I want to give to my goblin.
And for a long time, we had auras.
But auras kind of didn't represent things.
In the early days, sometimes they represented magical things.
Like, it's a sword made out of fire.
But we decided that we liked the idea of just having tangible things.
So Mirrodin was our artifact block, our first big artifact block.
Mirrodin was our artifact block, our first big artifact block.
So we decided, like, what if we made some version of, like, auras, but for equipment.
I say for artifacts.
And the thing that really differentiated them from it was the idea that if I give a sword to my goblin,
and you kill my goblin, well, the sword's still there.
Someone else could use the sword.
So we came up with the idea that equipment, you don't put it on a creature directly.
You put it on the board.
It just sits there.
And then, once it's on the battlefield,
you can pay to equip it.
Equip is the mechanic I'm talking about.
So equipping allows you to take this thing that isn't attached to this body and attach it.
And then, if the creature dies,
it unattaches and sits on the battlefield.
And so it allows us, it sort of fixes one of the creature dies, it unattaches and sits on the battlefield. And so, it allows us...
It sort of fixes one of the aura issues, which is...
Auras have this card disadvantage.
I put it on my creature, destroy my creature.
Now I've lost my creature and the aura.
And equipment doesn't do that.
So, we put equipment in Mirrodin.
They were useful almost instantaneously.
And so, they became evergreen at the very next...
Champs-Élys to have them in it.
Anyway, equip is useful, and it is something that also gives us some nice knobs.
The idea that it costs something to play the equipment, it's something to equip the equipment.
The cool thing about having the equip cost is if I want to make it something that is hard to equip,
like I don't want you moving it around a lot,
I can give it a high cost.
Like a real common thing we'll do is we'll do what we call snap-on,
where it's equipment that when it enters,
it equips itself to a creature for free,
and then it has an expensive cost to move it, right?
So the idea is it snaps on and it equips four.
And what that says is we're going to kind of pick a creature,
and then, look, maybe late game you can move it,
but you're not going to move it a lot.
Once the creature dies, okay, probably you'll spend man at some point to re-equip it, but it's something where
you'll probably keep it on the creature we first have
for a while, you know, until
late game maybe, or it dies.
Okay, next, at number 12
is crew.
I went back and forth on crew and equip,
which to put where. So crew
goes on vehicles.
Vehicles are basically evergreen.
They're either on the cusp of deciduous or evergreen.
I put them in evergreen just because we use them almost every set.
So vehicles are things that you, the player, can kind of climb into and drive or move or whatever.
And the way we make crew works is crew has a number,
and you have to tap that much power
in creature.
So, on equipment. Vehicles first
showed up in Kaladesh.
The early version of crew
was crew N, and N meant
tap that many creatures. So crew 2 was
tap two creatures.
What ended up happening with that, though, was
it just got so much better in decks with, like,
tokens than it was everywhere else
that they weren't usable.
So the interesting
story of Kru was
we were making a land
mechanic in Ixalan,
and I was trying to stay off
of Kaladesh, because that was the previous year.
They were still working on it. So
we wanted you to, like to conquest the land or something.
I forgot the word.
But you're somehow gaining control of the land.
And so we came up with this idea that you had to tap so much power of creature.
Meanwhile, they were struggling.
Kaladesh was in development.
They were sort of struggling a little bit, trying to balance equipment.
Not equipment, sorry, vehicles. And I realized that the tool we had used
was actually pretty valuable. So I went to Ian, who was one of the co-developers
of, or co-set leads, or I guess it was
back then they were developers. But anyway, he was one of the co-developers of Kaladesh.
And I said to him, you know, this tool is working really well for us, but we don't
need it. Like, we could do something else.
Maybe you want to use this for vehicles.
And he did, and it worked out well, and it's pretty cool.
The crew is really neat.
I like creature power as a resource,
because it's something that makes bigger creatures have different value
in a way that's kind of cool.
And it's neat that, like, oh, a bunch of little guys can crew this,
or one big guy can crew it.
I just think that plays quite well.
Okay.
Number 11 is Double Strike.
So this is interesting.
I think this is the only mechanic,
or sorry,
only evergreen keyword mechanic
that was made by an audience member.
So during the very first You Make the Card,
Mr. Baby Cakes, what did he ever be called?
He was an elemental.
I'm blanking.
The design name is Mr. Baby Cakes.
Maybe I'll come to it.
But anyway, we were designing, he's a green creature,
and so we needed abilities for him.
Somebody turned in Double Strike.
Now, green isn't
a color that has First Strike. I know there's one
in Alpha, but in general, green does not have
First Strike. And so,
the idea of Double Strike on a creature that
in colors that didn't have First Strike felt wrong.
But it was so elegant.
It was like, oh, well imagine
if you just did First Strike
and Normal Damage. Like, we have
First Strike damage, we have Normal Damage. What if you just did both strike and normal damage. Like, we have first strike damage, we have normal damage. What if you
just did both? It was so elegant
and so clean, we just said, okay, we're going to start doing
that, and we started putting it in.
So the reason that double strike is higher than
first strike, I put first strike at 19, and
double strike's at 11, is
double strike has, I mean,
it has the same defensive issue,
but
it is so aggressive in nature.
Like, if I'm going to block the creature,
a lot of times the first strike alone is going to stop the creature.
But if I attack, I get to double my damage.
And doubling damage, like, it's like first strike,
but has an element to it built in that really, really encourages you to attack.
It's also a very clean way for us to double power
in a way that's not very wordy.
It's a lot of words to
try to double something's power, but target creature
against double strike is very
simple, and so it's ended
up being something that
has been just a little bit cleaner
and a little easier to use than first strike.
We don't tend to put it at common,
but it also is a very sexy
mechanic.
Players, like myself, like doubling quite a bit.
Doubling is pretty powerful.
And so it's just a very flashy mechanic.
It's also nice that it's nested into First Strike,
meaning that once you understand First Strike,
it's not hard to understand Double Strike.
And so, I don't know.
It's just very useful and splashy.
Okay.
The final, um, one of today,
the top ten today,
is Trample.
Oh, no, that's number ten.
Um, oh, I did a number.
Oh, sorry.
I did.
Okay, I'm going to do Trample today,
and then we'll just do,
we'll do, uh, nine next time.
I was trying to time this correctly,
and I misjudged,
but I try to do 30 minutes.
So I will talk trample and the next time I will do nine.
Okay, so trample is another one of the alpha keywords.
Richard made it.
The idea behind trample was Richard wanted some way
for larger creatures to sort of be relevant.
One of the problems that you find is chump blocking is something that happens a lot.
So chump blocking means that you attack with something big.
I block with something small.
My small thing's going to die.
You're way bigger than I am.
But I prevent damage for the turn.
And chump blocking strategically is very interesting.
And the idea is
that a lot of times, like, okay,
I'm willing to throw away smaller things, prevent damage
from bigger things. But
the problem was, if you made something
that was significantly bigger,
you're making a 7-7, an 8-8, or
something, that chump blocking
ended up, like, it really was making
it not worth sometimes to play the
larger creatures that if i
spent all you like in order to get an 8-8 out i'm spending a lot of mana right it's a lot of
investment and the idea that i finally get it out and it's late game and late game you have a lot
of answers you have a lot of creatures because it's late game then it's like i mean yeah every
turn i make you lose a creature but it really it's just inefficient and it makes it
harder to make large creatures.
So we were trying to figure out how to make large creatures.
And by we, I mean this is Richard, this is Alpha.
And Richard realized that
if some of the bigger creatures kind of
punched through, meaning
they cared about what blocked them,
that it mattered the toughness of what
blocked them, then all of a sudden this big
creature, it has some extra meaning.
You couldn't just ignore it.
It could break through and do damage.
And then all of a sudden, oh, now I'm not just chump blocking it,
I have to think about how much toughness is blocking it.
If I have an eight-power trampler,
oh, well, for every toughness below eight that I'm putting in front of it,
I'm taking that damage.
And it really put an oomph onto making big creatures matter.
Now, trample is interesting in that it is a complicated mechanic.
It is one of, like, there's not a lot of mechanics that were in alpha.
I mean, for example, today I talked about first strike.
Protection did not make my top 20 but it protection still around
although protection is kind of deciduous these days so that's why i didn't put on my list um
flying obviously still around um trample i mean there's not not a lot of keywords from the early
days that are still here there's a handful uh not a lot um and i think trample just solves its
problem it's very flavorful um there was a period of time we didn't put Trample into the core
set. In fact,
also in unglued BFM,
BFM wasn't
given Trample, partly because
we were, at the time, we were thinking, oh,
the unsets are more, it's a little more beginning place. That's not
really true anymore. It never was true,
but we were, and so we didn't put Trample on it.
Also, I guess Trample on a 999
just is going to win the game. But anyway, yeah, I guess that's another part of it. Anyway, sorry. So trample is
a complicated mechanic, something that can cause peaceful problems, but it is somewhat intuitive
once you understand how it works. And it is flavorful and it really does a great job of
making large creatures matter. And so it is something, it is a tool that we've used effectively.
That is why it made my top ten.
So anyway, next time I will talk to the rest of the top ten.
And yeah, one of the things that's interesting for me just walking through and talking through this list is
part of becoming evergreen is
I mean, a few things
started evergreen, but mostly the way you become
evergreen is you prove yourself
over time. A lot of evergreen mechanics
didn't start as a mechanic.
It's just something written on a card, and then
over time, we're like, wow, this is pretty
useful, and we sort of
eventually say, okay, we should name it, and then
once we name it, then it starts getting used a lot
more. Naming something is super powerful for
making it used more.
Anyway, guys, I hope you enjoyed my part one
here. I will have a part two.
Anyway, like I said,
I hope you guys,
some of these stories I've told, some of them haven't, but the history of
all mechanics and sort of why they're important,
why they're valuable. But anyway, guys,
I'm now at work. So I know what that means. It's 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 guys next time. Bye-bye.